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I
haven't noticed it as much recently, but in the past, when battle music was brought
in by your proximity to the enemy, sometimes you could get in and out of that
range and make stupid things happen. How do you deal with those kinds of
considerations? I know that's not on your side, the implementation, but...
RJ: Sure. Well, sometimes it is. I mean, I
try and do as much of my own implementation as I can, but obviously it's down
to the programmer, or depending on the toolset, something like that. The
choices of how we use interactivity with music are kind of between lead coder,
lead designer, and composer, really.
I could say, "Sure, my music changed
dependent on how far I am from an enemy, or a number of enemies, or the
ferocity of an enemy," but it's about these hopes. There's no real set
rules for this. It's kind of down to personal implementation, and it does
depend on the game.
You look at something like Mario Kart on the N64, and even thought
that was done with a sound chip -- there's no CD drive -- the great thing about
that is the tempo of the last lap. That works within the race. It's simple, and
it works so well. And of course, CD-based music or any disc-based music, you
can't really do that easily, because it's a different beast.
But I think it's a question of... now we
can produce good interactive scores. Now we're looking at... well, it's the
creative choices that are going to be the most important thing in the next two
to four years, I believe.
What we're going to hook into in the game
code is... Is it about the speed of driving our car? Is it about how rapidly
we're firing our gun? These kinds of things. What kind of feedback do we want
from the music? It could be very simple things, very complex things, or the
number of hooks we put in to change the music. It's a complex puzzle, and we're
still all trying to solve the puzzle, really.
What
do you think about licensed music in games? I'm personally not a big fan of it,
myself.
RJ: Being honest, back when it first
started around '95 or '96, I think most composers were worried, "Oh no,
the record industry is taking over." At that time, I was an in-house
composer, and the music industry made it seem like composers wouldn't be
needed.
From a personal point of view, when I heard
Wipeout, I thought it was awesome,
because it was chosen so well. The bad thing about licensed music is that
often, the completely wrong choices are made.
I don't think people have the
game in mind enough when they're choosing artists, bands, DJs, and whatever to
license tracks or even create new tracks. All of that is going to be
marketing-driven in some sense.
Whatever an audio director will say, there
will always be an element of, "We want this band, because they are this
band, or this singer, or whatever."
I think Wipeout is still the finest example. I think all of the Wipeout soundtracks have been so fitting
for the game. Apart from that, nothing's completely blown me away, to be frank.
But I'm a big fan of stuff like Rez. When Mizuguchi works with those
artists, they're producing their own custom tracks. I think that is the way we
should be going, because a lot of these guys are gamers, and they want to
produce stuff themselves, rather than, "We want this track and this track."
A good thing about licensed music is that
we wouldn't have a lot of music and rhythm-action games without a lot of
licensed music. So that's a great thing. I'm not a fan of putting it in for the
sake of it, and I'm not a fan of... I mean, for a racing game, if they fill it
full of rock music, what happens if you don't like rock music?
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One of the best examples of an interactive soundtrack that still retains a good theme is Mercenaries. Yeah, it's very John Williamsesque, but the theme has so many different versions, wehther a wistful, sad one, or a booming, stirring version during the big firefights, it was one of the more moving soundtracks for me in recent memory. That said, Mass Effect's Vangelis style one was excellent. I didn't know Jacques worked on it.