Why do video game soundtracks lack dynamics (variability in loudness and softness)?

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In many JRPG and platformer video games, dynamics in their soundtracks seem to be completely taken out of the equation. Why is that so?

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7 Answers

Anonymous 0 Comments

Good question. It’s something that’s not really applied to video games – not out of necessity or optimization but the fact that limited hardware in the past didnt allow for it. Wasting precious code bytes on messing around with volume and tone and pitch meant less game mechanics could be added.

As for now, it’s probably nostalgia combined with the fact that video game soundtracks don’t need to be flashy or unforgettable – there is an enormous product, and music is one small part of it. Much smaller part than it would be to a Movie, atleast.

I don’t find the idea of “they’re not there to draw attention” appealing – plenty of games I know have done exactly that. It’s just that these games are styled like the old ones but run like ass compared – they use more resources than they’re supposed to. There is always going to be a limited amount of talent present when creating a game, and now that hardware limitations don’t need to be played around with we can see more and more creative people who don’t have much of an idea how to optimize resource usage creating stellar video games.

Even some indie games, like my favorite “Darkwood” have tended towards fulfilling the desire set in your question.

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