Techniques and Styles of Video Game Music 68
MarkN writes "Video game music has come to represent much more than just the beeps and boops of early video games that often got muted out of annoyance. It's a genre that stands on its own, stylistically and musically. It necessarily differs from typical soundtrack fare in a few important ways — it's written to accompany an activity rather than meant to be listened to passively, it is often required to loop and extend indefinitely, and it has the potential to be adaptive and respond to player feedback. In this article, I talk about some of the techniques used to make game music effective within its constraints and with all of its potential, and discuss how different styles and musical techniques can relate to the gameplay."
Re:Overrated: same as all other music (Score:4, Insightful)
I don't mean to be so brusque, but that's a really stupid statement. I've studied music seriously for some time now, and I truly believe that the music that's been composed for films and games comprises the deepest, most complex, and most intellectual music that's been written since the last remaining important "Classical" (really late-Romantic or Contemporary) composers died roughly sixty years ago.
That's not to say that all game and film music is brilliant -- far from it. Ambient music is often dull or lacks individuality, and techno music is really just mindlessly repetitive (most techno songs are one measure of music repeated hundreds of times with new sounds added in at fairly regular intervals).
The challenge that composers for games and films face is that their music must be memorable and enjoyable without being overly intrusive. I've heard it said that the best film/game music is that which you don't really actively pay attention to while watching/playing, but find yourself humming later on. I agree with this.
I'd urge you to listen to some of the great soundtracks out there. For film, anything by John Williams (Star Wars, Schindler's List, Harry Potter I-III) or Howard Shore (Lord of the Rings) should show you what extremely high-quality film music sounds like. As far as games go, Koji Kondo is obviously an extremely popular name, but some of the lesser-known composers, in my opinion, offer a deeper musical experience. Koichi Sugiyama (Dragon Quest) uses a lot of very unique harmonies and harmonic progressions, which gives his music an extremely individual sound; Ko Otani (Shadow of the Colossus) can use an orchestra to create any number of believable atmospheres without being "ambient" in the slightest.
All of this music works perfectly both in-game/in-film and out. And that's what makes it more than mere "entertainment accompaniment."
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I think the transition from Classical to soundtrack music was a bit more gradual than your first paragraph implies. Guys like Gershwin, Bernstein, and Copland wrote pieces for both the concert hall and the cinema, before people like John Williams came along. There was good symphonic music in both venues for many decades before the best composers stopped writing standalone pieces.
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Hint: Most slashdot users NEVER PLAYED most anything Final Fantasy, and thus wouldn't know jack about Uematsu Nobuo, who while good doesn't compare to Meguro Masashi for pure emotion in the music.
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Re:Overrated: same as all other music (Score:4, Interesting)
I don't mean to be so brusque, but that's a really stupid statement.
You shouldn't toss rocks in glass houses, you've made several uninformed statement yourself.
Ambient music is often dull or lacks individuality, and techno music is really just mindlessly repetitive (most techno songs are onemeasure of music repeated hundreds of times with new sounds added in at fairly regular intervals).
You've generalized two very deep and very excellent genres of pop music by focusing on their shittiest output. Techno at its best is about subtle variation, as the track cycles through each repetition it alters itself and the enjoyment comes from the focus on the clever details.
The challenge that composers for games and films face is that their music must be memorable and enjoyable without being overly intrusive. I've heard it said that the best film/game music is that which you don't really actively pay attention to while watching/playing, but find yourself humming later on.../p>
Ko Otani (Shadow of the Colossus) can use an orchestra to create any number of belvable atmospheres without being "ambient" in the slightest.
This is where your Classical* bias shines most clearly, because you have stated that the best quality of film/game soundtracks is the balance between enjoyability and unintrusiveness. This is the exact definition of the Pop genre of Ambient Music. I will quote now from the wikipedia article on Brian Eno, because this it can easily be verified as true.
Brian Eno is generally credited with coining the term "ambient music" in the mid-1970s to refer to music that, as he stated, can be either "actively listened to with attention or as easily ignored, depending on the choice of the listener", and that exists on the "cusp between melody and texture."
I highly recommend you pick up "Music for Airports" and enjoy the gorgeous ambient music you've been missing out on.
As for Video game soundtracks I would love to play a classic shooter ,in the style of R-type or Ikaruga, which employed a Techno soundtrack to alert you when ships or bullets were entering the screen. Rez and Audiosurfer are a good start, but the music is too much the main focus. What would be better would be to have the focus be on the game(play) whilst the music provides an ambient backdrop. This way you might find yourself falling into a groove as you play, without the game explicitly forcing you to play a 'rythm-based game'. A great example is "45:33" by LCD Soundsystem. Essentially its is a long (guess how long), ever changing Techno track designed to be listened to as you run. This way it regulates your periods of rest/effort by helping you develop a physical groove.
