» Tue Mar 15, 2011 2:22 am
I'm in a middle-ground here. As far as music goes when it's to be had, there should be enough variety for it to not get sickeningly tedious, but it should also match the current mood. Something like Daggerfall, which had something like three or four different tavern themes, two shop themes, countless dungeon themes, themes for weather, themes for time of day, and so on. This way, you don't have trumpets blaring out of your ass while sneaking around a forest in the dead of night.
Music in general could do with less orchestra and more ambient. Ambience doesn't necessarily mean background noise only, as the genre usually contains some instruments or obviously not completely environmental sounds. A good example of this would be some of Frictional Games' music in Penumbra and Amnesia: they're both horror games and the "music" is a critical part of the on-edge experience. I'd love to hear something like http://www.youtube.com/watch?v=OwMk-kIQR_A&feature=related while cruising through a forboding cavern or dungeon.
When there is no music, the environment should be able to pick up the slack: more natural sounds could be heard, like water dripping onto stone, the rustle of leaves and branches, a howling wind, maybe animals in the distance. A balance needs to be struck between hearing something and hearing nothing.