|
How did you approach writing material for Torchlight, which had to clearly
reference Diablo without simply
rehashing it?
MU: It was a little tricky, just
because the games do have so many similarities that it's hard not to make a lot
of the same choices. I really couldn't judge if I was successful. I'm sure some
people found the music way too derivative and referential to Diablo, and other people didn't feel
that way.
But it was really different to just sit down at the
piano. I tried to write a relatively strong basic melody first, so hopefully that
makes it significantly different. The actual melodic structure is actually a
lot more conservative than [Diablo's] Tristram
in some ways. It's more of a traditional progression and melody.
Diablo struck me as
relentlessly textural -- it's a constant wash over you, putting you in that
world, as the bassline melody travels to the different instruments. Torchlight feels more optimistic,
evoking more of a fairy tale feel.
MU: Yeah. There's not the big doomy
melody that I drive into the ground all through Diablo. But that worked well for the Diablo series. That thematic material tied in from the original Diablo all the way to the Lord of Destruction [expansion pack]
music. I'm sure you'll see the return of that theme in what Blizzard's up to
now [with Diablo III]. That will be
interesting to see.
How conscious are
you that there's someone out there working on Diablo III who is tasked with living up to this thing you've
created?
MU: Well, I'm aware of it, but I
think that that team definitely has all the talent they need to get the job
done right. I'm good friends actually with Joseph Lawrence, who is doing a lot
of the audio work. I'm looking forward to it being its own distinctive thing.
You know, I'd really love to hear Joseph's ambient music
out there more. I hope they don't feel they need to be too influenced [by my
music], and that they are free to do their own thing, because the gamer in me
thinks that would be more entertaining.
One of the tracks
they use is a new recording of your theme, with a much heavier orchestral
treatment.
MU: Well, I think you can't necessarily
assume that a promotional track is going to function as an in-game track.
Similarly, I was
speaking to [Runic co-founders] Max and Erich [Schaefer], and they were saying
how strange it was to be showing Torchlight
at PAX last year, and then across the hall seeing this huge Diablo III banner.
MU: I'm sure it will be great. It
will be interesting in the next few years to see how viable single-player is as
a genre. That's the real challenge. I think Torchlight
was so successful because we marketed it so cheaply, and we depended on the
good will of any potential pirates out there -- you know, keeping the DRM on
the light side, and trying to make it easy and convenient. That seemed to be
relatively vindicated.
But it's hard to do that with a big game. Blizzard may
be one of just two or three companies that can really do a viable single-player
game and doesn't need to monetize it beyond the box. It's really hard. The more
you go from a $5 download to a $50 box, the harder it is for the average player
to resist the temptation to grab it from a torrent. That's the dynamic you have
to fight with.
Of course, the math doesn't always pencil out. If you
want to spend $10 million or more developing a game with that level of content,
you can't really have the pricing scheme we had for Torchlight. Torchlight was
really only successful in the context of the time and the money that went into
it.
It's a shame. I feel, in a lot of
ways, it's a bit like the Busby Berkeley era -- you know, the big MGM musicals
that had their day, and those old big bands that used to barnstorm across the
country with 20 or 30 pieces.
The era of huge productions.
MU: Yeah. And then the economics
changed. The fashion and the economy of the whole thing conspired to end that
era. I mean, I don't really stay up at night worrying about it, but I feel like
I got to see the glory years of the single-player game as a genre, and the
economics are conspiring against it right now.
It's a shame, because I think people really enjoy it. I
know do, having the ability to just buy a single-player box or download one
thing. It's about having the idea of a game being a self-contained universe
that you don't need to get fresh content for all the time. It's a certain kind
of experience. It will be interesting in the next few years how publishers deal
with that.
Well, even you
guys are making an MMO next.
MU: Yeah, but it's, you know...
[laughs] Hopefully, we just get to keep on making games for the next few years
with that team, at least. That's all we're looking for.
|
The music in the desert in act 2 is nothing less than amazing funny he mentions strings are his strong point when the trac is mostly wind instuments, the arpegios bring forth a beutiful melody.
The trac (also in act 2) in the temple on the way to arcane is an odd but very intresting one as well.
Both seem to have a realy strong middle eastern "flavor" & reflec thier respective enviromentsvery well.
I could go on all day... going through each trac. lol
I must say Thank you Matt for so many tracks i've heard so very many times that i still seldom take for granted as they sound great to me every i hear them.
Fantastic job, the tracs serve the game well and stand strong alone as out of game music. Its magic!
Matt if you read this, thanks for your brilliant work. Your music has made worlds come to life.