Always been a big FF music fan. And overall i enjoy the score for FF14. As far as classic FF synth, it was "synth" mostly because of the timitations for the music. And was often very catch due to the low amount seperate notes. Human minds tend to find things we can hum/whistle/ or sing more "Catchy" because its reproducable. Think Penny arcade has a video about it, its the "so you want to make games" series of videos, very interesting, but to the point.

Personally theres nearly no type of music i dislike but orchestral always seemed to fit FF better then most. The Goobbue music is fantastic i agree, its like long journey music more fitting to what your doing then the beast itself.

I've had my Chocobo for about a week and a half and i must say, i love the chocobo music, always have but, it seems far too epic for my trip to a tree harvest. and the volume boost when its moving is slightly annoying.

I enjoy how in places like Muy-tai cellars the base BGM and the battle BGM convey the mood well and are similar in their chords. Even though without the game you can definately tell ones is more laid back and one has more adrenaline.

My opinion on game music is:
1: Use whatever style of music, be in Orchestral, Jazz, Rock or rap so long as it converys the mood of the actions or area it acompanies.

2: Soundtracks for things your do often, repeatedly with small amounts of time in between, need not, and often should not be "Overly" epic. (Chocobo BGM would be more fitting to say, a lance down Chocobo charge. Or leaping through landscape as your chased to bring the General the missive full of war secrets)

Try to keep those actions listed above slightly more laidback sounding, because if your on and off your Chocobo as you search for nodes the Goobbue soundtrack si much more fitting.


3: Background music is only background if it seems to lose its connection to whats going on within its play. This kind of fit with the first point. The Inn room music; light, fitting complicated enough to be interesting to hear but it still sounds much like a lulla-by. In my opinion an excellent choice.

Now for some this may seem an odd example since i'm not sure what any readers exposure to different types of music and their varied delivery, but here goes.

If anyone has seen a real quality opera or some times you'll find a musical performance that lacks words but is conveyed through the score (Think Peter and the Wolf; No words were used, the dialogue was all conveyed through instruments and music) I'd love to see some experimentation into Dynamic music. If a enemy "Suddenly appears" a small short musical piece that brings you into the battle music would be a nice way to alert you. If you get an add, it would be nice if the battle music theme could trill or spike for that moment.

Dings, bells, etc are definately useful but hardly engrossing and dynamic. I don't know the feasability of such a system, but my musical ear would love to hear someone give it a try.

TL;DR In my opinion its not the type of music thats used. If it fits the scene and conveys the mood then pick whatever you like. (WOW soundtrack for the Grizzly Hills is a perfect choice of area, mood, theme and score)

Epic music should be for Epic things (Chocobo riding music -Possibly over the top- Goobbue music -Fits perfectly for the action, but possibly not the mount itself)

But what i enjoy the most is the creativity in music for things such as games. But what i personally would ask of composers who are working on games is to by all means see and know what you are writing those songs for and don't be afraid to creep me out, spook me out, lull me to sleep, make my adrenaline pump, laugh or cry through your music just because its a game soundtrack. GW1 for its good and its bad, had some excellent songs placed in excellent areas. as does FF14.