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A Vision to improve music utilization for increased immersion   [ Edited ]
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Glzmo
Galactic Senator
Posts: 4378
Registered: 07-04-2003


Glzmo

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Star Wars fans will agree that the music is one of the integral parts of Star Wars. This has been apparent in the movies, but also in other Star Wars games. It is no secret that Star Wars Galaxies developers have been neglecting this important part of Star Wars ever since launch. There has hardly been any new music since July’03 and the music present in SWG seems to often be stale and even annoying, especially in the case of (ground) combat music. Because of this, many veterans and newer players alike have chosen to turn the music off, they just couldn’t bare it any longer. I have come up with a vision to utilize music in this game better, by adding new tracks and assigning different music to different situations.


1. Ambient music
There will be ambient music that keeps playing in the background which is specific to every planet or even area you are in. There will be different tracks for one area, depending on the weather and if it’s night or day.
+
This will increase immersion into the Star Wars Universe
+ It will give the player the okay to turn the music that has been switched of because it was annoying back on in SWG


2. Specific Combat music for various situations
There will be different combat music tracks specific to various situations, possibly more than one that play randomly for some. Combat music for some situations will override others. Therefore I have added a combat music priority system, where situations with higher priority numbers override situations with lower priority numbers (when a player is attacked by a priority 1 animal the priority 1 combat music plays, but as soon as a higher priority is added, the music smoothly transitions to the specific track of the highest priority involved – a higher number beats out a lower number).


a.) The player character is in combat with an animal
Play condition:
The player (group) character is in combat with an animal
Combat music priority: 1
Default Track Recommendation: TBA (The current ground combat music and more?)


b.) The player character is in combat with an NPC
Play condition:
The player (group) is in combat with an non-GCW-aligned NPC
Combat music priority: 2
Default Track Recommendation:
TBA


c.) The player is in combat with a Rebel Alliance NPC
Play condition:
The player (group) is in combat with a Rebel NPC
Combat music priority: 3
Default Track Recommendation:
TBA


d.) The player is in combat with an Imperial NPC
Play condition:
The player (group) is in combat with an Imperial NPC.
Combat music priority: 4
Default Track Recommendation:
TBA (Imperial March variation?)


e.) The player is in combat with another (civilian or on-leave) player character
Play condition:
The player (group) is in combat with another civilian or on-leave player character.
Combat music priority: 5
Default Track Recommendation: TBA


f.) The player is in combat with a player character that is a member of Rebel Alliance combatants or special forces
Play condition:
The player (group) is in combat with another rebel player character that is not on leave.
Combat music priority: 6
Default Track Recommendation:
TBA


g.) The player is in combat with a player character that is an Imperial combatant or special forces member
Play condition:
The player (group) is in combat with another Imperial player character that is not on leave.
Combat music priority: 7
Default Track Recommendation:
The Imperial March


h.) The player is in combat with a player character that is a Jedi
Play condition:
The player is in combat with another player character that is Jedi.
Combat music priority: 8
Default Track Recommendation:
Duel of the Fates


i.) The player is in combat with a player character that is a Bounty Hunter
Play condition:
The player (group) is in combat with another player character that is a Bounty Hunter with a mission on the player.
Combat music priority: 9
Default Track Recommendation:
TBA (Perhaps the music from Attack of the Clones where Fett battles Kenobi on Camino)


+ This will add variety into combat music and thus will prompt players to turn music in SWG back on
+ It will allow the player to know approximately what is attacking him, whether it is another player, NPC, Imperial, Rebel, Jedi or Bounty Hunter
+ It will alleviate repetitiveness of combat music that is highly annoying these days


3. Dynamic Con-level music
There will be slightly different dynamic music depending on how an opponent cons to the player character and/or his/her group. The lower the threat, the calmer and more silent and slower paced the combat music, the higher the threat, the more menacing, louder and faster paced the music will be.
+ This will allow the player to determine the threat level by just listening
+ It will influence the adrenaline rush, depending on the situation
+ It will greatly increase the fun factor of the game
+ It takes in account the new con-levels and levels of players and NPCs in the Combat Upgrade


4. Customizable music
There will be a tracklist either in the game’s option menu or the option menu in the launchpad where players can specify which track will play during which situation. Players will be able to enter more than one track for each situation, SWG will then randomly choose one of them when the situation arises.
Music selectable for the tracklist will be either Default (the predetermined tracks recommended above) or people will be able to choose any .mp3 files from their HDD to play.

