Territorial Music

sanwayzarsanwayzar Join Date: 2007-12-27 Member: 63271Members
edited January 2008 in Ideas and Suggestions
The game's music could change based on where the player currently is. In Neutral Territory, the default music would play. As the player moved closer to clearly Marine-controlled Territory, the music would become more rigid and "human" (like the Imperial March from Star Wars.) As a player moved closer to clearly Alien-controlled Territory, the music would become more creepy and sinister (like that creepy, tingly music from The X-Files.)

Imagine a TSA soldier entering a hallway that has been overrun by DI, and the music gradually changes to fit the mood. I think using music in this way will make the game that much more of a tense, immersive experience.

Another way this could be implemented is not by location, but by which side is currently winning. Everyone hears the same music. As Marines gain the advantage, their theme music starts to overtake the default music, and the same goes for the Aliens. A number of criteria could be used to determine which side has the upperhand at a given moment. Combined with growing/burning the DI, music in NS2 could convey a very satisfying tug-o-war feeling.

Comments

  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Fantastic idea. As long as the music doesn't reveal enemy structure locations (e.g. phase gate hidden and Kharaa players hear the music change through walls). If that couldn't be resolved, the second idea is also great.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    Neat idea. It probably wouldn't affect competitive play because most players turn it off but it would be fun for the pubs.
  • LosButchLosButch Join Date: 2007-12-27 Member: 63268Members
    <!--quoteo(post=1666113:date=Jan 3 2008, 06:13 AM:name=sanwayzar)--><div class='quotetop'>QUOTE(sanwayzar @ Jan 3 2008, 06:13 AM) <a href="index.php?act=findpost&pid=1666113"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The game's music could change based on where the player currently is. In Neutral Territory, the default music would play. As the player moved closer to clearly Marine-controlled Territory, the music would become more rigid and "human" (like the Imperial March from Star Wars.) As a player moved closer to clearly Alien-controlled Territory, the music would become more creepy and sinister (like that creepy, tingly music from The X-Files.)

    Imagine a TSA soldier entering a hallway that has been overrun by DI, and the music gradually changes to fit the mood. I think using music in this way will make the game that much more of a tense, immersive experience.

    Another way this could be implemented is not by location, but by which side is currently winning. Everyone hears the same music. As Marines gain the advantage, their theme music starts to overtake the default music, and the same goes for the Aliens. A number of criteria could be used to determine which side has the upperhand at a given moment. Combined with growing/burning the DI, music in NS2 could convey a very satisfying tug-o-war feeling.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't like music that changes gradually, because it really tend to make the music crappy. You cant really make some catching tunes as it would have to fit a lot with the music it has to change to, and leaves little room for creativity. (If someone could make it, Im all for it)

    I do like the second idea. If you know you are winning, it would be cool to hear a winning tune, and likewise if you are losing. Or like you suggest, alien and marine tunes, depending on who is winning. You shouldnt get any intel from it though. Like the music changes, because the aliens got 3rd hive, the marines would know.
  • MimmitarMimmitar Join Date: 2007-09-04 Member: 62163Members
    <!--quoteo(post=1666159:date=Jan 3 2008, 04:08 PM:name=LosButch)--><div class='quotetop'>QUOTE(LosButch @ Jan 3 2008, 04:08 PM) <a href="index.php?act=findpost&pid=1666159"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do like the second idea. If you know you are winning, it would be cool to hear a winning tune, and likewise if you are losing. Or like you suggest, alien and marine tunes, depending on who is winning. You shouldnt get any intel from it though. Like the music changes, because the aliens got 3rd hive, the marines would know.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You could set this to work off who has the most number of RTs say after 3 minutes of game time, all marines would know is the aliens have more rts than the marines. Not game breaking as you can hazard a good guess of who has more rts from a quick glance at the map. I really like the sound of the idea playing off whos winning. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    edited January 2008
    An even simpler idea: If alien players make a streak of kills, say 5 in 30 seconds, the music changes to the Kharaa theme for a minute or so. Almost similar to a lot of CS / TF2 servers use Quake sounds like, rampage, overkill, dominating etc. I think it would be pretty cool if it was much more subtle, as if the tides were turning.

    Regardless, sound and music are often ignored and they shouldn't be. Sound is incredibly important in gaming, and even atmospheric music especially in the context of the suggestion, can add a better experience for players even if it's subtle.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    Mmm, very cool ideas on the music territory.

