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."
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.
The ______ Agenda