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One of
the final panels this year discussed the nature of game music; video games,
being their own mode of expression with their own demands, require a different
scoring approach from other forms. Over the years, this has resulted in
game music becoming something of its own super genre; as different as
one game score might be from the next, nearly all are linked by some quality
that makes their sound and purpose unique to videogames. In this panel,
a sequence of five game music professionals explores the nature of this
distinction, each in their own way.
A Few
Familiar Genre-Specific Game Music "Families"
Bay Area
Sound Department composer Jared Emerson-Johnson began with a lecture on
the most common schools of influence and style found in modern game music,
compared to film score or concert music. The five categories he identified
are as follows:
- The "Hans
Zimmer School," a hard, driving style, typified by parts of Metal
Gear Solid 3: Snake Eater and Chronicles of Riddick; the
orchestra serves as a percussive ensemble, often including "ethnic"
elements. It is similar to what you might expect from a Jerry Bruckheimer/Michael
Bay film, like The Rock.
- What
Emerson-Johnson dubs the "Danny Elfman School," for the sake
of clarity: an alternative, quirky, playful, dark, subversive style
with a strong 1-5 "oompah" progression in the bass line. Elfman
was himself inspired by Bernard Herrmann, as Emerson-Johnson notes;
Nino Rota's Fellini scores often fall into this style, as does famed
Warner Bros. composer Carl Stalling. Emerson-Johnson chose Elfman as
the face in part because Elfman is one of the more recognizable film
composers, in part because one of Emerson-Johnson's key examples of
a game score was Fable, to which Elfman wrote the main theme. Other
examples are Psychonauts and parts of MDK 2.
- Carl
Orff's "Carmina Burana": as Emerson-Johnson described it,
"epic choral primitivism, undeniably hard-core;" one of the
most distinctive and oft-imitated works in the twentieth-century classical
lexicon. Emerson-Johnson chose Star Wars: Republic Commando and
Brothers in Arms as examples.
- "The
Planets," by Gustav Holst: "driving, solid, intense, serene
but dominating;" Emerson-Johnson played a clip from the upcoming
God of War, for comparison.
- Igor
Stravinsky's "The Rite of Spring": what Emerson-Johnson described
as "Danny Elfman through a John Williams filter." He made
note of Stravinsky's "orchestral primitivism, formal schizophrenia,
[and] meticulous orchestration," and referenced KOTOR 2: The
Sith Lords.
The Role
and Function of Music in Games
Clint Bajakian,
the Senior Music Supervisor for SCEA, began by whirling a ball-and-cup
toy. "This is a video game," he said. He then showed a slide
of his son playing one of those games where you roll ball bearings around
on a plane, trying to get the balls to stick in the right indentations.
He claimed that his son was playing a videogame, too. Next he showed a
woman playing Dance Dance Revolution, with the caption: "Dancing
or Playing a Video Game?" If it seemed cute, he was going somewhere.
The next
slide had a series of paraphrased thoughts from Lucasarts designer Hal
Barwood: that narrative and story are becoming more critical in games;
that unlike movies, games tend not to adhere to classical structure -
acts 1, 2, 3 - "rather, they are more rhythmic in their unfolding,
undulating like a sine wave," meaning a musical groove is more useful
in games; and that game music spurs not only the emotion, but the game
playing activity itself. To press the point home, Bajakian played a clip
from the Ray Harryhausen classic The 7th Voyage of Sinbad, with
Black Sabbath's "Iron Man" playing in the background. It came
off as ridiculous. "See," Bajakian said, "it's stupid.
In games, it tends to work." He then dropped the same song into a
clip from God of War. Indeed, although imperfect, the driving quality
of the music kind of fit the narrative of the gameplay.
Next, Bajakian
put up a quote from composer Ron Fish: "In a way, you could compare
the experience of game music to theme park rides. The comparison drawn
is based on the experience of traveling through a space as opposed to
having the audio experience, music included, come to you. You, as the
composer, have to immerse the player in a 3d world."
