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Gaming Music Goes Mainstream

Steve writes "CNN has posted an article about the emergence of a big business in video game music. According to the author, budgets for one game recently surpassed $300,000, with composers being paid between $700 and $1500 per minute of composition, even more 'if it's produced for an orchestra.' The article points out that the production quality of game music has surpassed that of television, where money is rarely budgeted for high-quality soundscapes."

34 comments

  1. If those numbers are right... by Anonymous Coward · · Score: 0

    I'm switching back to my music major.

  2. Most interesting music == Games by Cerberus7 · · Score: 4, Insightful

    Good! I've found that in the last few years, the music I find most interesting is composed for games. Hollywood soundtracks still provide some good stuff, but the more imaginative things are coming from games. The downfall has been the instrumentations, being mostly relegated to various qualities of synth. That's fine for the songs that use synth the way it was meant to be used, not when it's used because they didn't have the budget to use the instruments they really wanted. It's annoying to hear what should clearly be a great piece, but have it sound so bad. Now, with them getting more money, maybe we'll get more and more real instruments where they're needed.

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    1. Re:Most interesting music == Games by Guspaz · · Score: 1

      I've found that the higher quality synthesizers with the high-end samples are virtually indistinguishable from a real orchestral performance, as far as soundtracks go at least. The cost of entry for quality hardware and samples might be high, but you can re-use it for no additional cost, unlike a real orchestra.

      I understand that this is why several television composers use their own synths instead of a real orchestra. I believe the music for StarGate is done on synth rather than real orchestras.

      Is there a difference between live and good synth? Yes. Is it big enough to matter in most circumstances where there is a lower budget? No, the average person can't tell (and doesn't care about) the difference.

      Don't get me wrong, I love a good orchestral rendition of a videogame soundtrack.

  3. Bad. by Wilson_6500 · · Score: 3, Interesting

    This is just another way direction in which game budgets are inflating, pushing out smaller developers/publishers/etc. who can't afford huge music budgets and the detailed development of thousand gigabyte player meshes.

    1. Re:Bad. by generic-man · · Score: 1

      I blame EA, Microsoft, Sony, and Fox News Channel.

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    2. Re:Bad. by Edgewize · · Score: 2, Insightful

      So you advocate a position where large developers cannot spend more money on a title than small developers? Where all the games match the lowest common denominator of what any studio can produce?

      Because that doesn't sound quite right to me.

    3. Re:Bad. by rohlfinator · · Score: 1

      Clearly that's not the best solution either, but it seems like some common ground could be reached.

      I think part of the problem lies with reviewers. A lot of reviewers are starting to have high expectations for music. It's not a big deal when they take notice of high quality music, but when they mark down games without licenced music or orchestral music, it starts to be detrimental to smaller developers.

      For example, Burnout 2 had a decent instrumental soundtrack. It probably was pretty cheap to produce, but it was appropriate for the game. Thanks to EA, Burnout 3 has a fully licensed soundtrack. If, for some reason, Criterion decided to give Burnout 4 an instrumental soundtrack again, it would most likely be criticized, regardless of its actual quality.

      Good music can be expressed through an full orchestra or through MIDI samples. Licensed "mainstream" music isn't even really necessary in this era, since most people would rather replace the music with their own library anyway. Those things are fine, but if smaller-budget games start being ignored because they don't have the latest Green Day album included, it would be a problem, in my opinion.

    4. Re:Bad. by LordVader717 · · Score: 1

      Are you proposing that progress in game development should be halted just so that every little game studio can keep up with the big boys?

      Don't get me wrong. I too would like to see smaller developers have better chances in setting up.

      But where's the benefit in slowing progress and thus hindering any growth?
      The better games get, the better (aint that obvious?)

  4. Creapy by Anonymous Coward · · Score: 0

    I blame Zonk. The whole thing is just creepy.

  5. onwards tally-ho! by obzidian · · Score: 0

    Wow... things have come a long way since Midi music in video games...! Phew.

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    1. Re:onwards tally-ho! by superpulpsicle · · Score: 1

      Here's a list of classic games that don't have enough remixers... cause all the effort is wasted on the final fantasy/megaman series.

      Revenge of Shinobi
      Gaiares
      RC Pro am
      Zillion
      Shinobi 3
      Thunderforce series

    2. Re:onwards tally-ho! by ForteMaster · · Score: 1

      Also, Gradius. We need Gradius.

