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Effective Music for Games and Multimedia |
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By Michael
Bross Gamasutra November 14, 1997 Vol. 1: Issue 17 |
Music can control you. In one study, the appropriate music played in a department store raised the likelihood by 17% that buyers would make a purchase. Certain mavericks of advertising claim that using music in a TV or radio spot can increase its effectiveness by 30%. Ive heard of experiments where researchers played different types of music over a sound system installed in the building at a dairy farm where the milking cows were kept. For long periods of time they would play music that was extremely dissonant and harsh. From this the cows eventually stopped producing milk until that music was played no longer. Weird. then theres that well-aged story about the pied piper and all those mice following him around like swooning idolizing teenagers. A quiet, intelligent composer by the name of Igor Stravinsky composed The Rite of Spring for orchestra. Its first performance in 1917 in Paris churned out a riot. Music. Subtle but powerful stuff. Rarely do people pay attention to music in film or advertising. But there it is. And it is everywhere. Tens of millions upon many tens of millions of dollars are spent by the advertising and film industries every year to push the right buttons inside of you. Its puzzling how something so subtle and unnoticeable can twist, pull, and stab our emotions. Something that can actually change us. Not that it constantly attempts to transform us into something that we dont want to become. When seeing a film, an audience wants to be changed by the experience. They want to be immersed in its story and walk away sad, joyful, scared out of their shirts, uplifted, thrilled or whatever the film is offering. They demand it because that is part of the entertainment value. If it doesnt move them in some way, they feel that theyve been cheated out of the money that they spent on the film. Over 95% of film uses music as part of the soundtrack. Why such a high percentage? Makers of film know that music is a powerful force in mood setting. Without the music many great films would not be great films. The musical soundtrack is an essential component of those films. While the medium of interactive entertainment is much different than film, the function of music is the same. And that function is to help paint a landscape that the user (audience) falls into. The difference here is that while the music in a film or advertisement cant react to the user, the music in interactive entertainment can. In essence, you as a game creator want to pull the user into the world that you have created. A products success can be measured by the depth that it can draw the player in. Out of all of the elements of a game, music is the most subliminal but also one of the most powerful in mood setting. Music can be a great ally in bettering the experience that a game should offer. But in order to do this you have to create quality, be able to perceive it and make it effective. In the following paragraphs are starting points to help you to get on your way to effective music for your game:
Michael Bross has produced audio and composed music for over 35 games and multimedia products that have been nationally and internationally distributed, working with some of the biggest names around, including MicroProse, Take 2 Interactive, Byron Preiss Multimedia, I-Magic, National Geographic and numerous others. Products include: Ripper (starring Christopher Walken and Burgess Meredith) WAR Inc., Bill Cosby's Picture Pages, and Black Dahlia (starring Dennis Hopper and Terri Garr). He can be reached at soundplanet@earthlink.net |