People who experimented with 3D cinema were barking up the wrong tree. The third dimension is sound. It gives the screen depth, it makes characters seem tangible. It makes it appear that one might walk amongst them. (...)
I have completely done away with atmospheric music in my films. It took me a long time to see how nefarious it was, particularly if it is glorious music. Immediately, it makes the pictures seem flat, whereas a sound effect will give them depth.
Very interesting quote! Thank you, Pehr.
In a way, I think this is a choice. Sometimes a maker may
want the film or game to be "flat". Maybe this is why many Hollywood movies have pseudo-Wagnerian scores: they want to make sure that you do
not believe that they are real, that the experience remains superficial.
In the new version of our game
8, we also want to use music in this way: purposefully triggering "happy peace" feelings, pushing the complexity to the background, allowing the player to simply relax.