+ This will allow for more variation in music for each situation
+ It will allow players to switch music once annoyed by it
+ It will allow players to listen to SWG again without being annoyed by it all the time

5. Separate volume controls
There will be separate volume controls for ambient and combat music.
+ This will allow players to adjust volume separately or turn one of them off if so desired

Message Edited by Glzmo on 04-05-2005 08:58 AM

=======xgggggggggggggggggggggggg)
"I am the Senate."
GLZMO - visionaire extraordinaire, self-proclaimed guardian and enforcer of roleplay and Star Wars continuity in Star Wars Galaxies
Click here to read and support these Visions to improve and possibly save SWG!
"If you think somebody with the Smuggler Profession in SWG is a smuggler you likely think an ox is a full bull."
04-05-2005 03:57 AM  

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Re: A Vision to improve music utilization for increased immersion   [ Edited ]
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Glzmo
Galactic Senator
Posts: 4378
Registered: 07-04-2003


Glzmo

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Like all my posts from my "Vision" series of ideas, this post is a work in progress and I plan on updating it to improve on it when new ideas come up and to reflect major changes in the game amongst other reasons to change the post.
I would like to know your thoughts and suggestions so I can improve on the 'vision', so feel free to chime in and discuss this vision in a constructive manner!

Message Edited by Glzmo on 04-05-2005 04:00 AM

=======xgggggggggggggggggggggggg)
"I am the Senate."
GLZMO - visionaire extraordinaire, self-proclaimed guardian and enforcer of roleplay and Star Wars continuity in Star Wars Galaxies
Click here to read and support these Visions to improve and possibly save SWG!
"If you think somebody with the Smuggler Profession in SWG is a smuggler you likely think an ox is a full bull."
04-05-2005 03:57 AM  

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Re: A Vision to improve music utilization for increased immersion   [ Edited ]
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Glzmo
Galactic Senator
Posts: 4378
Registered: 07-04-2003


Glzmo

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It looks like the devs have implemented new ground combat music on TC-Ep3 now, the different battle music tracks seem to be playing randomly. It sounds very nice, though, much better than the monotonous, old combat music that has been on live since launch. I haven't tested enough to say if the music is truly random or depends on the opponent, but it is a start. The ideas above would make it even better, though.

Message Edited by Glzmo on 04-10-2005 08:40 AM

=======xgggggggggggggggggggggggg)
"I am the Senate."
GLZMO - visionaire extraordinaire, self-proclaimed guardian and enforcer of roleplay and Star Wars continuity in Star Wars Galaxies
Click here to read and support these Visions to improve and possibly save SWG!
"If you think somebody with the Smuggler Profession in SWG is a smuggler you likely think an ox is a full bull."
04-09-2005 06:50 PM  

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Re: A Vision to improve music utilization for increased immersion
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Cianhydle
Wing Commander
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Registered: 10-01-2003


Cianhydle

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This is a good idea.  Devs listen to this person.
 
