Butch has raised a good point and it has made me think there is another way to express these concepts. And that is in the form of degrees of what sounds great.
For example what sounds
best live musicians playing with a great groove and no click. And after all that is the ultimate experience. Drums fully acoustic so we have maximum variations in the drum sounds as well as velocity and timing.
Next what sounds
very very good could be
great musicians with a great feel playing to a click and drums still acoustic. The only thing here is that it is the same as the
best version except for the click. Great music can be made to a click. (but the same music might just sound a bit better without it) This is what a lot of us do. It allows for the easiest addition of extra musical parts.
Then
good might be live musicians playing with a great groove to a click and drums are now midi. Drums still can exercise greatness in velocities and timing but to a lesser extent the limitations of the midi sound variations. (but this is growing) Drums don't have to be quantised as a good player can make this part very tight. Good drum grooves can exist in midi. Groove quantise sits well here.
Now for
average to Ok might be drum parts that were fully quantised originally but then manipulated due to some plugin adding controlled randomness to the midi parts. I say controlled because you can influence the choice to a certain extent. This is where I see these types of tools being useful at this level and they can improve an otherwise stiff track. They are interesting and fun to use and experiment with. Especially when you start applying these things to individual drum sounds.
Bad is just plain full on quantize with no variations in velocity or timing at all and the sound also remains completely static and we have all heard this! Unless you want this for the drums and other parts of the music can express the emotion and the idea so it can also be very effective. (Kraftwerk!) So not necessarily
bad either.
But what I think is also
wonderful is back to
best scenario above but now we get Sonar to tempo map to the live performance. (I had to record some great world percussion musicians playing and they wanted nothing to do with the click but when they played it was like OMG!) I have done lots of this and it kicks ass. It is time consuming but well worth it. After doing the hard tempo mapping work then the bars and beats in Sonar sync to the live playing. (every crotchet at least) Sonar click is rock solid to the performance now. Now anything you do in Sonar on the other tracks will take on the feel of the playing. Even quantised midi parts.
The option is there to release from the live performance and still work on the other tracks to the internal Sonar clock at fixed tempo then hand back to the tempo mapped track. Whats going on there.?
If you played the extra parts in with feeling to a click then handed back over to the tempo mapped track your music will have even more feel. Or quantised parts will also take on the feel. This is getting easier to do. It does require excellence in the initial playing to start with for it work really well. It is one of the most beautiful ways to incorporate live playing and technology at the same time.
And BTW when you examine all the tempo variations between every crotchet there does not seem to be any pattern or organisation to it. Just had an idea. I should plot them all on a graph and look to see if there are any trends that way.
I used the actual drum sounds from the players themselves to trigger the tempo mapping. As opposed to me recording a live click track and sync to that. Despite it being hard to read anything into the tempo variations, it grooved like hell.
Maybe we need to do further study in this area to find out what is going on when we hear an exciting and relentless groove.