Bajakian
proposed a situation: one person is playing a videogame; another is sitting
on the couch next to him, watching the game being played. "Is there
a difference in the way the each perceives the music? Does this difference
vary in degree on the music genre and on the game genre?" He then
answered the question himself: "I think there is. I can't explain
it, but I think there is."
Bajakian
compared standing in front of a painting and studying it to watching a
film, while strolling around the art gallery is more akin to playing a
videogame. Choosing music to accompany the painting, he said, is an effort
to reinforce or enhance the painting's message; choosing music for strolling
is an effort to enhance the overall experience of the activity. When you
score a videogame, you're not scoring the action of the game so much as
the activity of holding the controller, playing the game. He made another
parallel to the tense drumroll a circus band will play as a woman performs
a dangerous stunt on a trapeze: the same score they used at public hangings.
"You've got to think about that. It doesn't make any sense."
What's going on is they don't score her jump; they score the crowd's emotion.
In closing,
Bajakian urged the audience to consider "how people use music; the
function and role of music; the social and psychological aspects of music"
and that "music wields great power." He then played "Iron
Man" again, over the clip of his son with the ball bearings. It worked
pretty well.
Turning
1.5 Hours of Music into 40 Hours of Game Play
Jack Wall's
presentation was more direct; he demonstrated the way he scored Myst
IV: Revelation - a slow-paced game, where the player might stand in
one place for hours at a time - such that the music never repeated or
grew overly annoying. "I've tried scoring interactively; I just can't
do it," he confessed. However long he works on game music, he still
thinks of it in terms of rise and fall.
What he
does, then, is mix his score down into a collection of "families":
all of the rhythmic instruments go in one group; all of the melodic ones
in another; the pads in yet another. He then randomizes the playback of
these families, and ties certain musical events to specific game events.
His sequencer is built to play up to six tracks at once, while each track
can play unlimited files. The parameters to any individual file include
whether it loops or not, and how much of a cool down period should pass
before it comes up again in the queue.
Making
Game Music Work: Basic Nuts and Bolts
Peter McConnell
explained the difference between what he calls "vertical" and
"horizontal" game scores. He demonstrated a laid-back piece
of walking music he wrote, and how it transitions into action music when
enemies evince themselves. After the player defeats the enemies, the music
cross-fades back to the original piece. This, he explained, was a three-dimensional
approach. To show what he considered two-dimensional, or horizontal, he
showed an HTML map of his music for Psychonauts, and how it relates
to the game's structure; each piece tended to relate to a different area
or event in the game. He commented that a map like that, that you can
throw up on your website, "is really helpful [when working] with
companies, because they can always check what you're doing."
The Developer's
Perspective
Chuck Doud,
Music Director for SCEA, spoke in detail on the organizational logistics
of getting music into a game: how to communicate with a composer, when
he is not an internal part of the design team; how to give him all he
needs to do his work, how to keep track of who is doing what (as the composer
might not be the one to record his music or to implement it in the game).
There are technical issues: does the score require live recording? Can
it be done in MIDI? Doud commented that MIDI will "go away"
in the next generation of hardware. He mentioned union issues and the
occasional need to hand music over to another composer, to rework it before
it can be implemented. He talked about the approval process: how many
people are in the approval loop, and what are they approving? To Doud,
the main distinction of videogame music is the process.
In Conclusion
When the
lectures were complete, the common consensus seemed to be that what matters
in game music is not so much what's happening now, as what might come
next. When you score a game, you are not scoring known action; you are
scoring potential, based on what is going on in the player's head. The
idea is to reflect that emotion into the game world, to help the player's
immersion - that immersion being the main point of playing. As Jack Wall
put it, "Videogames take you out of your life; keep you from beating
your wife or whatever." Therefore, Clint Bajakian says, music wields
great power.
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