Renea,
04-09-2005 07:49 PM  

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Re: A Vision to improve music utilization for increased immersion
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Aerous
Wing Commander
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Registered: 08-08-2004


Aerous

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A good post particularly:
4. Customizable music
The idea shows much merit
 

"The crystal is the heart of the blade. The heart is the crystal of the Jedi.
The Jedi is the crystal of the Force. The Force is the blade of the heart.
All are intertwined: The crystal, The blade, The Jedi.
You are one. "-
Luminara Unduli


"You are puppets of tradition pretending to be important. The coming Golden Age has no place for you." Ulic Qel-Droma
04-11-2005 05:57 AM  

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Re: A Vision to improve music utilization for increased immersion
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Wilhelmy
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Wilhelmy
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A good post particularly:
4. Customizable music
The idea shows much merit
 
05-27-2005 04:41 AM  

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Re: A Vision to improve music utilization for increased immersion
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Skalamondre
Jedi
Posts: 502
Registered: 07-07-2003


Skalamondre

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Excellent ideas. I think the music has a big tie in to the game's immersion and emotional feelings.

I'd like to add if I may a suggestion about approaching lairs or having mobs take notice of you. Music should start when you approach a lair or a cave. Or when a BH that is tracking a jedi comes into his vacinity (200m or whatever) or when an red/aggro mob takes notice of you. Or when a red overt player approaches. This can be subtle music at first which slowly either builds or is extinguished depending on whether or a fight ensues. This could be a welcome addition as real drama/emotion could be built up as well.

Rayden Skalamondre
(rheyden skala-mondray)
We were once commonplace heroes. Now, we are Remnants of the Jedi.
Reach deep inside and you will feel a presence that you haven't felt since...
06-13-2005 02:28 PM  

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Re: A Vision to improve music utilization for increased immersion
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Glzmo
Galactic Senator
Posts: 4378
Registered: 07-04-2003


Glzmo

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Skalamondre wrote:

Excellent ideas. I think the music has a big tie in to the game's immersion and emotional feelings.

I'd like to add if I may a suggestion about approaching lairs or having mobs take notice of you. Music should start when you approach a lair or a cave. Or when a BH that is tracking a jedi comes into his vacinity (200m or whatever) or when an red/aggro mob takes notice of you. Or when a red overt player approaches. This can be subtle music at first which slowly either builds or is extinguished depending on whether or a fight ensues. This could be a welcome addition as real drama/emotion could be built up as well.





Excellent idea! I will think about how to best include this in my vision.

=======xgggggggggggggggggggggggg)
"I am the Senate."
GLZMO - visionaire extraordinaire, self-proclaimed guardian and enforcer of roleplay and Star Wars continuity in Star Wars Galaxies
Click here to read and support these Visions to improve and possibly save SWG!
"If you think somebody with the Smuggler Profession in SWG is a smuggler you likely think an ox is a full bull."
06-14-2005 06:04 AM  

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Re: A Vision to improve music utilization for increased immersion
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Hegemony
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Great idea!
06-14-2005 01:03 PM  

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Re: A Vision to improve music utilization for increased immersion
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Sageon
SWG Ensign
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Sageon
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I agree. At the moment, there is one certain combat tack that I'm very fond of. I normally keep the music down (not off), but when I hear a certain track I turn it all the way up - it's the one from New Hope where they are escaping from the Death Star (I think).

Maybe track selection, and what sort of situations you would like to hear them in could be an apparent feature in the options menu. Music is certainly one of the main things associated with the Star Wars films thus important to the Star Wars universe and feel, making it is very important for the music to be intergrated properly into the game.

[ A H A Z I - D A R K  A S S A S S I N S ]
2ND LT.
S A G E O N -
J E D I  P A D A W A N / M A S T E R  O F  T H E  [ S A G E - 0 N E ]
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06-14-2005 04:11 PM  

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Re: A Vision to improve music utilization for increased immersion
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Ebalah
SWG Lieutenant
Posts: 37
Registered: 09-26-2003


Ebalah

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I am missing the ability to disable annoying sounds like crafing stations, please, put in an option to turn them off.

Instead, give me a stereo set, as in, a craftable item for architects or so, or artisan musicians to enable sounds in a home

(and finally have those dull loudspeakers actually do something?)

