ToastiestZombie said:
I disagree with your reasoning, as well as much of your claim
(I found the music picks in Django, as well as the film, to be awful, pretentious shit). Yet, I also agree. Allow me to elaborate.
Licensed music can, and sometimes does, have a place in video game soundtracks. The right song can add quite a lot to a specific scene or moment within the game.
However, there are two circumstances the developer must avoid if they don't want to ruin the experience. First is making damned sure to pick the right song. Having the wrong song will not only be jarring but will undermine any impact the scene may have on the player. Second is making sure you don't have an over-abundance of licensed tracks. If you put too many licensed songs in your game you run the risk of both breaking immersion and limiting your game to a very specific "time"; especially if they go with primarily contemporary music.
Even if a developer gets all of those things right, you still have another problem. That being the potential of "putting off" players because they don't like the developers choice in music or they don't like the idea of having an iconic track associated with what's in the game. Sure, you can say the same of original soundtracks, but with OSTs you generally don't run the risk of having your songs associated with something else, and in most cases people will simply turn off the music if they don't like it.
This is not to say that I think there should be no licensed music in gaming. On the contrary. Done correctly it can be great. And by "done correctly" I mean one of two things: taking a licensed song and re-purposing it for your game or involving the original artists in the project.
For example: Mech Assault 2.
Now, there are moments in the game wherein they use some licensed music. Those moments are awkward and disruptive. They don't mesh well.
However, there are other songs in the soundtrack that are, for lack of a better word, "remixes" of a licensed song. And, I don't mean some "techno" cover.
What they did was, they took a licensed track, stripped out most of the vocals, concentrated on specific melodies and bass-lines, and retooled the pacing, beat, and progression to create a collection of tunes that all sounded like they came from the same mold, but were remade to fit a wide range of scenes and scenarios. From calm to tense to action-packed. They also blended well with the rest of the songs in the soundtrack.
Another example is in Portal 2.
Of the 70-some songs in the game, all but two are original creations from the composer Mike Morasky over at Valve. The other two were created by existing composers outside the developer. Specifically, Johnathon Coulton and The National. Both composed songs specifically for the game; one of whom (The National) released their song as part of one of their own albums.
I think these methods are better than simply cramming some already existing track into your game. By bringing in an existing artist or reworking an existing song you can create songs for your game that sound like something they'd write but carry none of the baggage of using one of their existing songs "as is".