ezequielb wrote:
I think the sountrack in Webfoot DROD was designed to keep people playing it; to make them overcome disappointment and frustration. Then, as things were made easier, as you could restart from a halfway point, the music wasn't used to keep up the spirit. What do you think?
That might be the end result, but it wasn't how I was thinking.
I just liked the music of Lars K. Aasbrenn a lot. So I hired him to make it for Webfoot DROD. I wasn't thinking so much like "
this music will keep the player excited"
. It was more like... hey, this sounds good to me. And I don't think I gave him much instruction on how to make the music, other than song length and number of tracks. It was all just "
video game music"
, and I knew Lars' synthpop style would come through.
I can't remember exactly why I switched to my music in DROD:AE, but I think it was for legal reasons--what I paid Lars only covered his work being included in Webfoot DROD. Or something like that. I had a bunch of songs that I'd written over the years, and I figured I might as well use them in DROD:AE.
You might be right about one thing. When I started writing DROD, it seemed a lot more action-oriented to me. And then later, I thought of it as a more contemplative game. In JtRH music, we made this dichotomy official, and rooms had separate action or contemplative music based on the monster count in the room.
-Erik
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The Godkiller - Chapter 1 available now on Steam. It's a DROD-like puzzle adventure game.
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