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<title>DBO Forums - May I rescind my partial agreement with you?</title>
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<title>May I rescind my partial agreement with you? (reply)</title>
<content:encoded><![CDATA[<p>Well FWIW, I will confirm that it does or has happened to me. But it was never a big enough deal that I bothered to grab video or anything, so all you get is my word. :) It wasn't very often, maybe twice at most out of 3 story playthroughs? I don't think it was consistently at a certain point, either. I played through on my 3 characters close enough together that I think I would have noticed an exact repeat.</p>
<p>I'm not counting the falcon bit, I too think that one was an intentional choice, and it worked for me.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=140500</link>
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<pubDate>Tue, 17 Oct 2017 19:00:28 +0000</pubDate>
<category>Destiny</category><dc:creator>stabbim</dc:creator>
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<title>May I rescind my partial agreement with you? (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>Marty has an uncanny talent for evoking emotion with music, and the weakest music in D2 is not as evocative as Marty's weakest scores, but that said, when D2's soundtrack is great, it's really great. The Kronos Quartet pieces and their use in the game are absolutely stellar IMHO. And I had no problem with the interstitial music. It seemed up to Bungie's established high standard.</p>
</blockquote></blockquote><blockquote><p><br />
I am not really talking about the quality of the actual music so much. I am talking about <em>when</em> it is played.</p>
<p>I very much like the variation of the main theme in the tower for example.</p>
</blockquote><p>I know you were, which is why I talked about the blurred line between judging the music on its merits vs. judgments about when it was played. This playthrough I was attentive for moments when I could say, &quot;yeah, Cody's right--this is an example.&quot; Didn't happen for me, which was a surprise.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=140392</link>
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<pubDate>Mon, 16 Oct 2017 22:25:26 +0000</pubDate>
<category>Destiny</category><dc:creator>Kermit</dc:creator>
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<title>May I rescind my partial agreement with you? (reply)</title>
<content:encoded><![CDATA[<blockquote><p>Marty has an uncanny talent for evoking emotion with music, and the weakest music in D2 is not as evocative as Marty's weakest scores, but that said, when D2's soundtrack is great, it's really great. The Kronos Quartet pieces and their use in the game are absolutely stellar IMHO. And I had no problem with the interstitial music. It seemed up to Bungie's established high standard.</p>
</blockquote><p>I am not really talking about the quality of the actual music so much. I am talking about <em>when</em> it is played.</p>
<p>I very much like the variation of the main theme in the tower for example.</p>
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<pubDate>Mon, 16 Oct 2017 22:18:15 +0000</pubDate>
<category>Destiny</category><dc:creator>Cody Miller</dc:creator>
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<title>Nailed it. (reply)</title>
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<link>https://destiny.bungie.org/forum/index.php?id=140362</link>
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<pubDate>Mon, 16 Oct 2017 20:17:30 +0000</pubDate>
<category>Destiny</category><dc:creator>Malagate</dc:creator>
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<title>May I rescind my partial agreement with you? (reply)</title>
<content:encoded><![CDATA[<p>Chalk it up to misreading my inputs and misremembering. There were some tracks that underwhelmed me initially, and it's difficult to tease out my opinion of a piece with whether a moment was appropriately or artfully scored, which was the point I was granting you.</p>
<p>This weekend I played a sizable chunk of the campaign and adventures with a new character on the PS4, and maybe the soundtrack has grown on me, but I couldn't identify a moment when the music wasn't pretty great and appropriate to the moment. (I also highly recommend playing adventures on each planet as a chunk--especially on Nessus). </p>
<p>Marty has an uncanny talent for evoking emotion with music, and the weakest music in D2 is not as evocative as Marty's weakest scores, but that said, when D2's soundtrack is great, it's really great. The Kronos Quartet pieces and their use in the game are absolutely stellar IMHO. And I had no problem with the interstitial music. It seemed up to Bungie's established high standard.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=140356</link>
