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The Rise And Fall Of Game Audio

Thanks to Armchair Arcade for its article discussing why new game composers should look to classic game audio for pointers and inspiration. The author argues that classic Commodore 64 composer Rob Hubbard's work "is innovative precisely because he isn't trying to mimic 'real' music or make his computer sound like something besides a computer", before arguing of newer game audio: "How did game audio composers respond to this sudden technological boon? They began to imitate. Rather than innovate, they only did what had been done so many times before." The author concludes: "What concerns me is when they ignore the abilities unique to the electronic medium. It makes no more sense for a game audio programmer to mimic a string quartet as it does for a flutist to make his instrument sound like a kazoo."

3 of 111 comments (clear)

  1. Beep boop beep beep by Turn-X+Alphonse · · Score: 4, Informative

    I think people want more and more "realism" in their games to the point where they look and sound like a movie (maybe even play like one cough).

    Today I find music from Sonic 2 and other SNES/Megadrive (Genesis) era games to be much much better then from the 3D era. They now seem too "unclub like" (no other way to put it).

    When I listen to music ingame I want it to blend in, to make me tap my foot and to be enjoyable in the background. Todays games tend to make music "just there" or a huge part of the game (Doom 3 comes to mind), but none of it is really enjoyable. Rather then make music to be enjoyed they make it to fit a game and you can't just sit there and enjoy it, rather you must hear it as it was originally ment to be or nothing at all.

    Places like http://www.ocremix.org/ do a good job at keeping the old game music alive in a new format and show how much we love the classic songs.

    Developers don't understand that we can still remember all the old school music to levels in a game we loved and replayed many times far far better then music we hear for a level in a game we never pick up again.

    --
    I like muppets.
  2. ptestyourstupidfilter by cgenman · · Score: 5, Informative

    Today, the only the electronic music most of us hear is the repetitive, simplistic beat of dance or industrial music piped into clubs and dubbed over with offensive lyrics and banter.

    I think someone needs to check out ishkur's guide to electronic music. There is a pretty wide variation between the intricate beats of Drum 'n Base and the repetitive, simplistic beat of House. Of course, if you want more experimental electronica, look for IDM, Aka intelligent (unintelligible) dance music. None of these would be possible without using computers carefully as instruments, and none of them fit into mainstream musical categorization.

    I must also argue with the idea that game artists haven't evolved the craft. Most games now feature dynamically adjusting music based at bare minimum on character states. They adjust for boss encounters without interrupting musical lines, and can dynamically increase or decrease instrumentation based upon on-screen action. While most game audio creators do focus on sounding like traditional recordings, this is probably because most are traditional recording artists these days.

    Some of the best game soundtracks are traditional recordings. Final Fantasy, Xenogears, and Wipeout all spring to mind as great soundtracks involving "dumped-in" music. Even Street Sk8er, with it's off-kilter collection of grungy tunes, was a great listen.

    That's not to say that the article doesn't have it's points. But to say that videogame composers should be at the forefront of experimentation just because they used to need to be is erroneous. Of course, if everyone were as original and good as The Fat Man (no lie, he's one of the greats) game audio would be far better off. But that combination of original sound and skill is rare in any medium... and The Fat Man's genius is not so easily replicated.

    Game audio should be convincing, engaging without being detracting, and should heighten enjoyment the first time heard without getting annoying the 10th. It should dynamically change based upon the character's situation, and should contain an original artistic spark. Game audio shouldn't be the tunes you hear in your car... Nor should they be the buzzes and blips of yesteryear. While certain composers pioneer original genres (Tommy Tallerico springs to mind), this shouldn't be the defining feature.

    All artists should be creative, game or no.

  3. Um,...no. by DarkGamer20X6 · · Score: 4, Informative

    I can't speak for electronic music in general, but at least concerning video game music, I think the article is a bit backwards. It claims that by catering to realistic sound, modern game music is detracting from artistic innovation.

    I have to disagree. Certainly, I would say my favorite video game music spans from the NES days (Mega Man 2's soundtrack, being my favorite), but I see nothing lacking in the quality or enchantment of modern game music.

    Chrono Cross has a wonderful soundtrack, with a celtic flare and realistic sound. Any recent Zelda game has a beautiful arrangement of sounds and music. How about Nobuo Uematsu, taking the music of Final Fantasy and performing it with more traditional, rock instruments in his recent album, The Black Mages?

    These are all examples of modern video game music composers "imitating" classic sounds and stylings, yet I would still consider them innovative and artistic.

    It's not necessarily antithetical to art to embrace technology, yet still utilize the familiar sounds of preceding works of music. Sometimes, there is a convergence of new technology with older music. What about when the Beatles started experimenting with using orchestras in their work? I think that was pretty innovative.

    I think that perhaps the most bizarre argument in the article is that by imitating realistic sounds, modern video game music composers are limiting themselves. Yet, by reverting to an earlier technology, they would be free to innovate. If they're utilizing the technology given them to create the music they have visioned in their heads, it's not being limited. Explain to me how utilizing the full range and capability of modern electronic music is more limiting than sticking to an earlier era of electronic music technology.

    I would say that the art of a video game music composition comes not from an adherence to sounding realistic or synthetic; it comes from the individual composer's vision. If Yasunori Mitsuda had the vision of a celtic theme for Chrono Cross, and decided to make the music sound like real instruments rather than *BLOOPS* and *BLEEPS*, then he achieved his vision, and his work is art.