Ricotez wrote:
No, I mean use less music and dialogue. In Portal, 1 test chamber only got 1 song, if they got any at all. You don't need music all over the game, that's what makes Half-Life (and thus Portal) so different from other games where music is played all over the game.
Well if you are thinking about it in terms of how Portal initially presented it, then sure. Heck, most chambers in Portal took less than a minute, and then it was "back in the elevator, dude".
Music is traditionally added to a game to enhance the mood/tension, and. . .quickie chambers dont have either one.
On the other hand, the last few "escape" areas were VERY long, and could support one or more songs. . . also, I think there is just about as much dialogue in the last Glados chamber than there is in the ENTIRE rest of the game. Glados and her various components are chattering at you almost the whole time.
So it just depends what type of chamber you are building as to whats appropriate; there is no real rule of thumb. I do have one chamber that has a fair amount of dialogue; it will have no music because of that. I then have 3 chambers that have multiple puzzles in them; you will be in them for awhile, and and those have considerably less dialogue, and are long enough for music (one song each). I am wanting quiet mood music for the areas. But still. . .when I DO want dialogue there, I dont want Glados to have to shout over the music, and if you have played the level a few times and can do it in your sleep, you really CAN do a chamber quick enough that the song wont be over, so some volume control was. . .expected. If I cant get all of the control over sounds that I want. . .the music will have to go. We'll see.