Armageddon wrote:You wanna know whats really scary? Left turns it's a known fact, left turns are scarier than right turns

Hey, that's not funny. I can't turn left. Like...I can't make left turns. Now THAT'S scary. I mean, how am I supposed to get home from work!?
Yes...just like Michael Scott.
Hey Jister, if you get around to writing your article, consider this a bit of a starting point. (because you've already got first post so you should be the one who eventually edits that post with your finished article)
So I think music plays a great role in not just the action of a game, but also in the storytelling of a game.
Consider a dramatic action sequence, which includes the player running at high speeds, killing baddies, and scrounging for health kits in a sea of crates. We have all been there. What we might not realize is that the soundtrack for that battle lasts only about a minute, two minutes if you're playing an ambitious game. Because that's how fast these things happen. An ambush is usually decided in a matter of quick gunfire, strafing, and assaulting. A vibrant guitar riff and some banging drums tells the story of that ambush well.
Now, consider the moments just before the ambush. Let's say the player is in an area that was quickly abandoned, say Pripyat (those who have played S.T.A.L.K.E.R. or Call of Duty 4 can really relish the scene I'm portraying). In my mind I can see two uses of sound for storytelling - silence and ambience. In the silence stage, the player wanders the abandoned apartments, listening to the dripping water, the creaking wooden floor boards, and the faint barking of wild hounds. No music is sometimes better than having music, because it has a way of isolating the player. He doesn't feel like he's playing a game as much as he's experiencing an environment. And this can go for about five to ten minutes, depending on your ability to entertain the player without throwing waves of troopers at him. So thus, the experience is real to him.
But now, the player walks into a playground with a dead child's prop_ragdoll laying in it. Cue the ambience. You can play a short (again, one to two minutes), moving violin solo at a low volume (ala Bioshock) that, as the player is exploring the blasted playground, begins to slowly become more ominous (also ala Bioshock), all the way up to the first explosion that signals the Combine ambush. Cue the action sequence.
So I think the lesson to learn here is that rather than having a long metal song playing on and on, long after the experienced fragger has slaughtered his foes...you can have shorter, better quality pieces of music that detail a small part of your map and flood it with emotion. Which is the next big thing anyways right? When's the last time you played a mod that took you aback with breathtaking musical quality?
(Mine was Bioshock. Having just played it in the last month for the first time, I can say that I have learned a lot from Bioshock's immersive, constant musical storytelling. Some will pair Bioshock with Fallout 3, for having the radio staion. And I mean no harm to GNR when I say "not true" because you can turn off the radio whenever you want. Even the 50's radios playing long into the radioactive crypts of middle-class wasteland paled in comparison to the way Bioshock layered it's similar 50's songs onto an in-progress ballroom party, whose spliced-up guests had left the room moments before your arrival.)
So yea. Maybe I'll write the article. Or maybe I just did. I dunno.
PS: Hey guys!! Want an interesting experience from Left 4 Dead? Well check this out...so Valve has conditioned us (like the Pavlovian dogs we are) to respond to musical cues such as the trumpets of the hordes, the shocking sounds of a teammate who just went down, or the now-obvoius music that signals a Tank's approach. So here's something to increase the difficulty a little bit, if you haven't done this before:
Simply turn the music off in the Options menu.
Now go play a campaign on the difficulty you're used to. And come back and tell me how it went.
