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The only thing illuminating from that talk are the budgets used for the games he demo'd. Everything else is well known to anyone in the field; he seems to be referencing music tropes, so his audience must be mixed.
The only thing illuminating to you, you mean. It was a presentation to an audience of audio engineers (http://www.aes.org). I'd assume that most people here aren't in the field, and aren't as up to the speed of play as you. They would find a presentation on how sounds in current games are produced helpful.
Neither the presentation or I claimed that it contained anything revolutionary. Merely a description of the current art.
I'm sure everyone can find decisions in the style that they disagree with, but it's interesting to have them laid out and explained in this fashion. I certainly don't agree with all the choices he made, but I can respect that he tried stuff and that they're working on making it better.