Before I start, Cel, I just want to clarify that I'm totally on your side in the battle for more MIDI-sequenced music in games. However, I just wanted to point out a few inaccuracies in your argument.
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Originally Posted by Cellius
Orchestral music is extremely inefficient in video games.
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A bold statement, considering that a large number of AAA titles are using orchestral soundtracks these days.
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One, obviously, the considerable expense of hiring and recording a professional large orchestra. If fans are going to be satisfied with orchestral music, they're not going to settle for a small ensemble to convey Zelda.
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A large orchestra was hired for a trailer video, so I'm sure if they wanted to they could have recorded the in-game orchestral pieces with one as well. The price is often worth the time when compared to the lengthy process of tweaking a digital mockup of an orchestra to sound as lifelike as possible, when a real one can do so by simply playing well. One consideration though is orchestration. If the composer doesn't know this well, they have to hire an orchestrator which could either A) change the style of composition entirely, or B) Cost more than the budget is willing combined with the Orchestra/recording session itself.
I should also point out that a minority of the TP soundtrack uses a full orchestra

Most are pretty small ensembles or ambiance-related. It's just the cutscenes and Hyrule Field where it gets really orchestral.
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Space considerations. Audio takes up space. If you want a full, live orchestral score, you need to allow for it, which means other aspects of the game need to be cut down. Things like, oh I don't know, LENGTH? Not to mention any part of the graphical engine. If you're storing MIDI samples in the system's hardware itself, this isn't an issue (I'm not saying all the MIDI samples are stored in system, but I'd be willing to be some are).
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This is a non-issue for most current gen games. A vast majority have used redbook audio with the DVD format (even if it's not live recordings), and with new higher-quantity storage it'll be even more open for experimentation. That's of course not to say that they've all done such amazing adaptive music that TP accomplished.
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Examples of dynamic music.
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All these are excellent examples of how exactly TP's music shines and how MIDI programming is the medium of great game soundtracks.
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This is impossible with bulky audio files that are fixed and static.
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Not true, actually. It can be done, but it hasn't been done with the same amount of grace and fluidity that TP accomplished. Shadow of the Colossus, for example, used dynamic music with a full orchestral score. However, instead of midi triggers, it used dynamic crossfades to go between layers of a piece with no consideration of beat or phrase.
A PC MMO, Vanguard, uses redbook dynamic music to a really interesting degree as well. Instead of having large chunks of music like SotC, all of its pieces are split up into phrases of the piece in each individual instrument. The playback system then chooses which layers to play depending on what's going on. If you're idling around, the ambient parts will play. If you start traveling and adventuring around, the percussion parts will pick up as well as a melody and harmonies and such. If you enter battle, since it's all based on phrases of music, it will go into the battle layers dynamically and transition out with the flow of the music. And this is all done with .ogg files, redbook audio streamed through the playback system. It's on PC, sure, but I don't think it'll be long before disc-based media will be able to use a similar technology allowing for even more creative uses of dynamic music playback.
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Originally Posted by PsychoJosh
Bullshit. The Final Fantasies, as far as I know, have orchestrated music in them and look how long they are.
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Nope. None of the FF games have had a full orchestral score to date (they're all midi or sample driven). Only opening and endings, with a few assorted pieces here and there with live recordings.
What, you don't want my bikini-clad body?