    Could I say something? Even if you are getting "losing" music, could it be something that inspires to fight to the last man? Something rousing. Hope that makes sense, want to have fun even as you lose in NS2, I hope.
  • LosButchLosButch Join Date: 2007-12-27 Member: 63268Members
    <!--quoteo(post=1666168:date=Jan 3 2008, 07:29 PM:name=Sirus)--><div class='quotetop'>QUOTE(Sirus @ Jan 3 2008, 07:29 PM) <a href="index.php?act=findpost&pid=1666168"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->An even simpler idea: If alien players make a streak of kills, say 5 in 30 seconds, the music changes to the Kharaa theme for a minute or so. Almost similar to a lot of CS / TF2 servers use Quake sounds like, rampage, overkill, dominating etc. I think it would be pretty cool if it was much more subtle, as if the tides were turning.

    Regardless, sound and music are often ignored and they shouldn't be. Sound is incredibly important in gaming, and even atmospheric music especially in the context of the suggestion, can add a better experience for players even if it's subtle.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Agreed, music is VERY important in every game (even the good old C64 games had good music).

    That said, I don't like the killing-streak music change idea. If the music should help set the mood of the game, it shouldn't change when someone in the other end of the map makes a elite killing spree. It should at least depend on something that involves the entire team.
  • Dark RageDark Rage Join Date: 2007-12-05 Member: 63081Members
    I vote for Benny Hill when the Kharaa are rampaging through marine start.

    In all seriousness music can help add polish to a game. I would also like to see cool loading screens with epic music.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2008
    so are you suggesting a Dynamic Music system? the only game I know that used dynamic music in depth was One Must Fall: Battlegrounds (developed by an indie game developer, sequel/spinoff to the excellent DOS fighting game One Must Fall:2097, but OMFBG never really took off because of the buggy release, excessive re/balancing or difficulty in balancing, clunky/unfamiliar control scheme, unfamiliar gameplay (completely 3D Fighter), dodgy undesirable tactics without solutions, and "slow" unanimated turning (it was keyboard controlled, so there was no mouselook), but mostly from bad marketing and publicity). the dynamic music system was based on DirectSound or something, and had a system where about 25 minutes total of long music samples would make up a single "track" (different track for the map/level you were playing), with different samples for each of the situations you were in (how well you were doing), and smaller samples for 'transition'. the music in the original (2097) and battlegrounds were both pretty good, actually.
    Other games have used dynamic music - but mostly the others were just atmospheric/ambient music, and didn't change all that noticeably.
    But I agree that music is an important, but often downplayed, part of games. If NS can implement some kind of Dynamic Music system, which would change based on your setting (territory), and how well your team (perhaps you specifically) were doing, it would just be something special that you don't see very often.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    Are Source soundscapes currently capable of this level of dynamism?
  • c0kec0ke Join Date: 2004-07-02 Member: 29676Members
    hm, i honestly dislike music in any skill-based game because its just irritating so i do not really care if it changes or not when turned off <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • KissamiesKissamies Join Date: 2002-11-02 Member: 4748Members
    Dynamic music limits the music selection somewhat, but is truly awesome when done well. Sid Meyer's Pirates! is a very good example. I do agree with c0ke, though. In these games I'm happier listening to enemy footsteps and their screams when I kill them. So ingame music isn't an area I'd focus on much.
  • Dark_SoulDark_Soul Hive King Join Date: 2003-11-11 Member: 22527Members
    This is a greta idea! As long as the music isn't too distracting
    Some gentle ambient music would be great, like the stuff in NS1
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2008
    well, yes, the music should still be ambient/atmospheric, first of all because it's more NS-like, second because it won't distract so much, but you could still add a level of dynamism to that.

    something soft when you're just cruisin' around marine base... takin' it easy...

    something suspenseful when you're entering a particularly dark hallway deep in alien territory...

    you get the idea ;p
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    i like this idea. maybe the list of music should be easily modable client or server side. Obviously client side only the client would hear his own music list. Server side everyone would so the choice of music may effect the popularity of the server. If all the alterations in music were st to standard relationships, e.g. no of kills per team per min or territorail location or something then changing the music files attached to those relationships would nt be too hard. The game would need to ship with a good score of tension building atmospheric music for this to be popular but an ease of modification could give it greater scope.
  • spawnof2000spawnof2000 Join Date: 2007-09-01 Member: 62111Members
    dynamic sound emmiter?
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1666343:date=Jan 5 2008, 10:11 AM:name=spawnof2000)--><div class='quotetop'>QUOTE(spawnof2000 @ Jan 5 2008, 10:11 AM) <a href="index.php?act=findpost&pid=1666343"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->dynamic sound emmiter?<!--QuoteEnd--></div><!--QuoteEEnd-->
    what?
  • spawnof2000spawnof2000 Join Date: 2007-09-01 Member: 62111Members
    like the music is coming from the hive as you get closer it gets louder
  • c0kec0ke Join Date: 2004-07-02 Member: 29676Members
    what? music out of the hive?
  • spawnof2000spawnof2000 Join Date: 2007-09-01 Member: 62111Members
    its an example or maybe the music comes from the area around the hive?
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2008
    lol i hope that's a joke.