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LCD Soundsystem produces house music, not techno.
It funny how people that claim to be knowledgeable about music refer to anything electronic with a beat as techno. I'm not saying you did this, but a couple other people did in their posts.
Personally I despise techno, but I love most trance and house genres.
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Sorry, your right, it should read "House", but the difference largely comes from the genres they spawned, so I (sloppily) interchange them.
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In Rock music, a band might have a fast song and a slow song and a song with funny timing all on the same album. In the electronic music world, these would all be considered different genres. The differences between these "genres" are so minute only the most dedicated fan can hear them. Mere mortals like us can't possibly be expected to. Just look at the self superiority the AC above seems to feel about correcting the genre of LCD Soundsystem.
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You can try Ishkur's Guide to Electronic Music.
http://techno.org/electronic-music-guide/music.swf [techno.org]
It is a bit old, but it has multiple samples of different genres, and it is pretty thorough.
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Like there *IS* a difference. Seriously, how many genres do you people need? It all sounds alike anyway.
Seriously, the differences between genres in electronic music are about as big as the differences between songs for any good rock band. But hey, as long as you can dance to it, right?
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If you get into Aphex Twin, make sure you keep your copy of Windowlicker hidden at work. It tends to scare the coworkers...
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darknb, you make a lot of good points. I just want to point out that I said that ambient music is OFTEN dull -- there is some ambient music that I very much like. Jeremy Soule, who did the music for the Guild Wars games, produced a largely ambient soundtrack, and I like it both in- and out-of-game.
Thanks for the suggestions of "Music for Airports" and "45:33"; I definitely will check them both out. I do admit fully to being hugely classically biased and just, on the whole, a giant music snob. But I am a
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Brian Eno is generally credited with coining the term "ambient music" in the mid-1970s to refer to music that, as he stated, can be either "actively listened to with attention or as easily ignored, depending on the choice of the listener", and that exists on the "cusp between melody and texture."
The term may be from the mid-1970s, but the concept is much a half-century older. Erik Satie conceived the same thing as "furniture music" around 1917.
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Really? I find Brian Eno's "Music for Airports" essential beauty. Its layered harmonies, simple progression, and pure tones exude a perfection of aesthetics. It is calming, shockingly beautiful, and all-together unique.
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Myst is awesome, yes.
However, I'll just say that plenty of games have "done audio as well as Myst". A recent example would be Dead Space. Get that bitch in surround sound. It's a different direction, and it's about the audio, not the music (you said "audio"), but it's certainly one of the best I've ever heard.
There are tons more examples, but lists are lame.
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A lot of that has to do with what's called being a "cantabile" melody. Cantabile is Italian for "singable," or "in a singing style." If you think about Aeris' theme, it's VERY easily singable, and the fact that it's such a well-written melody makes it extremely memorable, too. If you think about the opera tune from FFVI, it's equally singable and equally great.
On the other hand, some great melodies -- like the Super Mario Bros. theme, for example -- are just as memorable without being particularly singab
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"Stones" from the Ultima series...
On a more recent note... Total Annihilation's soundtrack was (and still is) epic.
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Sssssssssshhhhhhh.
Never point out to FF fans that all FF music is derivative of other FF music!
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Aeris. Her name is Aeris.
I don't care that you played the Japanese version, her name is Aeris.
It's not a translation issue, it's a pronunciation issue. This shit is up there with "magiks".
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I agree. However, the name of the song is indeed "Aerith's Theme".
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Only because the character's name is spelled "Aerith" in the Japanese version of the game and soundtrack. The soundtrack was produced in Japan, and the publisher (DigiCube) kept it like that either accidentally or intentionally as otaku fan service.
You might as well call it "ãããfãã®ãfãf¼ãfz".
Or you could look at the iTunes soundtrack list, published more recently without the baggage of needing to please gobs of insane fans, which correctly calls it "Aeris's
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Pinball games with Bsmt2000 sound and the mid 80's (Score:2)
Pinball games with Bsmt2000 sound and the mid 80's / 90's games had good midi based music where real good.
Chris Granner and Brian Schmidt did real good work with the sound on the games they did the sound work for.
Different kinds of game music? (Score:4, Insightful)
For instance, Final Fantasy and Myst both feature orchestral soundtracks but the composing techniques used do vary, leading to different effects being created. The tendency seems to be that Japanese games feature melodic tunes for every scene/stage/level whereas Western games tend to use more ambient compositions.
Would someone with more knowledge in the area care to elaborate?
Aly.
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For an exploration type game such as Myst, or free-roaming American RPGs, there is no real set plot or characters aside from your own. These games feature ambient music (minimalistic) that set the mood and tension for cities and dungeons, but they also do not stand out enough to distract gamers from their immersion in exploration.
In addition to exploration aspects, Japanese RPGs feature wide casts of recurring, developed characters important to a fairly linear plot. Having recognizable themes (melodies) for
National souls expressed in game design (Score:1)
Oh, so true, so true, my friend!