--
Who's your father!!
06-15-2005 12:58 AM  

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Re: A Vision to improve music utilization for increased immersion
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romuski
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romuski
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SWG does need a share of more sounds, as well as longer music tracks. I hate how you go into combat and the music starts and you get into it, followed by it suddenly cutting off after you've defeated the bad guy.

 

-
FarStar: Romuski Til, Rebel Pilot/Commando.
Bria: Akrady Renko, Imperial Stormtrooper Officer

[[Our training hones us.
Our numbers shall swell.
The galaxy shall fear us Stormtroopers once more]]
Stormtrooper Gamma Company Wicki
You're on your way to a medal, Simmons. In fact, medals all the way around. Purple Heart for Grif, Pink Heart for Donut, and a Brown Nose for Simmons.
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06-15-2005 05:05 AM  

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Nayar
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Nayar

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YES!! I think that all of these ideas are brilliant.  I support these visions.  Im gonna go read more of your ideas......

-Nayar Varrano-

Be careful down there....."Hey - It's me!"
07-05-2005 03:35 PM  

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Re: A Vision to improve music utilization for increased immersion   [ Edited ]
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Flatfingers
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Flatfingers
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As always, interesting concept, Glzmo, and nicely worked out.

A couple of suggestions:

First, I'm with Ebalah -- an option to turn down the default crafting station sound (or replace it with something else) would be very welcome if you think it would fit into your idea. It's just mind-numbingly painful to listen to that sound for hours.

Second, I'm with Ebalah again on the wish to have craftable "jukeboxes." I've been asking for over a year for a box that will let us switch between the various ambient sound effects -- sort of like a "white noise" generator -- and possibly between some of the iconic music themes as well. This would make the game a lot more fun for those of us who spend a large proportion of our time inside our homes, toiling away to keep the player economy working....

As for your idea specifically, another couple of suggestions.

1. Certain iconic NPCs might deserve their own music. "Name" NPCs (Luke, Leia, Vader, etc.) who give you a mission should be backgrounded with their theme music.

Other generic NPCs could have their own themes as well if they had music related to them in any of the movies. For example, initiating combat with a Tusken should play (by default) the atonal percussion track from Ep. IV when Luke is attacked. Interacting with Jawas might play the music from Ep. IV just after R2-D2 is attacked, or possibly the sandcrawler music.

2. Non-combat actions need music, too! Entertainers and Musicians might not need background music when they're doing their thing (since they can make their own music), but music would be nice when certain events occur for other players. Examples of events that might be worthy of a brief cue:

  • successful crafting of a prototype item
  • sneaking past a critter with /maskscent (and getting XP for it)
  • selling an item from a vendor (player should be able to disable this one)
  • taming a creature
  • catching a fish
  • finding a local survey hotspot for some resource

Finally, I don't know how difficult it would be to do it well, but I really like your suggestion #3. If the tempo/frequency/volume of a cue could be tweaked slightly to give you an idea of the degree of difficulty of whatever the cue is announcing, that would be extremely useful.

Let's hope something from your list of ideas gets implemented!

--Flatfingers

Flatfingers' Excessively Long List of Ideas for SWG

Message Edited by Flatfingers on 07-05-2005 06:42 PM

07-05-2005 04:40 PM  

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Aladrian
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I've been reading and watching this post for some time, and I have to say; This can be done on our side with a database that links into the game, outside source of course.

If they don't add it, it can be EASILY added in as a mod, unfortunately that breaks thier EULA.

Anyrate I started on it and I've only come to one road block... Combat must initiated via hot keyed buttons, such as duel with a Jedi will indeed call my own tune; Problem being is I have to sort through the mass of combat buttons, if a search string were able to be added, that would be nice...

Then again I'm not even going to start to modify my side as thats pretty much wrong on any accounts, but if it can be done with a simple database link-in ; They can do this with script calls and search structs.

Raylan Ayfai of Valcyn
07-06-2005 01:34 PM  

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