"The
Business of Music for Games"
(c) James Hannigan
The big picture
in the realm of videogames is big indeed: global revenue
from computer game titles is projected to approach $40
billion by 2006, making it larger than the film industry in
terms of receipts. (A good thing, too – the cost of
producing a top-tier game title can approach $30 million or
more, as much as many feature films.)
However, while
what’s on the screen often takes perceptual centre stage
amongst players and pundits alike, what rivals the visuals
in bombast and creativity might ultimately make or break a
title or even an entire platform: big sound is catching up
to big picture in the videogame business, and it’s impacting
the industry’s bottom line.
One indication
of this trend is how major record labels, increasingly
anxious to find new revenue streams for their music content
to offset piracy losses and to promote new artists in a
densely crowded entertainment landscape, have embraced
videogames. In 2004, Vivendi Universal, the label with the
largest global market share, used their fashion-forward
Interscope marque to release and heavily promote an eight-CD
boxed set featuring music from a make-believe radio station
that plays in the background of Take Two’s wildly successful
“Grand Theft Auto: San Andreas.” In technical terms, it’s
referred to as “diegetic” or “source” music – audio
emanating from the ‘gameworld’, as opposed to a conventional
score existing as if for an audience outside the game. The
music, though, is quite real, including tracks from Willie
Nelson, Soundgarden and Public Enemy.
Electronics Arts
recently established a joint venture with long-established
song publisher Cherry Lane Music through which EA will sign
and develop its own original artists to create new music for
its games rather than license existing songs by known
artists. The new music will, in turn, be repurposed for
applications such as ringtones, ringbacks, film music and
commercials.
Those who create
and work with game audio are quickly becoming a legitimate
rubric within the entertainment media industry, just as
sound designers have for films over the last two decades.
The Audio Engineering Society (AES), the main technical
organization for the professional audio industry globally,
now dedicates complex technical papers to establish and
encourage uniform standards for game sound, just as the
industry did for surround sound in cinemas two decades ago.
According to the International Game
Developers Association (IDGA), top audio engineers, sound
designers and composers are earning six-figure salaries in
some instances, with an average annual income of $57,500.
Two of the leading entertainment awards institutions, U.K.’s
BAFTA and NARAS, which sponsors the GRAMMY Awards, have both
recently created awards categories for game audio. As the
IGDA’s website enthusiastically puts it, “It's
been a truism for years that game audio is neglected,
overlooked, under budgeted, and otherwise given a short
shrift. With the most recent wave of gaming platforms, audio
capabilities are more closely matching visual power,
allowing for improved sonic standards that we've long
enjoyed in other media....”
Like religions, political
systems and schools of art, audio for videogames has reached
the point where ideological delineations have begun to
manifest themselves. Understanding how these have developed
is worthwhile, considering the financial stakes involved now
in top-tier game titles.
Opinion
Games occupy
their own part of the entertainment technology universe and sound is a key strategy for
establishing and delineating that perception apart from the
contexts of cinema and television. It’s not unlike how early
movies were filmed from the same perspective as a theatre
stage – the analogy that most pioneering filmmakers and
their audiences defaulted to.
How Audio is used in a game largely
determines how the game is experienced on an emotional
level. Some games
challenge the boundaries of where sound effects begin and
music ends, and we can start thinking of the gameworld as a kind of
‘fusion reactor’ for sound and music content - free of the
tyranny of older forms of classification and rendering it
inappropriate to think of each as functioning
independently.
Sometimes the games industry sometimes doesn't grasp the nature
of the reality it strives to present to players, which often
swings between real and surreal within the same game.
Because real-world physics are used in 3D games and games
are still largely in the technological domain thanks to
ever-changing consoles, developers
can sometimes believe the goal of games is to pretend
to be more “real.”
But as the
stakes edge towards the triple-digit billions of dollars,
the realm of the game developer is going to bump heads with
marketing departments and mega-corporations that will seek
to use one content platform as one more strategy to sell
other content – games to sell music, music to sell games,
both to sell movies and clothing.
Although a good
deal of music in games is licensed, there is still a role for original music in
games in the same way it has a place in films - giving games
a unique and consistent musical identity. Games like GTA
and EA Sports' titles are still fairly exceptional in their
use of licensed music, relying on ingenious means of
showcasing its use, such as an in-car radio in GTA or
through a kind of 'TV magazine' approach in sports games.
Licensed music isn't anything new in entertainment, but it
can obviously mean big business and is likely to continue.
The industry is
fragmenting and games don't just mean one thing to
one group of people anymore – just as music has
fragmented and defines the groups and cohorts people want to
be associated with. Some want to make deeper games; others
think of games as just fun distractions for people returning
from the pub. But by paying attention to the music, in
making it good and in understanding the dynamic between
music, sound and the game, the industry weaves the game more
deeply into the lifestyle of the consumer. It’s a challenge
in both the musical and technological domains and where they
intersect.
In fact, as
games become one more cog in vast multinational
entertainment conglomerates, this may provide a way to
break the process of game development from that of a
professional elite to one with more connection to their
users, to make the notion of the game as seamless a part of
everyday life as music already is.
Although
the
industry still has many people seeking mostly to please
their peers and the so-called 'hardcore gamers,' the more successful
developers take an increasingly holistic view of games,
want technology to be transparent and, ironically, have
probably learnt through film the importance of sound and
music. So it may be fair to say that in being just as
competent using sound as the film industry is can be seen as
a good starting point. Whether it moves forward to being
something unique, making sense only in games, is
possibly dependent
on whether it's good business to or not, which is
why outsiders may ultimately re-shape games when
they get their hands on the technology required to make them
– as these would be people free of any notions of ‘gaming
tradition’. The same process took place during the collapse
of the Hollywood Studio system, when ordinary folks could
obtain movie cameras. Likewise, in music, with the advent of
accessible recording technology.
Eventually, games
may attain the same perceptual
status among consumers as films have, in that the public
will begin to perceive them as having been made by people
instead of just companies. Anything
that connects people with the art helps the art move
forward.
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