      Also, just because there are a lot of remixes for a game doesn't mean it doesn't deserve it (Megaman 2 in particular)...but it does mean that they aren't often GOOD remixes. I mean, finding a decent mix of the Chrono Trigger theme is like pulling your hair out with tweezers...VERY painful. And there's not one mix of the Wily Castle theme from MM2 I like, despite it being my favorite song of the game.

  6. Not as bad as you make it out to be. by Chosen+Reject · · Score: 1
    Seriously, how does this push out the smaller developers/publishers/etc.? They can still make the same stuff they did before. If the smaller developers were making great games, then after this revelation, I am sure they will still make great games. It's not like their killing PC gaming off. That will kill the small-timers. They are just saying that a lot of money is being spent on music and sound. That doesn't mean everyone now has to spend the same in order to make a game.

    The same goes for graphics. Just because people are using software and hardware that costs a lot of money doesn't mean in any way that small-timers can't continue what they are doing. Unless PC gaming dies off and consoles continue with the license-to-produce, then nothing is hurting small-timers anymore than ATI/nVidia making a new video card, AMD/Intel making faster CPUs or even OpenGL going to 2.0.

    Or did you want everything to remain simple for small-time people to get involved. In the same line of thought, I wish computers would go back to the time when I could put some vacuum tubes together and make a whole new product.

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  7. Money not required by defkkon · · Score: 1
    There are some great big-budget soundtracks for games. That I agree with.

    I'd also like to point out the obvious - great music does not imply a lot of money. Anyone here play Beyond Good and Evil? That game had some of the best music I've ever heard in a game (or television show, or movie for that matter!) and it was a relatively low-budget game. Unfortunately, it was also very under-appreciated - but that is another argument all together. :)

  8. It's hard by Datamonstar · · Score: 1

    As an aspiring game music composer, I'm beginning to realise that you're worth every bit that much to produce quality music. You really have to pour your heart and soul into every note in order to make a memorable soundtrack, no matter what the budget.

    --
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  9. About Time! by Edward+Kmett · · Score: 2, Insightful

    Yeah the difference is that the average end user typically doesn't spend 40 hours in front of a television listening to the same bit of soundtrack over and over again.

    (That is unless you go out and rent/buy 4-5 seasons of a show at a time and watch them in marathon sessions like I do.)

    I'm glad people are finally spending more money on video game sound tracks. After several hours of the same speed-metal high-adrenaline "fight music", I typically want to take a hammer to whatever faceless composer put together the repetitive noise I'm listening to, and then follow up by bludgeoning whatever management muckety-muck cut his 'masterwork' down to a 2 minute loop, so as to maximize the throbbing in my temples.

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  10. Two different trends by DoctaWatson · · Score: 1

    Everyone here is talking about the expenses of composition and orchestration of original work, but much of the article is actually about the big bucks that developers are spending to license popular music. Advertising synergy and whatnot...

    1. Re:Two different trends by Anonymous Coward · · Score: 0

      The article doesn't actually say that they pay pop musicians when they use them in video games; I'd assumed it was the other way round because it's such great advertising. Either way, you can bet that it's cheaper than composer+orchestra, simply because EA do lots of it and EA is very profit-oriented.

  11. Classic midi music by The+Madd+Rapper · · Score: 0

    Some of the "older" (pre-2000) games have pretty incredible soundtracks, I think. I've made a few ringtones from the midi files at the Video Game Music Archive. It has content from almost every system, including the newer ones. I don't like the trend of licensing popular music, but oh well.

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  12. Props where due by Dachannien · · Score: 2, Insightful

    One of my favorite game soundtracks is from TES: Morrowind. Jeremy Soule came up with about an hour's worth of phenomenal orchestral composition, and the collector's edition of the game included these songs on an extra CD. (Yes, the game has them in mp3 format, so I could have burned my own, but that's beside the point.) Considering that there are hundreds of hours of gameplay available in Morrowind (and I'm sure I spent that much time playing), it's amazing that not once did I tire of the music. Not only did I never turn it off in-game, but I also listen to it in my car on occasion. Compare this to the pretty good soundtracks from Diablo II and World of Warcraft, which got old after a while.

