But Left 4 Dead has a Music director that edits each players music individually so that it fits what they are doing. It works really well, and it actually helps. Especially when it helps me know when a Tank is in the area.Best of the 3 said:Because, music is usually timed well to be used to great affect (in the single player: Eg, person dies, dramatic music, explosions = exciting / loud music). In multiplayer this can't be done as much. ALthough I get that having some sort of music in the background would be better, from my view anyway, but that's the reason you don't see it I think.
Company of Heroes does exactly the same thing. When you're building/exploring, the music is calm and sometimes feel too suspenful, but when you get to kill nazis, the music ramps up.Calcium said:Command and Conquer: Red Alert 3 does it well. Music changes from quiet almsot ambient-like to war drives during the action. Very satisfying to have your anthem playing while you punish the opposition.
Would be nice to have more games using music similarly, but I can see why developers don't use it in most multiplayers.
Speak for yourself- I play battlefield with movie soundtracks to enhance the action all the time, and I'm usually in the top 5 at the end of a round. People (I'm talking generally here) just don't seem to get that you can adjust the sound levels to have music playing softly with sound up loud or vice versa. It's really not that difficult to find a perfect balance...TerranReaper said:Well, RTS games tend to have music, just background music. FPS games are more mixed, sometimes it does work, most of the time it doesn't work. Take a game like CoD or Battlefield or Counter-Strike, to do well, you need to listen to footsteps, gunshots and other sounds that gives you an awareness of your surroundings. Even Quake and sometimes Unreal Tournament opts for no music, or at least gives you a choice, since footsteps are really important to consider.