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<pubDate>Mon, 16 Oct 2017 19:30:13 +0000</pubDate>
<category>Destiny</category><dc:creator>Kermit</dc:creator>
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<title>Great analysis and Conclusions (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><blockquote><blockquote><p><strong><a href="http://wshu.org/post/music-respawn-mike-salvatori-new-worlds-new-opportunities-destiny-2#stream/0">This</a> floated across my Twitter feed today and I think its gonna be good. I’m only a couple of minutes in, but the interviewer already knows her stuff</strong></p>
</blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><p>That was most definitely a conscious artistic choice, one I believe was the right one. That music section is an emotionally powerful string quartet playing while there is close-to-little gunplay. (<a href="https://www.google.com/url?sa=t&amp;rct=j&amp;q=&amp;esrc=s&amp;source=web&amp;cd=1&amp;cad=rja&amp;uact=8&amp;ved=0ahUKEwiCooqUvO_WAhUHjVQKHdhEBGMQFggoMAA&amp;url=http%3A%2F%2Fwww.kronosquartet.org%2F&amp;usg=AOvVaw36vePBNgimAS5Eem7LI-wP">Played by the Kronos Quartet, possibly the most famous string quartet in the world.</a>)</p>
<p>It's designed to set a mood: When else do you remember ever hearing a string section by itself in Destiny? (I don't think that ever happened in the entirety of D1's OST, although someone please let me know if I'm wrong.) It highlights the fact that you fell from power, lost your abilities, and you're on your own. Even if you turn left and fall off the cliff (like I did the first time) the music keeps playing continuously.</p>
<p>I haven't noticed any other times during gameplay when music seemed inappropriate, as you describe. Perhaps they were trying to accomplish something different with the sound design than what you expected.</p>
</blockquote></blockquote></blockquote><blockquote><blockquote><p>These are great points Marmot. Some of it partially deduced from the interview of Mike with Kate Remington from WSHU/NPR? I know personally I don't think I really put it all together until I heard the interview.</p>
</blockquote></blockquote><blockquote><p>No, I haven't heard that, actually. I'll have to find it.</p>
<p>I was just really struck by that music the first time I played through, and paid special attention the other two times. I thought the music was perfect for the section.</p>
<p>When I beat the campaign the first time I was watching the credits and saw Kronos Quartet listed and got really excited, then connected the dots. I saw them perform in Seattle last year and it was a fantastic performance, highly recommended.</p>
</blockquote><p>Well great analysis and conclusions then!</p>
<p>You will not have to look too far to find it or have to search too far for it, the interview is in the Original Post for this thread and was the original Topic of discussion. I quoted it in this post ^, definitely give the whole thing a listen.</p>
<p><br />
If you can't listen to everything here are some relevant time stamps to your remarks:<br />
:00 - :30 Intro<br />
:56 - 3:31 Background Info<br />
3:32 - 10:44 Track from Game &amp; OST - Journey (feat. Kronos Quartet)<br />
10:45 - 12:55 More Background info</p>
<p>21:23 - 25:00 Track from Game &amp; OST - Lost Light (feat. Kronos Quartet)<br />
25:01 - 27:55 More bits of info about Kronos Quartet</p>
<p>Your analysis is spot on and is confirmed through good observations and questions from the interviewer and great answers from Mike S.<br />
Who knows maybe you were even at the same Kronos performance with Mike!</p>
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<pubDate>Mon, 16 Oct 2017 06:54:57 +0000</pubDate>
<category>Destiny</category><dc:creator>Pyromancy</dc:creator>
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<title>Be like Marty (reply)</title>
<content:encoded><![CDATA[<blockquote><p>These are great points Marmot. Some of it partially deduced from the interview of Mike with Kate Remington from WSHU/NPR? I know personally I don't think I really put it all together until I heard the interview.</p>
</blockquote><p>No, I haven't heard that, actually. I'll have to find it.</p>
<p>I was just really struck by that music the first time I played through, and paid special attention the other two times. I thought the music was perfect for the section.</p>
<p>When I beat the campaign the first time I was watching the credits and saw Kronos Quartet listed and got really excited, then connected the dots. I saw them perform in Seattle last year and it was a fantastic performance, highly recommended.</p>
