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Features

Riffing on Tolkien: The Conceptualization, Production, and Dissemination
of Music in The Lord of the Rings
For
Vivendi Universal Games' Lord of the Rings titles, which
include Middle-Earth Online, War of the Ring, The
Hobbit, and Fellowship of the Ring, the mandate was to
create music that would approach Tolkien's idealized descriptions,
music that would represent the relentless pursuit of quality evidenced
in his books and that would also bind an entire series of games
together over time and across multiple developers, composers, and
platforms. I'll talk about creating an authentic music style guide
for the franchise, producing high-quality music assets, and managing
an innovative music implementation system at both the publisher
and developer levels.
Hallowed
Ground
The Tolkien works are highly esteemed by millions of readers across
the globe. For the fantasy genre faithful, the Lord of the Rings
series nearly approaches canon. Daring to mingle our own mortal
efforts with those of Tolkien was a risky venture and not a quest
for the superficially inclined. This music needed to be drawn from
the very pen of Tolkien's writings, ringing of truth to anyone familiar
with its pages. The only way to avoid flaming out in the fires of
Mount Doom was to know the literature completely, inside and out.
Thus
it was that, over the course of five years, I logged hundreds of
hours researching and annotating Tolkien's books for everything
they had to say about music. I found passages describing specific
musical instruments used by the various races. I found information
about vocal tone qualities and inferred vocal ranges for the races
of Dwarves, Hobbits, Elves, Men, and even monsters. I found more
than 60 different songs in the books and studied them all, including
song forms and styles. It was fascinating to read about the impact
of music on characters, traits, and even the environment. As a result,
my copies of the literature are dog-eared, underlined, cross-referenced,
and yellowing - and not just from the gaggle of Post-It notes protruding
from the pages.
From these notes, I created a Tolkien Music Style Guide to offer
direction to the many composers who would be working with me on
this game series. The style guide defines a specific palette of
musical instruments for each race based on actual references in
the text. It identifies specific voice types and ranges for each
race, also based on references in the text. The underscore for each
race is given harmonic, melodic, and rhythmic guidelines inferred
from references in the text. In addition, there are sections in
the style guide discussing production quality standards, music design
matrices, implementation alternatives, music delivery specifications,
and much more.
For
example, both Elves and Dwarves are known to play the harp. But
unlike Elven harps, Dwarven harps are "strung with silver."
We represent this in our scores with a rare wire-strung harp, recorded
especially for our LOTR series by sample maestro Gary Garritan.
As another example, Hobbits' music is voiced by Celtic ensembles,
based on the reference that Hobbits play "pipes and flutes."
But they also played "horns and trumpets." You'll find
them all in our Hobbit tunes. Also, Dwarves are reported to play
"clarinets" and "viols as big as themselves,"
which we have also reflected authentically in our scores.
A
quick story from the development of The Hobbit (Christmas
2003, all console platforms) is illustrative. Composers Rod Abernethy
and Dave Adams had been creating a wonderful collection of music
to underscore Bilbo's adventures in Hobbiton. Almost everything
was in complete harmony with the Tolkien Music Style Guide. But
one piece of music seemed a little out of character. The arrangement
was laced with marimba, a very cool instrument but decidedly out
of place. Referencing the style guide I told the composers, "You
see, there are no marimbas in The Shire!" There was a brief
moment of silence, after which we all broke into laughter. The moment
was comical in its self-importance, but the composers did make the
change, and our adherence to the style guide successfully preserved
a higher degree of authenticity in the score.
Other
games served by the Tolkien Music Style Guide include War of
the Ring (Christmas 2003, RTS for PC), Middle-Earth Online
(Christmas 2004, MMO for PC), The Treason of Isengard (recently
cancelled), The Fellowship of the Ring (2002, consoles and
PC), and several unannounced titles currently in development for
console and PC.
Landmarks
One
of the most important recommendations in the Tolkien Music Style
Guide was that a series of main themes be written to reflect the
essence of each key race in the story - Elves, Dwarves, Men, Hobbits,
and the races of evil, represented by Sauron. These main themes
would then be used in every LOTR game to lay the thematic
underpinning for each game score. The themes would serve as musical
landmarks in our games, tying all the scores together with a series
of common musical motifs and palettes. The task of composing these
main themes fell to me.
