Entertainment: Is this how you play music?!
Chapter 314 triggers the passive skill: Inspiration Stimulation Technique.
Chapter 314 triggers the passive skill: Inspiration Stimulation Technique.
When people first heard about the concert, they assumed that the pieces being practiced were all existing works.
This is just great.
When they learned that the production cycle was long and that some of the pieces to be performed were new works that had been prepared in advance, the musicians became quite restless.
The meeting room suddenly became noisy.
For those working in the music industry.
It is actually quite common to work on unpublished new works in large projects.
There was no need for such a strong reaction.
However, if a celebrity is involved in a project that already receives a lot of attention, the experience is completely different.
It was as if I were seeing the unpublished manuscript of a novel by a world-class author.
"I'll stay up all night analyzing the musical form, just to see what this new piece is all about!"
Principal violinist Li Zhifeng was beaming.
Li Zhifeng, who is in his early forties, is at the perfect age to play video games. It's normal for him to play at home when he's not performing or rehearsing.
He's been playing the Famicom since his youth and looks like a middle-aged man, but he's actually a gamer.
It's not that I'm fanatical, nor that I play too much.
But it's true that he loves to have fun.
Especially for people who are involved in music.
It's really hard not to get hooked when you encounter great game music.
After the release of the Blood Hunters DLC trailer, Li Zhifeng was immediately captivated by the unimaginable use of strings and the magical and maddening world-building of Ludwig the Holy Sword within just twenty seconds.
Even just for this one piece of work, he took advantage of his spare time to tackle "Curse Blood Hunter" despite being over forty years old.
Their reactions aren't as quick as younger people's, but they're experienced.
The more you play, the more you become attracted to the game itself, and naturally you look forward to the DLC even more.
I originally thought it would just be a game experience and that would be fine.
I never expected to actually be able to play it.
This almost made Li Zhifeng's fans even more enthusiastic, and by extension, they became interested in the game depicted in his unknown new work.
Musical form analysis.
Although it may not be possible to fully understand what story it tells.
However, the style of the story, its emotions and feelings, and its ups and downs can be analyzed with a high degree of accuracy.
If the joy is already doubled, then if the prediction comes true, the sense of accomplishment and happiness will double again!
So Li Zhifeng began to carefully analyze the pieces selected for the concert.
"《?》? Is Li Can serious about putting a question mark in the title of his work?"
Li Zhifeng inwardly complained.
However, this was not unexpected.
In comparison, there are a lot of big names in the music industry who are terrible at coming up with names.
Especially for the music, it's common to just pick something random.
Of course, there are also some very profound pieces of music, but it is actually not common to see them given a serious name.
only.
Even just casually raising this question mark is really too much to bear.
"Um"
"Fuck."
Just by glancing at the structure at the beginning of the score, Li Zhifeng felt his adrenaline surge.
The copper pipe immediately begins with a high-intensity operation.
The strings initially served as a backdrop for the brass, but in an instant, as the brass' volume rapidly decreased, the strings suddenly became extremely loud.
The brass section, responsible for a heavy, booming sound, gradually fades into the background, while the strings split in two.
The high-pitched strings went wilder and wilder, passionate and unrestrained, and the vibrato on the staff indicated that the music was in intense friction at this moment.
The low strings, however, begin to build the main melody.
What does this architecture resemble?
If we consider the copper pipes as dark clouds swept by a gale.
The friction of those high-pitched strings is the storm contained within, the electric arc flickering in the dark clouds.
The main melody of the low strings appears as a colossal entity within it.
If the melody were written in a more "orthodox" way, it could even be described as a heroic entrance. But it is precisely this "unorthodox" design that gives people the spectacular feeling of a supreme boss making his appearance.
The more knowledgeable someone is, the more information they can glean. Just by looking at the initial orchestration structure, Li Zhifeng was able to make a complete judgment.
If we can do it well.
This was absolutely an epic debut.
Whether or not it goes viral, it will definitely leave a very deep impression on players.
"Good heavens! This kind of opening is only fit for a demon god."
Li Zhifeng trembled with excitement.
There is no other reason.
The presence of the strings in this piece is extremely prominent.