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<pubDate>Sun, 15 Oct 2017 16:53:18 +0000</pubDate>
<category>Destiny</category><dc:creator>marmot 1333</dc:creator>
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<title>+1 (reply)</title>
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<pubDate>Sun, 15 Oct 2017 15:59:43 +0000</pubDate>
<category>Destiny</category><dc:creator>Robot Chickens</dc:creator>
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<title>That’s one of my favourite musical moments in any game... (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>Totally possible, and totally fair. That’s the risk that the artist/composer/designer takes when they are a bit more forceful with guiding the feelings of the viewer/player/whatever. Sometimes to run into a wall or an emotional mismatch and it just doesn’t work for some people.</p>
</blockquote></blockquote><blockquote><p><br />
I mean, music is literally half of the sensory experience in games / films. It's not just there to &quot;guide the feelings&quot;. It's an integral part of the work. It's only a risk insofar as the act of expression through art is itself a risk.</p>
<p>Music can completely drive a scene:</p>
<p><iframe style="border:none;" width="852" height="480" src="https://www.youtube.com/embed/JMr_jtA_Pe0?autoplay=0&start="></iframe></p>
<p>But so can lack of music:</p>
<p><iframe style="border:none;" width="852" height="480" src="https://www.youtube.com/embed/1koa2xAxCAw?autoplay=0&start="></iframe></p>
<p>Knowing when to use music and when to not is super important. And while I'm walking through an area because I don't yet have a sparrow, I don't think I should be hearing epic music.</p>
<p>Just my opinion man.</p>
</blockquote><p>Yeah, both great examples. And everything I was talking about with regards to D2 was in relation to that 1 sequence, immediately after leaving the city. You and others have mentioned having issues with loud m, epic music playing on loop while out on patrol... I haven’t noticed that myself (which is strange, now that I think about it. I don’t remember it happening, but I don’t remember it not happening either.).</p>
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<pubDate>Sat, 14 Oct 2017 23:24:05 +0000</pubDate>
<category>Destiny</category><dc:creator>CruelLEGACEY</dc:creator>
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<title>That’s one of my favourite musical moments in any game... (reply)</title>
<content:encoded><![CDATA[<blockquote><p>Totally possible, and totally fair. That’s the risk that the artist/composer/designer takes when they are a bit more forceful with guiding the feelings of the viewer/player/whatever. Sometimes to run into a wall or an emotional mismatch and it just doesn’t work for some people.</p>
</blockquote><p>I mean, music is literally half of the sensory experience in games / films. It's not just there to &quot;guide the feelings&quot;. It's an integral part of the work. It's only a risk insofar as the act of expression through art is itself a risk.</p>
<p>Music can completely drive a scene:</p>
<p><iframe style="border:none;" width="852" height="480" src="https://www.youtube.com/embed/JMr_jtA_Pe0?autoplay=0&start="></iframe></p>
<p>But so can lack of music:</p>
<p><iframe style="border:none;" width="852" height="480" src="https://www.youtube.com/embed/1koa2xAxCAw?autoplay=0&start="></iframe></p>
<p>Knowing when to use music and when to not is super important. And while I'm walking through an area because I don't yet have a sparrow, I don't think I should be hearing epic music.</p>
<p>Just my opinion man.</p>
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<pubDate>Sat, 14 Oct 2017 22:48:46 +0000</pubDate>
<category>Destiny</category><dc:creator>Cody Miller</dc:creator>
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<title>:) (reply)</title>
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<pubDate>Sat, 14 Oct 2017 22:06:59 +0000</pubDate>
<category>Destiny</category><dc:creator>CruelLEGACEY</dc:creator>
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<title>I don&#039;t think I can express how much I love this discussion. (reply)</title>
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<pubDate>Sat, 14 Oct 2017 21:42:56 +0000</pubDate>
<category>Destiny</category><dc:creator>Claude Errera</dc:creator>
