Introduction
…I know, I know: defining adaptive music sounds boring, pedantic,
academic, theoretical, and of limited practical use. Yawn. Trust me, I
was right there with ya. But! As it turns out, this particular exercise
was a huge personal breakthrough for me in terms of my own
understanding of the topic. So I thought I’d share. (Your mileage may
vary.)
Audience
This
article is targeted mostly to experienced game composers and audio
programmers with actual practical adaptive music experience. In
general, I don’t expect them to have had much spare time in their
production schedules to spend on frivolous musings about the essential
nature of the craft. (I know I didn’t.) On the other hand, I think
they’ll find this brief journey extremely interesting. (I know I did.)
At the same time, the paper should be easily accessible to a general
audience. There are no technical pre-requisites. The only real
requirement is a more-than-casual curiosity about the field.
Background
(Warning: gratuitous personal anecdote. Feel free to skip to the Purpose section.)
Some More About Me
As far as I know, I’m one of very few people with the following skill set:
-
a formal training in classical composition (BMus from the University of Toronto)
-
many years of indie music production experience
-
audio programmer credits on two “next gen” console titles (“Full Auto” Xbox 360, “Full Auto 2: Battlelines” PS3)
Full Auto
As
such, I like to think that I have a fairly unique and advanced
understanding of adaptive music. (Especially since it has been an
obsession of mine for quite a while.)
This
know-it-all attitude is kind of obnoxious in the game industry,
considering I haven’t actually composed music for any (shipped) titles.
(Although to be perfectly fair, most game composers haven’t coded
adaptive music logic for any shipped titles.) For a while, I thought
that academia might be a much better fit for me. (This is way back in
aught-thee and aught-four, ah recon.)
I had
visions of four-month-long summers of applied research and blissful
publishing, all in the name of pure knowledge; holding forth on my
favorite topic to a classroom of rapt pupils; tenure; inappropriate
relationships with college co-eds; and prolonged legal battles fighting
for my very career.
Sadly, getting back on track
for an academic career after a few years “on the outside” proved to be
at lot less easy than the college co-eds. Nonetheless, the attempt led
to the following very interesting encounter.
A Very Interesting Encounter
When I started getting my applications for grad school together, I met
with a music theory professor at my alma mater. Preliminary
investigations seemed to indicate that Prof. Mark Sallmen would be the
most likely candidate to supervise a research degree in my particular
area of interest.
I have to admit, I kind of
expected an enthusiastic explosion of interest from the music theory
community. Finally, after years of analyzing A) obscure points of
interest in centuries-old music or B) the 20th century’s enthusiastic
deconstruction of all traditional notions of music, along comes An
Exciting New Practical Technical Composition Challenge.
In my experience thus far – including interactions with the IASPM (the
International Association for the Study of Popular Music) – game music
is barely an annoying bleep on the radar of the serious academic music
community. Whenever I bring the topic up in those circles I just end up
feeling like a flake.
But I digress (as I am wont to do).
My meeting with Prof. Sallmen would prove to be a very interesting encounter, as it led to the following humbling experience.
A Humbling Experience
I thought Prof. Sallmen would be delighted to finally have found a
formally trained composer who was also a computer programmer. Now he
could finally supervise some applied research in the fascinating
emergent field of adaptive music theory. What he actually said was (ok,
I’m paraphrasing here): “What the hell are you talking about?”
This was a very interesting moment for me because I suddenly realized that, in a very real sense, I didn’t know.
Sure I could give the usual examples
that are typically used to describe adaptive music. I could compare and
contrast the scoring of a linear film sequence versus a non-linear game
encounter. But how was “adaptive” music different from 20th century
composers’ “indeterminacy” and “aleatory” music experiments? (Sallmen’s
questions.) Various jazz traditions? And so on. What was
adaptive music? For all my annoying, know-it-all,
deeper-interdisciplinary-perspective-than-thou attitude, I literally
didn’t know what I was talking about.
Birth of an Article
Dr. Sallmen invited me to write a formal abstract introducing adaptive
music as a field of study. I accepted and began my research, starting
by trying to determine the exact scope of the term “adaptive music”
itself.
The first thing that happened was that I
started to feel a bit better, because apparently the game industry
didn’t know what it was talking about either. Everywhere I looked, the
term was described briefly in terms of examples. But nowhere was it actually defined.
The other thing that happened was that my little abstract feature-crept
into a short paper, which eventually turned into the article that you
find before you today.
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