Dovahn wrote:...it's really good for midi..
Cross wrote:How did you make that? its very nice.
Kiril wrote:This really is a nice little mood piece and its mixed pretty well, too. (just out of curiosity, what program(s) do you use?)
Kiril wrote:The only 'critique' I have (and this has nothing to do with the quality of the music itself) is how well the music might adapt to a particular setting. The beginning of this piece is exactly right -- mood wise, musically and everything else -- to serve as background for the right sort of age setting. The latter part, where it builds up, while musically quite nice, changes the mood somewhat and if used in an actual setting, would tend to draw attention to itself. ONe of the hardest things, I think, in scoring for video or film is to create music that enhances the mood in a way that, well, nobody notices. An analogy would be the way a set designer creates the set design for a play: she wants to design a space in which all of the emotions, characters and story can be played out, but in a way that doesn't distract from the play itself.
SteveDenton wrote:Thanks for the kind words, all.
Sequenced from scratch in GarageBand 3 (with many custom sound banks in addition to what comes with the application).
SteveDenton wrote:
Games are a different beast of course, largely because they just aren't linearâ€â€at least not in the same way films are. Greater even-handedness is required (this is where Jack Wall sometimes misses the mark, as bluewyvern suggests). As for the minimalist Robyn Miller approach or the more soundscape-y style Tim Larkin's brought to the Myst franchise, I could go either way. Since both sound styles are (I think, anyway) part of the fan consciousness of "what Myst sounds like," I'd say that choosing one style or another would depend entirely on the feeling (or the desired feeling) of the age being scored. Does your age feel/do you want it to feel like Myst or Riven? Go minimal. Is your age more "real world-y" (like the cleft, the closest to the real world Myst has gotten so far, I think) or like the current Uru ages? Beef up the sound with constant background ambience as Tim Larkin does. The same thing applies to Jack Wall and Exile and Revelation, though I think those games aimed for a over-the-top cinematic quality that I don't think would mesh well with MOUL.
SteveDenton wrote:This approach might be seen as unnecessary limiting, but strategically employing the styles of all the official Myst franchise composers is a tactic/crutch I think it would be wise to employ, especially during the infancy of the Guild of Writers as it would make our work seem more credible in terms of the existing Myst universe.
belford wrote:And here I was thinking that, to gain credibility, we should do things that have never been done before in the Myst universe. We'll have to do them really well, of course...
SteveDenton wrote:belford wrote:And here I was thinking that, to gain credibility, we should do things that have never been done before in the Myst universe. We'll have to do them really well, of course...
In terms of gameplay twists/mechanics, I agree, but when you get right down to it, (I think that) it still has to feel like Myst in order to be accepted. Because the responsibility of music is to create and maintain a feel, I think it would be wise to make sure it meshes well with at least some of the Myst franchise music we know and love.
In other words, I'd say experimentation should occur on a more fundamental level than surface traits like music, while the surface traits would fit well with the existing MOUL aesthetic.
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