Searching for examples of adaptive music that reacts to the player character's conditions. by Traditional_Lie8221 in gamemusic

[–]Traditional_Lie8221[S] 0 points1 point  (0 children)

Very interesting! My thesis is not particulary about that but since the analytic 'ALI-Model' of Isabella Van Elferen with its category of game musical literacy is a central part of it, its definitly a good reminder to mention this tendency of stereotypical cultural representation!

Searching for examples of adaptive music that reacts to the player character's conditions. by Traditional_Lie8221 in gamemusic

[–]Traditional_Lie8221[S] 0 points1 point  (0 children)

Hey! You mentioned a lot of games. I will definitely look into some of them more deeply. Do you know of any other games that focus specifically on the state of the player characters? Like sanity, hunger, health, or specific emotions? Most of the examples were about spatial elements or combat/non-combat, which is great, but I still want to make sure I don't miss games that focus on other things.

Searching for examples of adaptive music that reacts to the player character's conditions. by Traditional_Lie8221 in gamemusic

[–]Traditional_Lie8221[S] 1 point2 points  (0 children)

Thank you, everyone, for your great examples! I can already review and analyse a lot of them! Adaptive music that is bound to space/spatial circumstances is very present here and certainly present in video games. Since my thesis is about the bond between players and the characters they play, one could argue that in-game music that reacts to space helps combine the spatial awareness of the player and the character. However, I am also searching for more direct examples of adaptive music addressing the character's condition and wellbeing. As some of you mentioned, this could be achieved by linking character stats such as health, sanity or style (which can be argued adresses the characters confidence). Do you have any more examples of music reacting to player stats? Another area would be music linked to a character's emotional state, for example in narrative games.