Whilst he understands what the reasons are for the change in musical style, I don't think he fully understands the reasons themselves...
He should have looked into immersive music more, as that is what game music should do: enhance your overall experience playing the game.
In the article linked here:
http://www.scorecastonline.com/2010/08/ ... sing-pt-1/There's a quote about Danny Elfman:
"Danny Elfman has been criticized over the years for (sic) turning out scores that do not necessarily provide for a great listening experience independent of the film they were scored for."
I completely agree with the response: "Perfect!"
I think that accompanying the overall package (be it film, or game) should be the front and foremost aspect of music scored for media. The article above talks about how a lot of music for film these days caters for the film music fan, rather than the film itself. I think this is true.
It's not true for games. And I'd rather hope it doesn't become true.
But back to my original thought, the main reason for the change is, as said, the opening of more creative outlets. Be it an orchestra, or electronic, we have far more at our disposal than a long time ago.
Which means new criteria have to be met. Timbre being the main one that comes to mind.
Take the Halo example he used. Would it be AS iconic if the male choir was replaced with cellos? I think the male choir is as big a trigger to "Oh, it's the Halo theme!" as the theme actually is...
That's probably the primary thing that has caused the change: timbre, or sound design. If you're writing for the game, rather than the game music fan, then sound design is probably more important these days than melody. That's why there's this big change.
So there you go, my 2 cents...