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  GameCareerGuide Feature: Adaptive Music for Video Games
by Staff [PC, Console/PC]
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July 28, 2009
 
GameCareerGuide Feature: Adaptive Music for Video Games

In a new article, 'Adaptive Music for Video Games' -- published today on GCG -- Utrecht School of Art and Technology student David Vink tackles the phenomenon of adaptive music in games.

In the full-length piece published on our education-specific website, he asks how the concept of gameplay-adapting music can be used, and what advantages it can offer. Says Vink:

"I have chosen to write about adaptive music because it is something I have often thought about myself while playing games or making music (as it happens, two of my favorite activities). I wondered why, even though it is technically possible (and has been for many years) and can really add a lot to a game, adaptive music is so rarely used in video games."

In Vink's opinion, "Computer graphics have been advancing in huge leaps over the past years, with each new generation of video cards adding new techniques and ways to make games look better or more realistic, and every new generation of consoles increasing the graphical power considerably (although the Nintendo Wii might be said to break this "tradition").

The field that has been left behind is audio. Although music and sound effects for games have gotten better in terms of audio quality (advancing from simple beeps to fully orchestrated scores), new techniques and ways of using music in games have not developed as quickly as they could (and perhaps should) have."


He breaks his paper down into five sections:

- What is Adaptive Music?
- Interactive or Adaptive?
- Why use Adaptive Music?
- How is Adaptive Music Created?
- The Future of Adaptive Music

Each tackles a specific element of the discussion, and includes such topics as different creative avenues to pursue, possibilities for technical methodology, and means of collaboration among different disciplines.

You can read the full article, 'Adaptive Music for Video Games', today at Gamasutra sister education website GameCareerGuide.com.
 
   
 
Comments

Jeff Wesevich
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David, I think you'll find a game from Ubisoft, "XIII," to be very interesting. It is a couple years old, but you should be able to dig up a copy.

jeff

Alex Altman
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Just quickly skimmed that, but I'm surprised you didn't mention Left 4 Dead. If a Tank appears, the music becomes a booming dramatic score. When the Witch is nearby, the tune becomes high-pitched and desperate. When a set-piece occurs, meaning lots of zombies, the music becomes faster. A different faster track is played when the Director sends a swarm at you because you're being slow. Finally, the music changes for you if you've been covered in Boomer bile, which attracts zombies in swarms.

In fact, a lot of people have mentioned that each of the Special Infected have their own themes which intermingle (layering, as you said) with the game's main audio, and it's possible to guess what Special Infected are nearby long before you heard their customary sound effects.

As you said, roleplaying games benefit far more from adaptive music. Morrowind changes tracks depending on whether you're in the wilderness, in a city, or in a battle. Neverwinter Nights takes it a step further, with different tracks for cities, wilderness, buildings, temples, dungeons, and combats in each of these.

However, your argument is a good one. Many games play different tracks based on the level, but that's it. A bit more recognition from the developers (or the game) that I'm up to my armpits in bad guys would be a nice touch.

Kouga Saejima
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Far Cry did it too.


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