Although the main melody is played by the cello in the low strings, here the main melody is a solo, so the presence of the principal cello will be greatly enhanced.
But that's a slower, more somber main theme!
If you want to talk about urgency and madness, you have to look at the violin.
As the principal violinist.
Li Zhifeng has had too many opportunities to play leading roles.
But opportunities to rub so vigorously are rare.
As the most important part of building emotion, having such a performance experience is fantastic.
Immediately.
Li Zhifeng then began practicing this unnamed piece of music, and became so engrossed in it that he didn't leave his room for three days straight.
If the band hadn't had to work on the fourth day, Li Zhifeng wouldn't have even bothered to take a shower.
Li Zhifeng was unaware of this.
Just three days before Li Can went to the Grand Theater.
The development team behind Sony's Eternal Origin also experienced the same excitement.
As a traditional RPG (role-playing game).
show.
This has always been a topic of great interest to players.
This kind of classic adventure RPG aims for a sense of immersion, especially in a 3D perspective, where players want to become the game's protagonist and embark on an immersive adventure.
So how do we achieve all of this?
It won't be a pure game battle, nor will it be a boring cutscene.
Regardless of which one appears alone, the player experience will drop by countless levels.
When players are focused on combat, the background music and elaborate visual effects become less important.
Simply showing clips without actually playing them can easily become boring for players.
In this situation, quite a few people choose to skip it.
Therefore, what the Sony Eternals development team wanted to do was to combine art, music, CG, and gameplay.
Provide certain game operation steps.
Then set some prerequisites.
For example, a boss's constantly increasing energy bar, or a fixed amount of health.
After the operation window is closed, the playback process proceeds smoothly.
But such CGs are definitely not very long, usually only a few seconds or a dozen seconds.
The game features an immersive cinematic sequence enhanced by music and visuals, before quickly returning to the main game interface for the next stage of combat.
Such CG sequences are interspersed two or three times, and then concluded at the end.
More advanced technology allows music to interpret player commands, a technique commonly known as "bringing in the speakers" or "hitting the boss's speakers."
It will greatly enhance the immersive experience while preserving the game's operability and gameplay.
Sony originally thought that Li Can would need to communicate with the game development team in detail and multiple times before he could grasp some of the emotional structure of the work, and that the work would not be completed so quickly.
But I never expected it.
Having only obtained the text, art, and basic game design documents for "Eternal Origin," Sony hadn't even had a chance to wait for Li Can to ask any questions.
The artwork was completed first.
It was even more amazing than I had imagined.
"Choose! We absolutely must choose!"
"Not only should you choose, but you can even make additional optimizations to the entire game process based on the emotions conveyed by this background music!"
The production team leader started talking big.
Many game development staff were secretly plotting something.
coming!
Li Jun's unique method of stimulating inspiration is here!
It's definitely impossible to drastically change the game system based on the music.
However, if it's based on the music, it's perfectly fine to add more immersive elements to the overall art style or gameplay.
Great background music (BGM) inspires the imagination.
It will make people think that the simple scenes and processes, and the low-end boss, are not worthy of the high-class background music.
"too strong!"
After expressing his feelings, the production team leader fell into deep thought.
In games, the artistic experience and the gaming experience complement each other.
A small horse pulling a large cart—no matter which one is the small horse, it certainly won't be able to pull it very well.
"I think we can add some settings and add some more features to the current version."
This piece was created for the boss of the "Storm Peak" scene at the very top of Storm Mountain in the game.
Lord of Storms and Thunder, Dragon God Bart.
In fantasy adventure games, fighting dragons is a common occurrence, but this time, with this kind of music playing, the Sony production team all felt that they should add some supplements and polishes.
"Now that I think about it, calling it 'Dragon God' would be a bit too righteous, but in the game, the Dragon God is a traitor or rebel. He wasn't originally the main boss; he was created as a scene to supplement the world view."
"In the design of the text, Bart is an unruly dragon, born in storms and thunder, becoming the dragon god. Although he is among the gods, his unruly personality and his belief that power equals status make him a character who constantly challenges himself to rise higher."
"But after failing a challenge, he fell into a mountain. Under the influence of the Dragon God's power, the mountain was filled with storms and thunder, hence the name Storm Mountain."
