Slashdot Mirror


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."

5 of 111 comments (clear)

  1. Missing the point by Nutcase · · Score: 4, Insightful

    Very few games are about music. Most are about something else. All of them are visual artworks. In any visual artwork, the music is secondary. It may be as important as the visuals, or even more important... but it is not the focus of the work. It is supplemental to it. It is enhancing to it. This is the same in Movies, Games, TV, etc. The music is meant to enhance the emotion in a certain way... be it sadness, or a pounding beat to get your heart pumping when you are blasting aliens.

    I guess my point is that games are just about the LAST place you should expect to see new forms of music, because they aren't made to create new forms of music. They are made to create fun games.

    As far as immitation - it's easier to get the reaction you want from sounds that are already associated with an emotion than from something completely new.

    If you want new forms of music in games, create new forms of music that have emotional resonance. Eventually they will be used in games. But don't expect the game designers to do it. That's not their goal.

  2. Must disagree with the premise by caitsith01 · · Score: 4, Insightful

    that audio in games is 'bad' or 'boring' today.

    For example, everyone is ranting on about the atmosphere in Doom III, and a huge part of that seems to be a direct result of the awesome, surround sound audio experience.

    A lot of other games recently have had incredible audio. Some examples that spring to mind include Deus Ex (atmospheric, surround sound, with great music), KOTOR (hard to make bad audio when you have the Star Wars themes and light sabre fight noises), Grand Prix 4 (motor racing in surround sound), and Vietcong (not a great game but it had cool music and sound). Less recently Red Alert 2 had great music, and I still think there's nothing quite like the sound of a fully fledged melee in Quake III, with rockets rumbling, railguns pinging, and shotguns banging away.

    We're all nostalgic for old games. Some of my favourites sound-wise include UFO/XCOM, Sam and Max, Speedball 2, and pretty much anything on Amiga. But this doesn't mean that modern games, with surround sound and near-cinematic quality are somehow bad or boring. Maybe the difference is just simplicity - when you have very limited ability to use samples and only one or two channels, you have to come up with something catchy and simple.

    --
    Read Pynchon.
  3. Ummmm... by recursiv · · Score: 4, Insightful

    "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."

    What concerns me is when recording artists ignore the abilities unique to the compact disc format. It makes no more sense for a recording artist to use acoustic instruments than it does for a flutist to make his instrument sound like a kazoo.

    Please. As a musician, this is ridiculous.

    Why do you think there are so many synthesizers that aim to emulate the sounds of acoustic instruments as closely as possible? They make a nice sound. The violin has had centuries to be perfected. Some people make music out of square and sine waves. Some people use acoustic instruments. Some people sample. The thing that really matters is what sound it makes. If a situation demands a sound that is made by an acoustic instrument, then why in the fuck should you limit yourself to only sounds that "take advantage of the abilities unique to the electronic medium."

    --
    I used to bulls-eye womp-rats in my pants
  4. The SID chip has even been used in a synthesizer.. by b00m3rang · · Score: 5, Insightful

    http://www.sidstation.com/

    I've got a sample CD made with this synth, and it can make some very complex and interesting tones. Game systems used to have character and personality based on what sounds their hardware could produce. Now they just seem to be used as a CD player and a straightforward sampler.

  5. You're half right by b00m3rang · · Score: 3, Insightful

    You don't hear techno coming out of an opera singer's mouth, and you don't hear pipe organs in African drum circles. Certain genres are often associated with the venue of performance, and video game music once stood apart as its own art form. Recently it seems video games just play music from other genres, and there's nothing wrong with that, I just think that game-specific music seems to have been placed on the back burner.