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"Changing
Our Tune"
(c)
James
Hannigan
(First
published in Develop Magazine, April 2004. Edited by Dan
Daley and Owain Bennallack)
Do
games really need music? Yes, suggests
James Hannigan, but the music must become as dynamic and
interactive as the rest of the game, rather than simply
echoing film scores...
"New
inventions often mimic the forms available at the time of
their inception. The first automobiles did look like
'horseless carriages'; the first electric light fittings
resembled gaslight fixtures; our current computers are a
hybrid between the typewriter and television. Similarly, the
content of new technological art forms often mimics earlier
forms.
Similarly,
the content of the new technological artforms often mimic
earlier genres. Early films were theatrical performances
played to an unmoving camera; recordings were souvenirs of
performances, trying to capture (in classical music, at
least) the acoustic world of the best seat in the concert
hall; and early television was radio with pictures. In most
cases (classical music being an interesting exception),
eventually the form begins to influence the content."
-
Music for Interactive Moving Pictures, Stephen Deutsch
Should
the role of music in games follow the model that has
developed for the cinema, or should it take another approach
completely? Put another way, should the implicit linear
nature of scoring music become more non-linear, like the
game itself?
Cinema
scores tend to be linear and complete within themselves. But
does music need to be 'complete' for games? One selling
point of games is that players complete them, rather than
merely viewing them like films (we wouldn't say that an
audience 'completes' a film). Many games are intentionally
left open for players wishing to create a narrative for
themselves. Inherent in the tools used for music production
is the idea that music can be entirely composed and rendered
before it reaches the point of application. Yet games have
the effect of re-ordering or 'triggering' musical segments
in unpredictable ways.
A
little historical perspective is useful here. Film music has
been with us for so long, it's easy for us to forget how it
first came along. In the late 1920s, when film audio was
introduced, music - and sound in general - was of interest
to audiences simply because of its novelty, regardless of
its relationship with events onscreen. It was over a decade
before film composers as we think of them today began
emerging; the language of film music we're familiar with was
slowly introduced by composers and filmmakers seeking to
explore the possibilities of a new and unique medium.
Will
such a movement take place in games? Perhaps it's already
underway. Game developers and composers have to create and
apply music in meaningful ways, but this process may be held
back while confusion persists about the role of music in
games.
Musical
youth
The
novelty of any digitally recorded music in games has long
since passed, but it's been replaced by consumer
expectations for stylistically appropriate music heard at
the 'right' times in-game. When players encounter
large-scale, ornate music (like that heard in the most
intense moments of epic films) placed somewhat arbitrarily
in menu screens or while characters stand idly around
in-game, they may well ask what this music is for, over and
above sounding good and 'setting the scene'.
To
some, the music may seem capricious, rather than
complementary. Such music demonstrates an unconvincing
relationship with what players see taking place before them.
History
also suggests a precedent for where a more appropriate
approach to game music might come from. In 1941, Orson
Welles - an outsider from the world of radio who knew little
about the technology or conventions of filmmaking -
transformed the film industry. With the soundtrack to the
classic Citizen Kane, music and picture became more
organically intertwined and mutually supportive. Dedicated,
forward-looking games composers also try to bend the rules
by writing and preparing music with games in mind. However,
what they're up against is the conventions of scoring for
picture in general and the expectations of game developers
in particular, who often want to experience the music
complete, before it's placed against the game itself. Game
composers are rarely able to audition music in context and,
apart from cases of composing to picture, are often forced
to work in a vacuum.
Before
any real solutions to these problems can emerge, it may be
important to work out just what it is we are trying to
achieve in the first place with music in games. Doesn't a
musical problem require a musical solution?
Here's
a critical area where the imperatives of film and game music
diverge. Film scores exist for a passive audience mainly to
support the unfolding narrative they're watching on screen.
This music is obviously inaudible to the characters in
films, and these characters are unaware of any meaning
embedded in it. In games, however, this type of music is
audible to players, who are both audience to and
participants in onscreen events.
If,
therefore, we use this type of music in games and expect it
to function precisely as it does in many films, it's a bit
like providing music for someone watching someone else
play a game. Recognising the players' duality of
audience and participant opens up a Pandora's box when we
question the very purpose of music in games.
Another
type of music heard in films is known as 'diegetic' music -
music audible to characters as well as to audiences (a film
score would be non-diegetic music). Examples are the music
that characters hear in onscreen bars or on radios. In
games, Grand Theft Auto features diegetic music emanating
from the radios of stolen cars.
The
difference between diegetic and non-diegetic music in films
is clear because the role of the audience is so well
defined. But complementary music used in-game with films in
mind cannot easily be said to be non-diegetic when a player
is participating in events, because such music treats the
player as the audience. That this music is audible to the
player, who has adopted a role in the game, suggests it
influences his or her behaviour as well as commenting on
events occurring in-game. Yet composers are often asked to
create music fulfilling this 'player-as-audience' role.
Thus, it's no surprise that the option to 'disable music'
continues to exist - regardless of how good it sounds.
Raising
this issue might seem frivolous, but if music were deemed
important, players wouldn't so readily detach it expecting
the game to still make sense. Yet many games allow users to
do just that to the carefully pre-planned balance between
sound effects, dialogue and music.