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<title>That’s one of my favourite musical moments in any game... (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>I think Salvatori and the rest of the team are doing the exact same thing that I described above. They’re not letting the player dictate the mood in that moment (which is exactly what happens when you have music that reacts directly to the player’s actions). In that point in the campaign, our guardians have suffered a crushing defeat. They’re traumatized, and lost. Those kinds of feelings are so overwhelming when they hit someone, they can feel all-consuming. You can’t escape them quickly or easily. So OF COURSE the music doesn’t fade out after a minute or two. Of course it doesn’t change to battle music when the dogs attack. Because even through the fight, or exploring the scenery, the loss of the city is all our guardian can think about.</p>
</blockquote></blockquote><blockquote><p><br />
Perhaps then I simply don't agree that the music creates the appropriate mood.</p>
</blockquote><p>Totally possible, and totally fair. That’s the risk that the artist/composer/designer takes when they are a bit more forceful with guiding the feelings of the viewer/player/whatever. Sometimes to run into a wall or an emotional mismatch and it just doesn’t work for some people. In this specific case, I think it would totally depend on the player’s investment in the plot at that point, and or their willingness to “go along for the ride” at that moment. If someone is feeling less engaged with the plot, then the music can almost get in the way.</p>
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<pubDate>Sat, 14 Oct 2017 17:56:31 +0000</pubDate>
<category>Destiny</category><dc:creator>CruelLEGACEY</dc:creator>
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<title>Marty (reply)</title>
<content:encoded><![CDATA[<blockquote><p>are you talking about this track that plays during the transitions as you move further and further from The City, fight the dogs, and fail to make the jump? <strong> If your really basing all your comments about Bungie slipping on <em>that</em> then wow.</strong></p>
</blockquote><p>Stop trolling. That was ONE OF SEVERAL POINTS I brought up. Go back and look at my post again. There is even agreement here about what I am saying when it comes to music improperly playing during 'downtime'. </p>
<p>That particular moment I mentioned did not work for me. I felt it was too 'big'. Others do not. It's not a mistake to think either way.</p>
<p>In my opinion the implementation of the music was not as well done as in Halo or Destiny. You are free to disagree. I am not apologizing to anyone, because I am free to have and express that opinion.</p>
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<pubDate>Sat, 14 Oct 2017 16:42:40 +0000</pubDate>
<category>Destiny</category><dc:creator>Cody Miller</dc:creator>
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<title>That’s one of my favourite musical moments in any game... (reply)</title>
<content:encoded><![CDATA[<blockquote><p>I think Salvatori and the rest of the team are doing the exact same thing that I described above. They’re not letting the player dictate the mood in that moment (which is exactly what happens when you have music that reacts directly to the player’s actions). In that point in the campaign, our guardians have suffered a crushing defeat. They’re traumatized, and lost. Those kinds of feelings are so overwhelming when they hit someone, they can feel all-consuming. You can’t escape them quickly or easily. So OF COURSE the music doesn’t fade out after a minute or two. Of course it doesn’t change to battle music when the dogs attack. Because even through the fight, or exploring the scenery, the loss of the city is all our guardian can think about.</p>
</blockquote><p>Perhaps then I simply don't agree that the music creates the appropriate mood.</p>
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<pubDate>Sat, 14 Oct 2017 16:38:52 +0000</pubDate>
<category>Destiny</category><dc:creator>Cody Miller</dc:creator>
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<title>Be like Marty (reply)</title>
<content:encoded><![CDATA[<blockquote><p>I noticed the issue with music not triggering a stop in a number of other places during my playthrough. Yes, my first and only playthrough so far and no sorry I do not do video capture or have any proof.<br />
I was not in any particular hurry to beat a level (nor finish the game). Instead I stopped to 'smell the roses'. I love audio, I enjoyed the scenery, gawked at sky-boxes, looked at visual details, tried to find my way out of levels and break the game, shoot windows walls and textures, find secrets, destroy environment pieces, discover alternate paths, reach the highest point in the city, etc. If you stop or explore, the music tends to not stop, quiet down, or adapt to you and your gameplay.</p>
</blockquote><p>Yes, this is largely what I am talking about. However, I did not try to go nearly as out of the way as you. I did detour and linger, but nothing as abnormal as trying to get out of the map. Certainly within expected behavior.</p>
