Have you ever played a game where the music was just…catchy, or felt perfect for the game, or wasn’t the type of genre you were expecting in the game and yet never felt so out-of-place? Like it was a “weird that they choose that music for the game, but I like it” kind of thought? Has that happened to you?
Most likely, yes.
There are sometimes were the music in a game is what we expect from it or vastly different, either way somehow surprising us with its overall effect. We’ve come to expect what type of music will go with certain mediums such as films and television, and it being ok or mundane. It has become to the point were we sometimes expect what the music will be without any basis or facts, and it being sadly true. But there even times were are predictions, being right are wrong, are easily disproved. In fact the soundtrack to a game that we expect to be, is either what we expected but exceeding those preexisting ideas or completely surprise us to how vastly they from what the genre is.
To illustrate my point, when listening to the music from either MadWorld or Okami, one can see how the music for each of the games either matches or doesn’t to the games style and presentation. In MadWorld, the style of the game and its presentation leave people to imagine a score resembling that of Heavy Metal, but those presumptions are thrown away and are replaced with a soundtrack easily described as mix of rock and underground rap or hip hop. And with such style, the use of it is done quite excellently and more importantly, its catchy. For what its worth, the style that was chosen for the game manages to somehow match the games presentation, even if we didn’t think of it actually working.
As somewhat of a contrast to MadWorld‘s music choice, the music for Okami fits it Japanese inspired theme perfectly. From the soothing sounds of nature to moments of distress, the music for Okami manages to capture every little detail of its environment; the music almost sounds authentic in some cases.
For every game, one must find what works and what doesn’t, and the music for game is no different. We want to listen to beautiful and engaging music, mot have our ears bleed.
Is there no more iconic piece of game music than of the theme for Super Mario? Well, is there? I think not. In all seriousness, one of the five factors of what makes a good game, a musical score should compliment the game, not by style, but the emotion; in other words, the music should compliment what is going on in the game, just as any score in a movie. But its not easy; unlike movies, in where a composer is supposed to match the emotion and essence of a scene, those that compose music for games must capture the essence of an occurring scene and emotion; more clearly, the music for game must be heard for a longer period than in movies while still having a lasting affect on the player. Can you imagine hearing dramatic sounding music for an extended amount of time?
Here is where I say one thing I have never said before about HUDs and controls in any game; in The Conduit, the HUD and the controls layout of wiimote is completely customizable. Yeah, I know!


It may be weird to discuss the following topic when it comes to gameplay, but things like HUDs and Menus and navigating through them fall into how a player interacts with the game, and should be considered when developing a game. It may seem as aspects as HUDs and menus seem so unimportant and can easily be added and modified quickly, but not at least paying any attention to development of HUDs and menus and their navigation can leave the player feeling frustrated trying to find the simplest of info. Also don’t want to crowd the screen with useless displays; we need to display everything that is important and nothing that is. To illustrate proper usage as HUDs and menus, I will use the The Legend of Zelda: Wind Waker as an example as it gameplay revolves in having a display of items and toggling between them in game and in the menu.
I can’t help to bring up the following next game in this section as the gameplay mechanics where not only new to the genre, but a new take for the company as well; The World Ends With You’s gameplay mechanic utilized not only the the DS touch screen but the top screen as well, creating a more, oddly, refreshing experience.
And yet, even if the gameplay is solid and controls magnificently, if the only thing your doing is pressing a button over and over or wailing your arms for nothing, the entertainment just goes south and the effort is wasted. There needs to be reason and stimulus from doing an action to hold anyones’ attention; even having something as combo finishers on attacks can liven up the gameplay a little.
As we move from the importance of the art direction of any game, the second element you notice in any game is its control, how said controls are implement, and how they immerse the player into the game. The way I see it, when it comes to The Five, without gameplay, no matter how good the other factors are, it just won’t be fun or enjoyable. Gameplay is far exceedingly the most important factor and should never be ignored.