music & sound
On Games, Music, and Meaning
Posted by Maggie Greene at 3:20 AM on October 13, 2008
I'm usually OK with soundtracks as long as they don't actively annoy me; of course, it's nice when they do something more than just provide not-too-irritating background noise I may or may not turn off. Douglas Wilson looks at the relationship between gameplay, music, and meaning (and what makes for a 'musical' game) over at GameSetWatch, picking a perhaps unlikely example to illustrate the relationship he's talking about: Civilization IV. After explaining precisely what he's getting at, Wilson opines:

Sid Meier, how can you still be making games about colonisation?
And for once, it's a demo I'm genuinely looking forward to. No, really! I've still no idea how this is actually going to play. The PC version of Civ, I can see it in my sleep, but the nuts and bolts of a console version intrigue me. And a ton of other people, which is probably why 2K have announced that they'll be releasing the demo on both PS3 and 360 this Thursday. The 360 version will roll out globally, while the PS3 one is North America-only for the moment.
Take-Two didn't just say 
According to an email Q&A I just received from Take 2, Sid Meier is going all out on the console adaptation of his epic series.
It's hard to imagine a game like Civilization working on a console. Sure, there's nothing technically stopping it from functioning, but tweaking the controls and interface so they can be managed almost effortlessly using nothing but the limited selection of buttons on your average gamepad has to pose a bit of a problem.