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Using a Live Orchestra in Game Soundtracks The paper is directed toward producers, designers and executives in the video game industry. Therefore, this article is not going to be about orchestration techniques, doublings, notation for today's orchestras, and so on. It's about why to use an orchestra in first place. What will it do for your game and probably most importantly, for your production process?
The only reason to use a live orchestra in a game soundtrack would be to make the game better than if you had not used an orchestra; to make the game more immersive, more engaging, more fun than if it didn't include the orchestra. And on the business side, it would be helpful if you could sell enough units to pay for it. That's it, basically - the rest will just be commentary. But, then you might say: "Of course a live orchestra would make our game better, but we can't afford it!" Well, my goal by the end of this paper is to communicate just one thing: In order to make a game that would truly be better due to using an orchestra, can you really afford not to use one? But, whether you are an engineer or not, you can still hear a distinct difference between a given composer playing every instrument in their composition, and an orchestra full of virtuosi adding their individual, distinct flavors, coloring the sound of the music. Yes, Maria, the hills are, indeed, alive! The added value of the live orchestra in a game soundtrack, then, comes primarily from its sonic and dynamic benefits. Of course there is more. Orchestras can do things that no sample can do or even imitate. The orchestra becomes a wonderful tool for the composer. In composing for an orchestra and not orchestral samples, there is really nothing in the way to halt creativity. A side benefit is that it puts loads of pressure on the composer to do extraordinary work (pressure, by the way, that the composer will always welcome!). And, it excites the entire game production team, as they all know there will be very little difference, if any, between the quality of the sound of the music in their game title, and that of the blockbuster playing at their local megaplex down the street. So what about the pros and cons of recording a live orchestra for your video game title? Well, of course, you have to make sure that you don't screw up. Imagine blowing a session with 50 to 75 people who are going to get paid whether your music is playable or not. Ouch. Fortunately, this doesn't happen too often. You can imagine why. It's important to put the right team of people together to make the sessions successful. What orchestral recording options are available? What are the various costs in putting together a budget? Where are the orchestras? I will touch on all of these aspects of using a live orchestra in a game soundtrack. But, the essential point I would want to make here is that the live orchestra is a viable option for today's best games.
Now,
what do I mean by the technology being ripe for orchestra then? First
of all, right now the latest platforms and technology support it.
Digital music can now be played back in interactive ways never before
imagined. When I first got into the game industry six years ago, many
otherwise smart people were adamantly arguing in favor of MIDI files
as opposed to digital music in games to allow greater interactivity.
The main problem I had with this wasn't even the quality of the sound
of Midi music (although this has always been a problem). It was the
fact that the composer would be creatively hampered by the fact that
he had so small a palette to with which to compose and create. Stifled
creativity. Yuck. I wanted no part of it. Most composers want their
sonic palette left wide open so that they don't have to compromise
their vision of what the music should be. Using the orchestra is the
epitome of this freedom, especially since today it's fairly straightforward
to combine electronic instruments with the orchestra - you can have
the best of both worlds, often within the same piece of music. Contrast
that with a general MIDI file. Now that's freedom! I don't want to
give the impression that there is anything wrong with electronic scores.
On the contrary. My studio is full of electronic gear with lots of
great sounds and music production tools. I have scored many a game
within those four walls just fine. But my orchestral music recorded
with full orchestra sounds better. And it always will, because of
its
After
the first hour of the Myst III: Exile session, the producers,
the designer, and every associate from the publisher and developer
came up to me individually and said how they never imagined how intensely
awesome this was going to be. You could see it in their eyes. It changed
them. It changed their perspective on music for games. It gave the
entire production a major shot in the arm which carried all of us
through until we went to gold master. We all realized at that session
that it's possible to make games in the future that are state-of-the-art
in every facet of their production, including music. The Main Reason
You Should Have Your Composer Score with a Live Orchestra But still you might ask: How will this make my game better? This really is the important question. Everyone knows that when you have something of intrinsic value -- like a nice car -- you are inclined to take better care of it. The same goes for recording an orchestral score for your game. It has a greater value to everyone involved in the making of the game. They will care about the music, and therefore the game, that much more. And because of that value, you will make sure there is real planning and design for the implementation of this music in your game. And, because you're investing your money and, now your planning and design time, you will make sure that the music usage is coordinated well into the game. And guess what? The music not only sounds better, it functions better in the game. And that, my friend, makes a better game.
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