» Fri Apr 09, 2010 2:19 am
It should be more dynamic. I remember once reading about the technology that went into the music of Halo Reach. They had said that at any one time, there were about 5 different tracks of music playing, and all but one were muted until it could be properly transitioned based on the context of your gameplay. It made the music seamless, so you're not just walking around to a nice harp melody when there is suddenly *silence* and the battle music picks up. Knowing when I was in combat was never when the combat music actually started, but when the regular music stopped. The way to do it right is to have a lot of variety in the music found throughout the game. When combat triggers, it should feel like the same song. Moving in rhythm, keeping the sound going, and such things. But it should sound as if this single song happened to hit a crescendo, growing in intensity as if the song itself was just timed to do that for when you go into combat. It should also be normal until the very moment you become aware that you are in combat, not that something somewhere is aware of your presence and decides to "sneak" up on you.
However, I think it would annoy me to no end where I am attacked often in the woods by a wolf without noticing it until they hit me. Those things are very annoying to run into with such frequency and would probably keep me using fast travel, just to avoid 20 surprise attacks by wolves in the woods. Having music playing as soon as those wolves attack has been a clear notifier to just take out a bow and peg them off while they're far away so I can continue on my way. But, that is more of an issue with random mobs in general, and should not influence how it works the rest of the time.