Hey big boy,
what's the name on your box?
Let's
take a look at what marketing has been has been up to. Even with all
of our intellect, the insidious nature of marketing still seems to
ensnare us. We know that buxom, scantily clad women are not going
to flock to us because of the brand of beer we drink, but we might
buy a particular brand based on this idea anyway.
Marketing is telling us that gamers will flock to a game if a recognizable
band is on the box. I think id Software helped set the stage for making
this idea seem reasonable with Quake. Sure, people thought
it was really cool that Trent Reznor did the ambient tracks for Quake
and yes it was a big seller, but I never heard anyone say they bought
Quake or played it any longer because of that. I think Id deserves
more credit for the success of Quake than that. How long did
it take for you to turn the music off or put in your own selection
of tunes? Ah what the heck, it's only money. After all, you have to
spend money to make money right? So let's throw a briefcase full of
it at a big name band to write some tunes for the next title (by the
way don't forget where that money will come from later
your
share).
This scheme would appear on the surface to be a reasonable strategy.
The marketing guys (or gals) words of wisdom? "They use popular
bands in Hollywood movies to get the title more notice". This
conjures up an image of your game as a big screen movie with the associated
notoriety and revenue. As with most schemes born from the shear will
of marketing, it's only superficial. Once you peel back the top layer
and shine an emotion free light of clarity on this idea we can examine
the true nature of the scheme. A movie costs $8.50 to see ($8.50!
when did that happen?) not $50. When was the last time you heard someone
say "Gee I'm really not into RTS games but I dropped 50 bucks
on it anyway because 'Big hair band' did the music"? Yeah, that's
what I thought. It might sell you some soundtracks if you are lucky
-- and there is nothing wrong with that -- but it won't sell games.
Let's get back to reality for a moment. Our goal is to get better
audio technology to enhance the gaming experience. And I'm sorry but
games are NOT like Hollywood movies. Games are interactive and provide
a completely different experience and, hopefully, your audience will
be involved with your product for more than 90-180 minutes. Currently,
the sonic quality available to games is no different than that in
a movie or a CD so what can 'Big Hair Band' really offer you? Their
name? At what price?
The process of design, delivery and implementation is very different
in radio, movies and games. What was the last movie you saw where
one 'band' did the entire musical score? There's a reason why you
can't recall any. Writing songs for an album is very different than
producing a score for a movie or a game. 'Big Hair Band', has spent
their entire career focused on perfecting the process of writing music
for the radio, not on the very different and specialized art of composing
for games or movies. What makes you think they suddenly understand
the dynamics of composing the entire soundscape for your game? Besides
'Big Hair Band' probably needs to get another record out to pay back
their label for making them a success, so why are they making a detour
to spend the required time making game music? Perhaps they are in
a slump (why would you want to use them in this case anyway?) and
they want a little publicity and some cash. Of course, you'll hear
no mention of any of this from those brilliant marketing guys.
And by the way, the only interactive music 'Big Hair Band' knows about
is a live performance. So you're going to get some tunes from 'Big
Hair Band' that are going to loop over and over and over. There is
really no effective way to make it interactive, so the gamer, after
hearing the same tracks repeatedly, eventually shuts the music off.
At that moment they lose everything that the music was meant to bring
to the game, like emersion in the environment and a vehicle for a
wide variety of emotion. Most people just can't listen to the same
songs repeatedly for any length of time without getting sick of them.
Have you ever turned on the radio and there it was again, that damn
song that was so cool last month but just got played to death? Did
you change the radio station after only hearing the first few seconds
of that song? Think about what you're actually going to get for your
money and give to your audience for theirs. I know I'd rather have
something that enhances the experience instead of some marketing hype.
Ok folks, it's
safe to come out now.
So why
are developers so afraid of interactive audio? Fear is most commonly
associated with a lack of knowledge or understanding. Fear of what
we don't understand, don't know or even what we think we know. There
are plenty of reasons for developers to be gun shy about interactive
audio. Some of you were around to see the failings of Adaptive Audio
and everybody has heard MIDI music or played a game with MIDI music.
It's left a bad taste in our collective mouths about the quality of
the sound. Once it gets out of the safety of our controlled environment
and into that cheapo sound card out there, as Sol Rosenberg would
put it, "it don't sound so good".