    Nobuo Uematsu, famed composer for the Final Fantasy series of games, also deserves recognition. For several games in a row, he was composing music for very limited platforms. Then comes FF8, with a wonderful orchestral piece accompanying the closing credits. There were indications that Square had made FF8 into sort of a movie that you play. This was shortly before their full CG Final Fantasy theatrical movie came out, and it seemed like FF8 was partially a technology proof-of-concept and partially an attempt to get geared up for making a movie. Anyway, the "game as movie" theme would simply not have worked had the music been merely average, but Uematsu's soundtrack made it work.

    1. Re:Props where due by Phantasmo · · Score: 1

      Soule is amazing. I will definitely by buying his Guild Wars music expansion when it is released. However, I must admit that I'm not a big fan of his choice to use DRM'd WMA for the soundtrack. :P Just ship me a CD, Soule!

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    2. Re:Props where due by Dachannien · · Score: 1

      I'm also not a fan of that website you linked. Give me a non-flash version, or give me death! (Okay, maybe not death.)

  13. Amortize this by tepples · · Score: 1

    I've found that the higher quality synthesizers with the high-end samples are virtually indistinguishable from a real orchestral performance, as far as soundtracks go at least. The cost of entry for quality hardware and samples might be high

    Unlike the royalties for samples, the cost of hardware cannot be so easily amortized because the players have to purchase the hardware in order to play the game. If the cost for quality synthesizer hardware is high, then how do you expect the console maker to sell 20 million units of a console with a built-in synth and still make a profit?

    1. Re:Amortize this by Guspaz · · Score: 1

      You misunderstand. I refer to the composer purchasing a synthesizer and samples, and using that to produce a score. The audio in the games is simply compressed audio, or a soundtrack for a TV show.

      The cost savings I was referring to was the cost of the composer purchasing a professional synthesizer and professional samples, as opposed to repeatedly hiring an orchestra to record the performances. The cost of high-end hardware may well be more than the cost of the orchestra for a game, but you can use the hardware to produce each piece whereas you have to hire the orchestra each time.

      I was not referring to end-user synthesizers. They are not up to the level of quality of which I described.

  14. There's a reason for real-time audio by tepples · · Score: 1

    The audio in the games is simply compressed audio

    So how many DVDs, Mini-DVDs, UMDs, or DS cartridges is your game going to take up, and how will your players like swapping media during gameplay?

    or a soundtrack for a TV show.

    Granted, your point works for TV shows and independent films, as such a work is just one long FMV sequence. However, games are typically much longer than TV shows and need not only more music but also more flexibility in the music, such as the ability to turn tracks on or off depending on the situation around the player.

    1. Re:There's a reason for real-time audio by Guspaz · · Score: 1

      You do realize that pretty much every game made in the last 5 years has featured compressed or CD audio?

      If the game ships on DVD, it has roughly 9.4GB to work with. Put a quarter of the DVD towards compressed audio, that is 42 hours of compressed audio. At the cost listed in the article, let's say $800 per minute, that much music would cost over 2 million dollars.

      So as you can see, storage space is NOT a limitation. As much music as you can produce for a game, you can store. I can't speak for the DS or PSP, handhelds may still use enduser wavetable synth. But for PC and console, they are all prerecorded now and have been for years.

  15. GameCube discs are smaller by tepples · · Score: 1

    You do realize that pretty much every game made in the last 5 years has featured compressed or CD audio?

    At least the WarioWare series (currently two GBA titles, one GameCube title, and one Nintendo DS title) uses MIDI because it needs to vary the tempo of each individual song from 140 BPM to over 300 BPM. And not many GBA games use compressed audio, even though the software decoder is available and permissively licensed.

    If the game ships on DVD, it has roughly 9.4GB to work with. Put a quarter of the DVD towards compressed audio

    What you say may be true of the Xbox and PlayStation 2 but not of the GameCube and PSP. GameCube discs have about 1.5 GB of space; PSP UMDs have 1.8 GB. A quarter of that for music will get you roughly 400 MB. Now the consoles' built-in wavetable synths use some form of ADPCM (4 bits per mono sample with predictive filtering) as a native waveform encoding, giving only 2.5 hours at 44100 Hz stereo (352 kbps). Compare this to the typical play time of an RPG. Or were you planning on using Vorbis decoded in software, which eats a lot of CPU time compared to ADPCM decoded in hardware? Even then you get only three times that.

    At the cost listed in the article, let's say $800 per minute, [42 hours of] music would cost over 2 million dollars.

    What is the budget of a Square Enix RPG?

