Ugh - In-game music for multiplayer.
SP games just ache for good music; Whoever mentioned DoW above makes a good point.
I've been in the position; I raided my classical CDs to put together the soundtrack for a single player FPS mod I built once (single player campaign modded onto a multiplayer FPS), we had Elgar, Barber, Beethoven going off all over the place, a little bit of opera (verdi), and I blatantly stole from the Last of the Mohicans OST by Trevor Jones too (3x tracks inc Fort Battle).
Cool, and with clever use of scrips or scripted audio cues linked to various in-game triggers you can do some really impressive stuff.
But for MP, it's gotta be a designer's nightmare, no matter how well you construct it, it'll sound out of place for someone (pumping beats when trying to lay low, or rising to a massive crescendo just as you try to line up a sniper shot, etc..).
I love the music of many games but I hate that like one "thread" of my brain process is following the music & getting me killt'. (yup I don't even have a dual core brain, let alone PC yet
).
I always mute music on any MP game, whoever it was who said he'd been playing X-game for about a year before he even knew it had music, I recognise that position.
*EDIT* Just a thought; For FPS or Mech-Games (so I'm discounting faffy games like WoW where all the characters are in the same dungeon, so hear the same music), I suppose that linking music to your weapon, or your health might work, from a designer's standpoint.
Get down to 10% health & you get that really tense, disconcerting horror-film type music that has you s***** before the monster even jumps out, or if you switch to a Rocket Launcher & you get a mad-mental killing theme, hhm, possibly..
Edited by BigJim, 21 June 2012 - 07:31 AM.