@EE: Thanks, I think! ;) I sometimes tend toward the darker end of the spectrum...
@Audiosprite: Thanks, I'm glad you like it! I'm a big fan of Akira Yamaoka's work on the Silent Hill series - the music was half the experience, and really helped raise it above other games in the genre. That Trip game looks interesting, too bad I can't find out more about the musician (Benjamin Meredith?), reminds me of some old Bjork beats. Sorry to say there's no way to continuously stream the tracks on my site at the moment, but you have my permission to throw a download manager at it and pull down all the MP3 files. Maybe someday I'll splurge on a SoundCloud unlimited account ($100+/yr?) to upload all 12+ hours...
@Aamp: Never played Super Metroid (blasphemy!), but I agree on Mass Effect, a lot of that score really cemented the time & place. And thanks for the compliment!
@M4uesviecr: I agree, it's important to find some middle ground between the developer's intentions and the audience's expectations. But then I think of something like Gyorgy Ligeti's work in Kubrick's 2001:
That just came out of left field, and I'm sure turned *any* viewer's expectations on their head, but in such a good way. And I feel like in a way it's our job to make the audience a little uncomfortable, a little out of their element, when working in such a foreign/alien setting as the far future. And thanks for the constipated humpback comment, I like it ;). I'm glad I lit a fire under you, please share if you come up with something!
@ALL: I'm sorry if I wasn't a little more clear, I wasn't really trying to advertise my music (though I appreciate the compliments ;). Here are some other examples (by some more talented people) of what I'm getting at: trying to transport the player aurally as effectively as the unfamiliar visuals/settings of a far-future (and/or abstract/surreal) game world:
- Aphex Twin's Selected Ambient Works Vol 2:
(whole album sounds like an alien robot dream from the future)
- Just about anything by Autechre:
(that music almost inspires gameplay ideas ;)
- Or the opposite direction: back to basics, primal, ancient, timeless sounds: http://www.u2.musicline.de/de/player_flash/5055300375636/0/3/50/product
- And then the furthest extreme (and probably the most effective at dissociation)... not-music (pure ambience):