Are you thinking of having morale as a persistent meter to be monitered or just something cool in the background? I can think of endless other way you could boost morale. Drinking, getting crits, making a kill, even it's in the background the player could feel a sense of morale building in themselves if tuned right.
On the downside it's really just a buff that decays and is activated by an event. I'm sure it would take about 2 minutes to make a buff in WoW that follows this behaviour. Buffs that decay when attacking + Alterac Valley buffs, hell they even have a thing that makes you roar when you cast a spell.
I seen lots of talk about music systems like you describe and it's been done in a few games in the past. In Metal Gear Solid the music would fade between different tracks based on the alert status of the enemies. Elaborating that to focus on the number of enemies is something that I've not noticed in a game yet, but I could definitly be wrong. The real goal is to have the music reflect everything. The 'zone' your in, nearby landmarks, what's visable in the distance, where your going and the urgency and maybe even morale. If your moving through a peaceful forest and go over the top of a hill to see legions of troops kilometers away marching in formation the music should be able to emphasize what your feeling whether it be shock or delight.
Re: Epic battle climax!
Are you thinking of having morale as a persistent meter to be monitered or just something cool in the background? I can think of endless other way you could boost morale. Drinking, getting crits, making a kill, even it's in the background the player could feel a sense of morale building in themselves if tuned right.
On the downside it's really just a buff that decays and is activated by an event. I'm sure it would take about 2 minutes to make a buff in WoW that follows this behaviour. Buffs that decay when attacking + Alterac Valley buffs, hell they even have a thing that makes you roar when you cast a spell.
I seen lots of talk about music systems like you describe and it's been done in a few games in the past. In Metal Gear Solid the music would fade between different tracks based on the alert status of the enemies. Elaborating that to focus on the number of enemies is something that I've not noticed in a game yet, but I could definitly be wrong. The real goal is to have the music reflect everything. The 'zone' your in, nearby landmarks, what's visable in the distance, where your going and the urgency and maybe even morale. If your moving through a peaceful forest and go over the top of a hill to see legions of troops kilometers away marching in formation the music should be able to emphasize what your feeling whether it be shock or delight.