5 ms·
Doom from 2016 had this really cool feature in it where the music was procedurally adaptive based on the context of the game. When you were getting into a battl
by Jaepa 8y ago
Doom from 2016 had this really cool feature in it where the music was procedurally adaptive based on the context of the game. When you were getting into a battle the music would mutate and become a lot more aggressive. Small fights would be different from big hairy fights. Ending a fight on low health would be different from leaving it unscathed.
For long time I've always thought it would be great to have something that had a similar effect based on text input speed.
Situations like getting into a massive battle, or leaving a battle with low health would have the music mutate to
- na85 8y agoI believe the first mainstream game with adaptive music like that was Half Life 2 in 2004.
- hrydgard 8y agoMario 64 did it in 1996. For example that early level with the shipwreck, the music morphs as you go into the water and dive around the wreck. If you go out of the water again the music morphs back to the original form.
- na85 8y agoI'm not sure that that counts. My recollection of that game was that it's a binary choice of being underwater/at the surface, whereas the music in HL2 in a given spot would change depending on what the enemies were doing, how fast you were going, whether or not you were driving, if you found ammo for the rocket launcher, etc.
- spiralganglion 8y agoLots of N64 games did this, especially the Rare ones — Banjo-Kazooie had a fair bit of music dynamism, Conker's had even more. It's pretty easy to do, and game devs figured it out pretty early on.
- silvester23 8y agoI assume what Half-Life 2 did was more advanced, but there was iMUSE way before that: https://en.wikipedia.org/wiki/IMUSE https://en.wikipedia.org/wiki/IMUSE
- fpgaminer 8y agoThe DOOM: Behind the Music (https://www.youtube.com/watch?v=U4FNBMZsqrY https://www.youtube.com/watch?v=U4FNBMZsqrY) talk is amazing if you like DOOM 2016's music.