Techniques and Styles of Video Game Music
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."
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.
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."
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.