I
could have written 12 notes and said, "Here's the Dwarves'
theme," but in keeping with VUG's vision that the series amount
to a "leather-bound edition" quality, I proposed that
each racial theme be showcased in an overture telling key parts
of the LOTR story in music. Not only would this model the
style guide's recommendations in a broad range of potential gameplay
situations, but it would also provide a plethora of multiple-utility
music assets. These assets include dozens of high-quality music
cues to implement directly in each game score, sectional stems (choir,
strings, brass, and woodwinds) from the live recording sessions
for integration in other composers' scores, MIDI files to start
each composer on the right track, and feature-length tracks appropriate
for a music CD. To my knowledge, planning such a detailed musical
framework in advance for an entire series of games has never been
done like this before. VUG approved the main themes as outlined,
and we were off to the races.
As
an example, let's look at the structure for the Elves' overture.
This piece of music comprises several movements that showcase our
four main Elven themes. The opening and closing movements, "From
Across the Sea" and "Return to the Sea," give us
a feel for the immortal, solemn, and sad nature of the Elves. The
middle three movements underscore the Elven strongholds in Middle-earth
- Rivendell, Lothlórien, and Mirkwood - and reflect what
the books tell us about the Elves in each particular region.
The
Tolkien Music Style Guide defines the augmented 5th as a harmonic
signature for the Elves, and the classical harp as a primary Elven
instrument. The entire Elves' overture is built upon these two constants,
branching out with variations for each movement in ways that are
completely unique and reflective of the various strains of Elvenkind.
In
addition, each of the three middle movements shows two variations,
which offer additional examples of Style Guide scoring. Thus, the
yield from this single five-minute piece of music would be as follows:
- Eight
examples of Style Guide scoring for the race of Elves.
-
Five fully orchestrated PCM music cues for implementation directly
in a game score .
-
Dozens of sub-mixed music cues (harp, strings and voice, woodwinds
and psaltry, and so on) from each movement for implementation
directly in a game score.
-
The source MIDI file for supporting composers to use as a starting
point for their own scoring efforts.
-
An adventurous overture for music lovers, which tells much of
the Elves' story.
See the sidebar below to hear some samples.
This
project was innovative and efficient music design at a global level.
In order to ensure the broadest possible appeal and safeguard against
my own potential biases, I composed the five thematic suites in
cooperation with our developers, VUG management, and the other Tolkien
directors. I sent everyone an MP3 of each draft and invite commentary,
and many good suggestions came in. Kristofor Mellroth, an audio
engineer at Surreal Software (Treason of Isengard), suggested
we use some of the Black Speech in Sauron's theme. Chris Pierson,
one of the designers at Turbine Entertainment (Middle-Earth Online),
suggested specific lines of Dwarvish for the battle at Helm's Deep.
Daniel Greenberg, our creative director, helped steer me toward
a better feel for Mirkwood. Even Vijay Lakshman, one of the VPs
at VUG, got into the act, suggesting I beef up the drums in the
Dwarves' theme. It was a total team effort, and the end result was
a collection of compositions we could all feel very good about.
Time to move into production.
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MP3
Music Samples From LOTR
Song
Of the Dwarves (1.3MB)
In developing original themes for Vivendi Universal Games'
Lord of the Rings games, the music was first sketched
out with MIDI sounds, then recorded and produced with live
instruments and singers. This MP3 compares the MIDI and
live versions of "The Triumphant Song of the Dwarves."
The
Free Peoples of Middle-earth (1.4MB)
MIDI versions of each theme were sent to VUG management
and all of the developers for feedback, and then recorded
with individual acoustic instrumentalists and a live orchestra.
This MP3 shows the MIDI approval version and final recording
of "The Free Peoples of Middle-earth."
Music
For the Race Of Hobbits (2.6MB)
A principle idea behind VUG's franchise themes was to enable
our entire group of games to speak the same musical language,
while encouraging each individual game to speak the language
in its own voice. This MP3 showcases one example of that.