Apart from a very few developers creating their own proprietary music
engines, there hasn't been much in the way of interactive audio software
available to play around with. You can walk into any music store and
find quite a few different audio software packages and some MIDI software
products,l but no interactive audio products. We've seen a few attempts
at interactive audio software in different incarnations at trade shows
-- you know what I'm talking about, those wacky programs that generate
music at random or let you piece together riffs to form a song. Composers
and developers alike hate them because they make some pretty ugly
and generic 'music', but they seem to be back in a booth every year.
These programs spring to mind when someone says interactive audio,
which adds fuel to the fire. Due to a lack of information on the subject,
a lot of developers just don't know anything about interactive audio
so we are left with the bad taste of failed attempts, hearsay and
misinformation as the basis of the fear.
And
the winner is
The award for the group most responsible for the lack of interactive
audio goes to, "envelope please
The Composers!" This
is the worst part because we are the ones in the position to drive
the technology. It's our job as professionals to keep current on our
craft, develop communication with manufacturers to guide the technology
in the direction we want and need and inform our employers of new
or better technologies. Why are we ignoring other avenues? One problem
is that there are few dedicated game audio composers. Most have either
been full time employees of the developer or publisher who may have
other tasks like programming to deal with as well. If that's not the
case, they generally have a tight schedule to adhere to and little
time to futz around with new technology. Mostly, however, they work
in other entertainment fields like TV, movies or radio. They are not
very interested in trying to learn or help develop a technology that
is useless in other industries where the audio is linear. As a side
note for developers and publishers, you should consider hiring sound
designers who care not only about the quality of the audio they produce
but also for the advancement of the game industry. We'll all benefit
from that.
Another problem is that we are so happy to finally be able to use
CD quality music and sound effects in games that we've gotten tunnel
vision. Right now we are enjoying this ability but we need to pay
attention to where we are going, lest we get lost. Eventually we'll
put our eyes back on the road only to find out that we've fallen seriously
behind again. Do we, as audio content providers, want to remain hapless
victims? Forced to follow along in the wake of the industry instead
of helping to steer it? Hey, we all need to eat, but that is the short-term
gain at the expense of the long-term benefit. I know it's easier to
give the developer what he's asking for rather than try to figure
out a new technology and while it may quite satisfying to hear such
beautiful sounds coming from dimly lit living rooms, bedrooms and
offices, but it's not the prize. Don't get me wrong, we've made great
strides with the audio quality in games and there is definitely a
place in almost any game for good old Redbook audio. But there is
something even better down the road and we're neglecting it. The true
reward is to have all of that and the ability to make it interactive.
Are
we there yet?
In the past, all we had to work with were little beeps and
whatnot from that tiny speaker inside the PC case. Not much need to
worry about quality audio. Then came along the soundcard and you could
actually play music. And so MIDI was born. Why MIDI? Well, there was
no such thing as a CD and a hard drive was as big as the PC itself.
MIDI was developed as a way around the hardware and software limitations
of the time. MIDI was and still is a marvelous technology. While the
MIDI standard was a necessary step in PC audio evolution it still
sounded, well
like MIDI. This is because although MIDI became
standardized, the quality of the synthesizer and instrument patches
used by the device to play it back has had no such standardization.
When I say "patches" I'm talking about the sounds MIDI uses
to replicate instruments, also referred to as 'instrument banks'.
These all vary greatly in quality from sound card to sound card. That
quality is usually directly related to the price of the sound card.
When you're spending big dollars on a PC, adding another $200 for
a quality sound card is a lot harder to swallow than $30. As we've
all heard a million times (why doesn't it sink in?), "You get
what you pay for".
Other technologies have come along, but they were and still are proprietary
in nature, and that puts us right back to the problem of having a
myriad of sound cards in use with varying degrees of compatibility
and quality. It would seem that MIDI has seen it's day as a viable
solution to our interactive audio dilemma. This is unfortunate because
MIDI talks to the computer in a language it can understand, making
it fast, programmable and flexible enough to be interactive, and its
file size is unbeatable. With the industry moving rapidly towards
online gaming, file size is again a major concern. A two minute audio
track at 16bit/44100hz (CD quality) will be about 20 MB (10 MB per
minute of sound) try downloading ten or more tracks, as well as the
game, at 56K.