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Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Dynamic Music
Mionikoi
Member, Alpha Two
I might have missed something. But if anyone knows me by now, they'll tell you I probably have some out there ideas.
So here is one. Dynamic music.
I wanted to pitch two ways this could be done.
Let's say we are playing as a kaelar fighter (about as generic as they come, I know) they are represented in the Riverlands as a violin. Joined in their party is an Empyrean cleric, represented as a piano or a harp. Then a py'rai elf as a flute, and each race adds one intrument.
Another option could go that each race has 8 instruments tied to their cultural them.
But method one all boils down to each zone having 1 or a set of tracks for each intrument to have set notes to play.
You are roaming into section 1 of the Riverlands, track 1 plays.
You start a fight with a minotaur, combat track 1 starts playing.
You die, death music plays.
I know it sounds boring the way I put it, but reactive music is rather common and gives you nonverbal ques about the world around you. Something aggroed you, combat music ensues. You are out of combat, zone track starts to play. You entered a new zone, that zone's track begins to play. An event started, music for that event or a event alerts you.
The game could communicate to you, without text or verbal ques what is going on.
I wanted to suggest this idea and hear what people think. Any suggestions or ideas of your own?
So here is one. Dynamic music.
I wanted to pitch two ways this could be done.
Method one: Dynamic Orchestra
Each race and/or class has an instrument tied to it. Each zone has a track or a number of tracks tied to it.Let's say we are playing as a kaelar fighter (about as generic as they come, I know) they are represented in the Riverlands as a violin. Joined in their party is an Empyrean cleric, represented as a piano or a harp. Then a py'rai elf as a flute, and each race adds one intrument.
Another option could go that each race has 8 instruments tied to their cultural them.
But method one all boils down to each zone having 1 or a set of tracks for each intrument to have set notes to play.
Merhod Two: A Reactive World
You are roaming into section 1 of the Riverlands, track 1 plays.
You start a fight with a minotaur, combat track 1 starts playing.
You die, death music plays.
I know it sounds boring the way I put it, but reactive music is rather common and gives you nonverbal ques about the world around you. Something aggroed you, combat music ensues. You are out of combat, zone track starts to play. You entered a new zone, that zone's track begins to play. An event started, music for that event or a event alerts you.
The game could communicate to you, without text or verbal ques what is going on.
I wanted to suggest this idea and hear what people think. Any suggestions or ideas of your own?
MY Own NIckle Co-operates with an EYE. -Mīonikoī.
2
Comments
Also I don't want combat music.
Method One: Dynamic Orchestra
Having each race or class tied to specific instruments sounds incredible. Imagine the rich tapestry of sound that would emerge as different players and races converge in a zone! This approach not only enhances the immersion but also gives a unique auditory identity to each race and class. Players could feel more connected to their characters and their cultural backgrounds. Here are a few additional thoughts:
Character Progression: As characters level up, perhaps their instrument's complexity or style changes, reflecting their growth.
Special Events: During significant in-game events, the dynamic orchestra could come together in unique compositions, making those moments even more memorable.
Method Two: A Reactive World
Reactive music is a staple in many great games for a reason—it provides essential nonverbal cues and enhances the atmosphere. Your idea could be expanded with:
Layered Tracks: Different layers of music that can fade in and out based on the intensity of the situation. For instance, a mild threat might add a subtle percussion layer, while a full-on boss fight brings in a full orchestra.
Environmental Cues: The music could change not only with combat but also with the time of day, weather, or even specific landmarks or mysteries within a zone.
Combined Approach
Why not merge the best of both worlds? Have a base layer of reactive music that shifts with the game state, but overlay it with dynamic elements tied to the player’s race, class, and party composition. This way, you get the immediate feedback from the world while also enjoying the personalized touch of a dynamic orchestra.
Community Involvement
It could be fascinating to involve the community in this process. Perhaps hold a contest where players submit themes or motifs for their favorite races or classes. This could create a deeper connection between the players and the game’s musical identity.
In conclusion, dynamic music, whether through a reactive world or a dynamic orchestra, can significantly enrich the gaming experience. Your ideas bring a new level of depth and immersion that would make Ashes of Creation stand out even more.
Oooh! I like your idea. I didn't really think of layering both. Method 2 was more of a basic 'Something a lot of other games might do' so it is more grounded. Like Skyrim, where combat music plays when something is aggroed to you. But even with the music off, you get subtle audio cues that something is stalking you. Bird and bug tracks stop playing. (I hope Intrepid does this.)
But yeah, layering 1 & 2 would be a wild symphony!