It contains excerpts of music for the race of Hobbits dispersed
throughout the franchise, in the following order: LOTR franchise
theme, The Hobbit, Treason of Isengard, and
Middle-Earth Online.
The
Dwarves' Theme (2.5MB)
The Dwarves' theme is illustrative of the fun different
composers and development teams have with each theme. This
MP3 starts with "The Mining Song of the Dwarves,"
one of the original LOTR franchise themes by Chance Thomas.
Next is Lennie Moore's "Defense of the Iron Hills"
from War of the Ring, followed by Brad Spear's score
from Treason of Isengard. Finally, there's Middle-Earth
Online's use of music cues, this one an instrumental
remix from the Dwarves' original LOTR franchise theme. Each
version speaks the same language, but with its own unique
voice.
Themes
For The Race Of Men (2.3MB)
This MP3 showcases one of the main themes for the race of
Men, in three excerpts. The first is from the LOTR franchise
theme by Chance Thomas, the second is from Treason of Isengard
by Brad Spear, and the third is from War of the Ring
by Lennie Moore.
Music
For The Race Of Elves (2.8MB)
This MP3 includes excerpts of music for the race of Elves
in two pairings. The first pairing highlights the Elves'
main theme in a completely ethereal setting (LOTR franchise
theme) followed by the same theme in a combat setting (Treason
of Isengard). The second pairing offers a chance to
hear one
locational variant of the Elves' theme -Lothlórien,
a principal Elven stronghold - in an exposition and variation
from two games, Middle-Earth Online and War of
the Ring.
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Producing
the Themes
There was never any question in my mind that we would record the
themes with as many live components as possible, striving for the
highest possible quality standard. We simply had no other choice.
Tolkien's conceptualization of music was too idealized. He talks
of musical instruments "of perfect make and enchanting tones."
He describes singing as "clear jewels of blended word and melody."
He refers to "power" in old songs, and even ascribes the
ultimate creative power to music from the gods.
In
addition, we had to consider the level of quality apparent in Tolkien's
writings. Careful attention to detail, painstaking effort in choosing
words, great skill in painting verbal images of beauty and artistry,
and a tireless thoroughness evidenced in all his books. It was clear
that we must hold to the highest possible standards of excellence
for our themes. And that meant finding a great orchestra, choir,
and ancient acoustic instrumentalists.
There
are dozens of orchestras around the world, but only a handful whose
musicians have significant experience with film, game, or television
scores and whose facilities are suitable for recording. I quickly
narrowed my list down to four - The Hollywood Symphony, The Northwest
Sinfonia, The Utah Film Orchestra, and the Prague Philharmonic.
The
L.A. group is the most experienced and claims "the best players
in the world." But they were the most expensive, even with
the new AFM agreement negotiated by G.A.N.G. My recording budget
would have disappeared all too quickly. Scratch.
The
Prague Philharmonic was the least expensive. I could have recorded
there all day every day for weeks. But to my ears, their performances
come off sounding sharp, and their recorded sound has a brittle
edge that I find aesthetically unappealing. Scratch.
That
left Seattle and Salt Lake City. Seattle's musician-per-hour rate
is $55. Salt Lake's is $50. Seattle's Bastyr Church and Studio X
are both more expensive than Salt Lake's L.A. East Chapel, which
goes for $125 an hour. Both orchestras have tons of experience recording
for media. Both groups have their share of good and bad stories
to be told. I had recorded in Salt Lake City previously with good
results, so in the end I went with the cost savings and experience.
I chose Salt Lake City.
Nothing focuses your attention quite like hundreds of dollars falling
into the abyss every minute a large group of musicians is in the
studio. And yet, nothing gives such a sick feeling as missing an
ever so slightly out-of-tune phrase that could have been fixed with
one more take. That is why producing a live recording is such a
balancing act. On one side you have aesthetics: timing, tuning,
dynamics, all those elusive ingredients that make emotive magic.
On the other side there's the budget: there is only so much money,
and if you go over in one area, you generally must cut somewhere
else. Under the incredible pressure of the moment, making those
decisions well is the key to effective live orchestral production.
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