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<pubDate>Sat, 14 Oct 2017 16:37:24 +0000</pubDate>
<category>Destiny</category><dc:creator>Cody Miller</dc:creator>
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<title>Marty (reply)</title>
<content:encoded><![CDATA[<p>Wait, just to make sure we’re all on the same page, are you talking about this track that plays during the transitions as you move further and further from The City, fight the dogs, and fail to make the jump?</p>
<p><iframe style="border:none;" width="852" height="480" src="https://www.youtube.com/embed/rHcTPS8-n_I?autoplay=0&start="></iframe></p>
<p>If so, as the others have said, that is absolutely not a bug or flaw! If your really basing all your comments about Bungie slipping on <em>that</em> then wow. You pretty much need to send the D2 audio team a heartfelt apology. I’m facepalming so hard for you right now. Seriously, it’s embarrassing if you made that big a mistake.</p>
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<pubDate>Sat, 14 Oct 2017 15:32:17 +0000</pubDate>
<category>Destiny</category><dc:creator>Ragashingo</dc:creator>
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<title>That’s one of my favourite musical moments in any game... (reply)</title>
<content:encoded><![CDATA[<p>... and I also happen to think it is very “Marty”-esque in its delivery.</p>
<blockquote><p>Also when you leave the city and are following the bird… the epic music plays and plays and plays… even as seemingly nothing is happening after you kill all the enemies.</p>
</blockquote><p>So here’s something that I’ve noticed about Marty’s music, and the way he and the team implement it; Marty is not afraid to take the bull by the horns and lead the player, through Music, to the emotional point he wants you to be in anticipation of what is going to happen next. It’s a sign of a real master. Movie soundtracks often fail to do this, and video game soundtracks pull it off even less. </p>
<p>Usually, soundtrack implementation in games comes down to “something sad happens, cue the sad music”. It is too often a direct reflection of what the player sees onscreen. But think back over the Halo games, and think about all the times that your feelings during a specific mission or setpiece were actually established by the music, rather than simply being reflected by the music. </p>
<p>My favourite example is the Silent Cartographer. When the scene fades in, we are looking at a peaceful, serene ocean. It’s quiet, and beautiful. But what is the music doing? Pounding, thunderous drums. It’s battle music, before there’s any battle. It’s brilliant, because it actually changes what the player does next. I didn’t creep out of the Pelican, and stealthily flank the enemy as if been doing all the way through the previous mission. I hit the beach running straight at the covanent and hit them with everything I had. That skirmish is always one of the most exciting and frantic in the entire game, and a huge part of that is because Marty grabs the player before the fight even starts and gets us pumped up. </p>
<p>Back to that moment in D2...</p>
<p>I think Salvatori and the rest of the team are doing the exact same thing that I described above. They’re not letting the player dictate the mood in that moment (which is exactly what happens when you have music that reacts directly to the player’s actions). In that point in the campaign, our guardians have suffered a crushing defeat. They’re traumatized, and lost. Those kinds of feelings are so overwhelming when they hit someone, they can feel all-consuming. You can’t escape them quickly or easily. So OF COURSE the music doesn’t fade out after a minute or two. Of course it doesn’t change to battle music when the dogs attack. Because even through the fight, or exploring the scenery, the loss of the city is all our guardian can think about.</p>
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<pubDate>Sat, 14 Oct 2017 14:11:03 +0000</pubDate>
<category>Destiny</category><dc:creator>CruelLEGACEY</dc:creator>
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<title>Be like Marty (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>Also when you leave the city and are following the bird… the epic music plays and plays and plays… even as seemingly nothing is happening after you kill all the enemies.</p>
</blockquote></blockquote><blockquote><p><br />
That was most definitely a conscious artistic choice, one I believe was the right one. That music section is an emotionally powerful string quartet playing while there is close-to-little gunplay. (<a href="https://www.google.com/url?sa=t&amp;rct=j&amp;q=&amp;esrc=s&amp;source=web&amp;cd=1&amp;cad=rja&amp;uact=8&amp;ved=0ahUKEwiCooqUvO_WAhUHjVQKHdhEBGMQFggoMAA&amp;url=http%3A%2F%2Fwww.kronosquartet.org%2F&amp;usg=AOvVaw36vePBNgimAS5Eem7LI-wP">Played by the Kronos Quartet, possibly the most famous string quartet in the world.</a>)</p>