"Originally, the purpose was to use a side story to illustrate the power of the gods, giving players a sense of constantly surpassing their limits as their level and abilities increase. But now it seems that it is more than that."
Discussions have taken place within the Sony Eternal Origin development team.
This is a side boss that occurs slightly later in the mid-game.
A crippled god, a dying dragon.
The production team wanted the protagonist to struggle to defeat the severely weakened Dragon God here, experiencing just a glimpse of his full power, thus further highlighting the strength of the later bosses.
This kind of growth will give you a great sense of accomplishment.
Li Can's background music was a huge surprise for the entire production team, significantly increasing the importance of this side boss and making it a crucial part of the experience.
First, the text was supplemented.
The text is not supplemented much; it only adds some details and does not affect the overall direction.
Originally, the intention was to highlight the divine aspect of the story, showcasing the protagonist's growth, his experience of slaying a god, and the immense power of the final god boss he faced.
But now, the production team feels...
In this performance, we could have focused more on depicting the dragon's "madness".
"Why not just call him Mad Dragon, and then hint in the mission information that Mad Dragon was once the Dragon God?"
"Once a god, wow, such a comparison makes it feel like one's status has been knocked down, and the pressure will seem even greater."
"You know what, you really don't know, it feels even more intense now."
"From challenging a critically injured and dying god to growing into a god at the height of his power, this kind of classic adventure is truly captivating."
Will turning side quests into main quests affect the game structure and progression curve?
"It doesn't matter. It's just that we set it up as a side story because we thought such a comparison might be too lengthy. If the art and music can make up for this, it's not impossible to use it as the main story."
"Got it, the art department is lacking."
As they talked, everyone suddenly nodded in unison, reaching a consensus.
then.
In the production team, most of the members looked up and gazed at the art team.
"what?"
Feeling the expectant gazes.
The graphic design team was taken aback at first.
Immediately, a buzzing sound began to ring in my head.
With Li Can around, the art design team is truly blessed.
The visuals definitely need to be enhanced, the set design and storytelling need to be improved, and the special effects will probably need to be upgraded to a more dazzling level.
"please."
".Eh?"
The art team felt a mysterious pressure from the East.
But there's no other way; it still has to be done.
He just bent his waist even more when he bowed.
"Hi"
then.
It was the day before Li Can went to the Grand Theater.
As side quests become part of the main storyline, the narrative and gameplay content are being further enriched and improved.
The story of "The Mad Dragon" is also nearing completion.
The name of the background music (BGM) was thus initially formed.
From "The Fall of the Dragon God" to "The Dying Mad Dragon".
The decision to add this new track was made at the last minute, and its style is quite out of step with industry norms.
But it fits Li Can's habits perfectly.
This temporary improvement has been ingrained in the DNA of Li Can and his friends.
Since the preparation period is quite long, after learning that "Mad Dragon" had been finalized, we might as well add it in advance.
A game-themed concert.
Naturally, they highly favor game music with high performance quality.
Boss music, designed specifically for the performance experience, is perfect for showcasing on stage.
After arranging the schedule for the year following the concert.
Li Can and Winnie then waited for Henry to arrive.
During his free time, Li Can continued to keep an eye on the online discussions.
Just as Li Can had thought.
This whole thing is just a ripple effect caused by the slapstick effect; there's no behind-the-scenes manipulator behind it.
They gather quickly and disperse quickly, lacking any lasting power.
In less than a week, there is no longer any content about the harmful effects of games online.
Lee Chan's fans didn't even show up.
The gamers immediately launched a debate.
Not to mention Li Can himself.
Seeing this, Li Can didn't react much, but Winnie sighed with emotion.
"Sigh, if we don't teach our children how to handle knives properly, and then blame the manufacturer when something goes wrong, we can't let our future children be like that."
Li Can was taken aback.
Unexpectedly, Winnie fast-forwarded to the topic of her child's education.
After a moment's hesitation, Li Can couldn't help himself.
He still said things he knew he'd get beaten up for.
"Instead of worrying about that, I should worry about whether the child will take after his mother and become an alcoholic. That image is too beautiful for me to bear."
"!Um?!"
(End of this chapter)
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