Take the marvellous music of Tetris - it is impossible to express it in other terms than it's Russian-ness!
It has this particular ... uhm... aire of a Diaghileff dance with tints of Mussorgsky expressed authenticly by the unexplicable broad Russian soul of a Solzhenytsin. It sparks the image of Vrubel's Seated Demon in my mind. I wonder if I'm the only one.
Art academics is the cancer that is eating culture. imho. I wish they left games alone but they're befuddling th
Rez? (Score:2, Interesting)
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I've been a big fan of adaptive game music ever since I realised it existed. The big leap, for me, was Monkey Island 2, where the background music in the starting town would gradually change mood and instrumentation depending on which house you walked into. In 1991, the effect was stunning. The tune was simple and unchallenging -- there's an mp3 arrangement here [scummbar.com]: the track is "04 Woodtick" -- but it was the adaptation that was the amazing thing. It was particularly important then because the music was prett
Re:Rez? (Score:4, Interesting)
a little thought reminds me that adaptive music goes back at least as far as Ballblazer in 1984-85
"Pitfall II" (1984) also used adaptive music; the soundtrack started off energetic, would switch to a gloomier minor-key version when you got hit and were sent back to a savepoint, and would return to heroic after picking up a prize. The original Atari 2600 version also may have been the first game cartridge to include its own custom audio chip; music was so important to that title that the extra hardware costs were justified, even as the market crash was beginning.
Pax Imperia II (Score:2)
Tin Drum studios i think? I cant believe I remember that, haven't played that game in years. It was a techno soundtrack but very ambient-like in most cases, was the classic didnt notice it much until you started humming out the beats later on.
Video Games Live brings it to a whole new level (Score:1, Interesting)
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I went to one a few years ago at GenCon and found the host to be a prick, personifying all the bad stereotypes of a "hardcore gamer." I left feeling a little embarrassed about the whole thing. It didn't really compare to Dear Friends with regards to tone, which unfortuantely had a short run.
The music, though, was great. If they've adressed the host problems, I'd love to go again some time and take a few friends.
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I went to one a few years ago at GenCon and found the host to be a prick, personifying all the bad stereotypes of a "hardcore gamer."
Funny, I find him to personify all the bad stereotypes of a "self-congratulatory putz".
The only credential Tommy Tallarico can claim that qualifies him for his role as a curator video game music is that he was the first to have the idea. (His sound design work on classic game titles like "Cool Spot" and "Color A Dinosaur" certainly doesn't suffice.)
His inclusion of his own wo
Menu Music (Score:2)
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Whether you like shit, crap or simply awful music there's something for everyone in the world of computer music. Seriously, i don't know anyone.
Fix'd, for obvious reasons.
Game music that worked great (Score:1)
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I thought Shadow of the Colossus for PS2 did dynamic music extremely well. As you wandered around, you got a certain type of music. As you spotted a colossus, the music shifted. And when you entered "combat" with the colossus, the music became much more tense.
A level that demonstrates this perfectly is the level with the flying colossus in the desert. You come down to the plains, the music is almost calming. As you watch the colossus appear and fly around you, the music definitely changes to build anticipat
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Lucas Art iMUSE (Score:2)
They have a whole section about dynamic music in TFA, but fail to mention full dynamic systems like LucasArt's iMUSE [wikipedia.org].
Yes, OK it's nice that Mario Kart Wii's music gets muted when you're underground.
But at the same time, LucasArt's adventure games have been able to assemble musical score on-the-fly based on the combination of a several pre-written pieces and a set of conditions based on current status.
These doesn't use as much a "musical score" or a pre-written "music" as they mix freely a large quantity of
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Anarchy Online and EvE Online: listen OFFline! (Score:2)
Both Anarchy Online and EvE Online had such evocative music that I found myself listening to it offline, even after I no longer subscribed. The music actually got me to resubscribe to Anarchy Online for a while just because I loved the atmosphere it evoked.
I've heard some good game music before but only these two made me think I needed to add their soundtracks to my library.
td;dr (Score:1)
The author is stating the obvious and making superfluous categorisations. All the 9 pages could well be fit in one or two paragraphs - in one slashdot post if you wish.
Though his style is admittedly admirable. What he lacks contentwise he makes up with literary style.
Schools of thought and stylization in game music (Score:2)
I'm a composer, myself, and a game soundtrack enthusiast, and one thing I've noticed time and time again is the drastic differences in philosophy between Japanese and western game soundtracks.
Japanese composers tend to approach scoring from a more stylized approach, more akin to opera or broadway musicals. The technique of giving each character and element its own unique theme was first pioneered by Wagner back in the 1860s, but it has become a staple of dramatic scoring and often used for "epic" film sound
Sonic the hedgehog (Score:1)