    1. Re:GameCube discs are smaller by Guspaz · · Score: 1

      At least the WarioWare series (currently two GBA titles, one GameCube title, and one Nintendo DS title) uses MIDI because it needs to vary the tempo of each individual song from 140 BPM to over 300 BPM. And not many GBA games use compressed audio, even though the software decoder is available and permissively licensed.

      Again, handhelds exist in a different marketspace than consoles. For one thing they are generally 1 to 2 (5 to 10) years behind consoles in capabilities, so the current crop of handhelds are equivalent to the SNES (GBA) or N64 (DS). I do know that PSP games can and do use compressed audio where possible (See Lumines as an example). I'm sure others don't. The DS certainly has the power to decode compressed audio, but not the storage space. The carts only store up to 128MB.

      You overestimate how much processing power is required to decode simple compressed audio. Vorbis is a bit more demanding, but there are lots of other solutions in use. The PSP supports MP3 and ATRAC3plus, for example, and probably uses one of the two for games.

      What you say may be true of the Xbox and PlayStation 2 but not of the GameCube and PSP. GameCube discs have about 1.5 GB of space; PSP UMDs have 1.8 GB. A quarter of that for music will get you roughly 400 MB.

      PC games have been doing pre-recorded audio with a heck of a lot less than 400MB for years. Early games used hybrid CDs to store uncompressed audio on the disc that was played during gameplay. An example of this is Warcraft 2. Both the GameCube and PSP have more than enough power to decode MP3 or a similar format. MP3 decoding is virtually free on the modern CPUs in the GameCube (PowerPC derivitive IIRC) and the PSP. You want to put 400MB aside for audio, fine. That's enough for 7 hours of music, which is more than virtually all games on the market. I can't name one with that much composed music, that's for sure.

      Now the consoles' built-in wavetable synths use some form of ADPCM (4 bits per mono sample with predictive filtering) as a native waveform encoding, giving only 2.5 hours at 44100 Hz stereo (352 kbps).

      I think you are confusing your terms. Wavetable synthesis is a method for producing music from notational data such as MIDI. Most modern devices use wavetable synthesis for their synthesized audio.

      Compare this to the typical play time of an RPG. Modern RPGs use prerecorded compressed audio, full stop. All of Square Enix's RPGs use compressed audio, mostly by noted composer Nobuo Uematsu. Interestingly, Uematsu has been composing Square's music since the 4-channel synth (Squarewave I think) to the wavetable synth on the SNES and PSX to the later use of compressed audio.

      Or were you planning on using Vorbis decoded in software, which eats a lot of CPU time compared to ADPCM decoded in hardware? Even then you get only three times that. No, Vorbis is overkill. MP3 will do, or even simpler compressed formats. 3x that is more than enough, since you grossly overstate how much music games have by at least a factor of 10.

      What is the budget of a Square Enix RPG? The budget is irrelevant, the music budget is what is important and it is nowhere close to 2 million dollars. Square enix games don't have anywhere close to 42 hours of music. Final Fantasy 7 has something like 2 or 3 hours of music, and even the latest Final Fantasy X has a similar amount. We're talking about less than 200MB of music for a Squaresoft game that is shipped on a DVD.

      You seem to be thinking as if it were still 1990. We've progressed a bit in the past 15 years.

    2. Re:GameCube discs are smaller by tepples · · Score: 1

      Agreed on most of your points, but:

      Most modern devices use wavetable synthesis for their synthesized audio.

      They use general-purpose PCM playback channels, which can be configured as wavetable synths (by varying the sample rate and output volumes) or as playback channels for decompressed audio (by holding them constant). They can generally be set to 8-bit linear PCM, 16-bit linear PCM, or some variation on 4-bit ADPCM.

      No, Vorbis is overkill. MP3 will do

      MP3 decoding is a patented process, and especially for projects with a smaller music budget, many developers can't afford to license it.

    3. Re:GameCube discs are smaller by Guspaz · · Score: 1

      MP3 decoding is a patented process, and especially for projects with a smaller music budget, many developers can't afford to license it.

      Console manufacturers require hefty licence fees just to develop games for a platform, so MP3 licencing fees are probably not a big deal. CPU power really isn't a big deal. The official licencing fee for MP3 is 75 cents per unit, meaning per shipped copy of a game, or US $50k one-time. As I mentioned, peanuts compared to the platform licencing fees and publisher fees.

      The Gamecube's 485mhz PowerPC processor can handle such an operation with ease. After all, we've been decoding MP3 since the days of the 486, and that was before we had any fancy instruction set extensions ;)