You made an assumption concerning how polyphony development should be implemented, but your assumption is certainly wrong.
Depends on how you look at it. It's a matter of taste...
Basically what you're talking about is an interactive sampler, right? (As in interaction between looped samples and the game engine)
You're talking about an entire score made with loops... To me, as a composer, that means lots of limitations. The biggest limitation being that I'm putting the direction of my music in the hands of a machine (eek! <img src="/ubbthreads/images/graemlins/eek.gif" alt="" /> ) - I feel the hair on my back rise and I don't even have any (not there anyway)
I'm not saying there'd be no room for creativity, but when it comes to music (read: taste), there would be limitations...
I'd go even further than the "sampler", and compare it to an artificial DJ. No matter how advanced, how large the variaty of variations, the variaty of instruments, effects, name it... the result would still be a mix. And there's still a big difference between mixing variations and accompaniments, and writing actual music...
I made the assumption that a digital director will never be able to produce the magic that a real composer can - unless the system would be so advanced and the variaty of samples per piece would be so vast, that it would suck up memory like Alzheimer. Then again, the whole point of the idea is to use the music as a tool in the first place, so you probably don't see it as give and take...
I admit, loops just give me the creeps (in musical context anyway <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> ). And I admit, it's just a matter of taste.
Mr Kej, Second Member of the Guild of Off-Topic Posters

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