<p>It's designed to set a mood: When else do you remember ever hearing a string section by itself in Destiny? (I don't think that ever happened in the entirety of D1's OST, although someone please let me know if I'm wrong.) It highlights the fact that you fell from power, lost your abilities, and you're on your own. Even if you turn left and fall off the cliff (like I did the first time) the music keeps playing continuously.</p>
<p>I haven't noticed any other times during gameplay when music seemed inappropriate, as you describe. Perhaps they were trying to accomplish something different with the sound design than what you expected.</p>
</blockquote><p>These are great points Marmot. Some of it partially deduced from the interview of Mike with Kate Remington from WSHU/NPR? I know personally I don't think I really put it all together until I heard the interview.</p>
<p>I noticed the issue with music not triggering a stop in a number of other places during my playthrough. Yes, my first and only playthrough so far and no sorry I do not do video capture or have any proof.<br />
I was not in any particular hurry to beat a level (nor finish the game). Instead I stopped to 'smell the roses'. I love audio, I enjoyed the scenery, gawked at sky-boxes, looked at visual details, tried to find my way out of levels and break the game, shoot windows walls and textures, find secrets, destroy environment pieces, discover alternate paths, reach the highest point in the city, etc. If you stop or explore, the music tends to not stop, quiet down, or adapt to you and your gameplay.</p>
<p>I've been looking for a video/interview and I can't find it. I couldn't find it so I decided not to stick my nose into the other topic a week ago regarding this issue.<br />
<strong>Anyone remember an interview with Marty where he talks about</strong> the active music timing out in response to your game action or after a set amount of time of 'inactivity'. <strong>Was it called &quot;The Marty Timer&quot;</strong> or something like that? (or maybe somehow I made that up?)</p>
<p>This was something close I could find through rudimentary search:<br />
Remember The Stripey Room? :)</p>
<p>Timestamps 5:18-6:43; 7:18-7:36; 11:30-End</p>
<p><iframe style="border:none;" width="852" height="480" src="https://www.youtube.com/embed/AZ7KJPTZTRw?autoplay=0&start=287"></iframe><br />
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Timestamps 0:56-2:46; </p>
<p><iframe style="border:none;" width="852" height="480" src="https://www.youtube.com/embed/dFpkRCK6p34?autoplay=0&start=56"></iframe></p>
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<link>https://destiny.bungie.org/forum/index.php?id=140220</link>
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<pubDate>Sat, 14 Oct 2017 07:31:43 +0000</pubDate>
<category>Destiny</category><dc:creator>Pyromancy</dc:creator>
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<title>Marty (reply)</title>
<content:encoded><![CDATA[<blockquote><p>Also when you leave the city and are following the bird… the epic music plays and plays and plays… even as seemingly nothing is happening after you kill all the enemies.</p>
</blockquote><p>That was most definitely a conscious artistic choice, one I believe was the right one. That music section is an emotionally powerful string quartet playing while there is close-to-little gunplay. (<a href="https://www.google.com/url?sa=t&amp;rct=j&amp;q=&amp;esrc=s&amp;source=web&amp;cd=1&amp;cad=rja&amp;uact=8&amp;ved=0ahUKEwiCooqUvO_WAhUHjVQKHdhEBGMQFggoMAA&amp;url=http%3A%2F%2Fwww.kronosquartet.org%2F&amp;usg=AOvVaw36vePBNgimAS5Eem7LI-wP">Played by the Kronos Quartet, possibly the most famous string quartet in the world.</a>)</p>
<p>It's designed to set a mood: When else do you remember ever hearing a string section by itself in Destiny? (I don't think that ever happened in the entirety of D1's OST, although someone please let me know if I'm wrong.) It highlights the fact that you fell from power, lost your abilities, and you're on your own. Even if you turn left and fall off the cliff (like I did the first time) the music keeps playing continuously.</p>
<p>I haven't noticed any other times during gameplay when music seemed inappropriate, as you describe. Perhaps they were trying to accomplish something different with the sound design than what you expected.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=140217</link>
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<pubDate>Sat, 14 Oct 2017 06:21:01 +0000</pubDate>
<category>Destiny</category><dc:creator>marmot 1333</dc:creator>
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