    the music comes from.. your speakers ;P
    it changes according to your location and/or how well you are playing
    - it isn't 'emitted', like, your distance to an emitter determines how 'loud' the music/sound emitted is. unless of course.. i wanna place a boombox crankin' out some mean beats at marine start, then by all means..

    edit: i'll give you an example
    <!--quoteo(post=1666274:date=Jan 4 2008, 11:39 PM:name=Harimau)--><div class='quotetop'>QUOTE(Harimau @ Jan 4 2008, 11:39 PM) <a href="index.php?act=findpost&pid=1666274"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->well, yes, the music should still be ambient/atmospheric, first of all because it's more NS-like, second because it won't distract so much, but you could still add a level of dynamism to that.

    something soft when you're just cruisin' around marine base... takin' it easy...

    <b>something suspenseful when you're entering a particularly dark hallway deep in alien territory...</b>

    you get the idea ;p<!--QuoteEnd--></div><!--QuoteEEnd-->
    like for example, things have been pretty calm, so you're playing Music Sample A (calm, sci-fi 'exploring the unknown' music), but you've just entered an Infested (alien territory) corridor, that's particularly dark - the system would detect that you are in an Infested area, as well as the 'density' and the 'space' of the darkness you're running around in - and it would change from Sample A to Sample B (higher-strung, suspenseful music), with a short Sample AB 'transitional' sample between. (and if you pass out of the corridor without trouble, the music would have a transitional sample that has a hint of relief in it)
    other things would be like, if you just started getting harried by 3 skulks, the music would quickly drop to a deep 'thumping' action-inspired sample, without losing the suspense. (ever seen Apocalypto?)
    there are many, many factors that would influence what sort of music you hear during the game.
    i think this kind of music system would be great, it won't have the problem of being boringly repetitive, since every time you hear it, it would be a different experience. it would be a pain to implement though, and it's not a feature you'd work on half-heartedly.
    but it means diverting resources and time that the devs don't have, so i don't think we'd see a dynamic music system with any real depth in NS2, perhaps NS3 - and should the NS franchise ever gain a singleplayer, this would suit even better.
  • sanwayzarsanwayzar Join Date: 2007-12-27 Member: 63271Members
    edited January 2008
    Harimau, what you are describing is the typical (or ideal?) implementation of dynamic music. That would be awesome, but I agree, would probably take more work than it's worth for a multi-player game with limited dev resources. Unless something like this is already built into the Source engine and was used in HL2. I never played it, so I don't know.

    The idea I proposed is much simpler than this, so it should require much less work (at least from programmers, if not the music composers.)

    Case A: Three main themes (Alien, Neutral, Marine) and a number of transitional tracks which are triggered depending on the Player's current location. Deep in Marine territory would play the Marine theme, and as you move into less firmly controlled rooms, the music would transition towards the Neutral theme, etc. This will cause each player to hear different music, making it a more personal experience.

    Case B: Alien, Neutral, Marine, and transitional themes which are triggered depending on which team is currently "winning" the match. A number of criteria can be used to determine which side is winning and by how much: # of kills, progression up the tech tree, map control, etc. At game start and when the match is relatively even, the Neutral theme plays. The music transitions from Neutral towards one of the other themes when a team gains the upperhand, and can fluctuate back and forth. All players hear the same music, which lets them know whether it's "Miller Time" or if it's time to start hauling @$$ to have any chance of salvaging the match.

    The more I think of it, I like Case B better, but either one would be fun, and easier to implement than a truly personal dynamic soundtrack.


    <!--quoteo(post=1666193:date=Jan 4 2008, 07:05 AM:name=Dark Rage)--><div class='quotetop'>QUOTE(Dark Rage @ Jan 4 2008, 07:05 AM) <a href="index.php?act=findpost&pid=1666193"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I vote for Benny Hill when the Kharaa are rampaging through marine start.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I second that emotion. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
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