Interactive
Elfman
This
gets to the heart of the difference between films and games,
moviegoers and gamers. The former want and expect picture
and music to act as one; gamers, on the other hand, want
options.
If
that's the case, then creating music just for its own sake
is the worst option of all. The solution is to bring the
composer into the game development process far earlier. Not
only will it help ensure that music is used more
appropriately but it will also engage the composer at a more
basic level, thus enabling the composer to engage the player
more deeply.
We
don't have to reinvent the wheel. Game composers and
developers simply need to acknowledge that, while similar in
many ways to the film experience, or even to theatre (where
the characters on stage can often hear music emanating from
the orchestra pit), games are their own unique domain and
their music should be equally unique.
If
music in games is to be as useful as it is in films, it
needs to add a dimension to the experience. A few popular
examples of games with effective music are Metal Gear Solid
2, Halo and Resident Evil. What sets games like these apart
is the way music becomes integral in playing them. Music is
only heard when it has something to say in-game. In Metal
Gear Solid 2, for example, music actually provides players
with information they need to play the game effectively (for
instance, signifying impending danger when little else does)
and also features convincing transitions as music follows
events moment by moment, significantly intensifying the
action or a sense of urgency.
In
the case of Resident Evil, music (and silence) is equally
effective. Anyone who has played this and encountered the
peaceful music associated with finding a typewriter out of
harm's way can vouch for how powerfully music can be as a
signifier of emotion - in this case, a feeling of safety.
Very little of the music in these games involves the use of
large-scale orchestral music, but we would be hard pressed
to argue that this detracts from its effectiveness.
Here
we're beginning to get at the ultimate point: making music
makes sense as part of the whole. Film audiences are more
likely to fondly remember music if it is entwined with the
most poignant or evocative moments of films. For example,
many of us will be familiar with John Williams' Raiders of
the Lost Ark, which is particularly potent when we bring to
mind the exploits of Indiana Jones. Equally, sometimes the
least obvious use of music can be the most effective. A good
example is Jerry Goldsmith's score for Roman Polanski's
Chinatown, which avoided mimicking the film's 1930s San
Francisco setting and instead employed a powerful
contemporary musical language to focus on unseen tensions
between characters.
In
games, despite our growing use of film industry production
methods and values, we're nowhere near this level of
artistry yet. But it's achievable.
There
is unique information that music in games can convey. We
know music can in some way situate players between the roles
of audience and participant, or distance players from the
game world and manipulate the extent of their immersion.
Music can signify emotion, reward or punish players, lead
players in various directions, be location-based, or even
reflect the underlying game-state. However, the necessary
synergy often fails to emerge through a lack of
connectedness and coordination, along with a somewhat
unimaginative reliance on older forms.
Games
tend to come together well when they are the vision of a
strong designer (not unlike a film director) and a tightly
knit team who share a vision. In many cases, games
development is a haphazard or democratic process, in which
almost everyone is an expert. If we continue to place 'film
music without a film' in games, this state of affairs will
only continue. If, however, we continue to challenge the
nature of musical content itself and slowly introduce a new
musical language specifically for games, then there is some
hope music will be truly integrated with most games of the
future.
Perhaps
a certain kind of compositional system could be employed,
leaving music open-ended before the point of use? This would
be true interactive music, completed by players in the
course of completing games, not just pre-composed music
triggered by cues - currently often written either as homage
to film or stepping stone to Hollywood.
Our
tune
At
the moment, technologists still often control musical (and
most other) content going into games. A film industry
analogy would be if the makers of cameras had exclusive
rights to determine the content of films.
There
is an aphorism that sums up this relationship well: 'Those
who control the technology of a new medium control its
content as well.' Then there is Professor Deutsch's
reciprocal corollary, 'As the technology spreads, the
control of its content dissipates.' We need to be aware of
how the use of music in games is progressing so that we can
proactively guide it through that process. On the other
hand, the games industry will have a natural evolution into
niches, some of which will be less the domain of the
technologists, so a synergy between music and action (and
interaction) can also come about organically.
The
universe seems to like to achieve its own balance. So it
will likely be with games, between the artists, composers,
developers, moneymen and corporations that make and
distribute games. And don't worry that artistic people will
inevitably have less leverage in games' future than more
pragmatic personnel. In time, games composers and other key
creatives will likely develop their own celebrities, akin to
how cineastes refer to a score as the 'John Williams
soundtrack'. Consumers like to believe there are
larger-than-life people behind these products. A less
tangible but equally significant point is that consumers
could well be uninspired by the anonymous nature of
office-based games development of today.
Once
we can more accurately recognize our new milieu and our
relationship to it, music for games will take its place as a
distinct art form, just as film music did nearly seventy
years ago.
James
Hannigan – Biog
James
Hannigan is currently working on
an EA
movie license
and
Elixir Studios' Evil Genius. Previous credits include
Republic: The Revolution (BAFTA Nomination, Music, 2003),
Brute Force, Freelancer, Theme Park World (BAFTA Winner,
Sound, 2000), Grand Prix 4 and countless others spanning
over ten years in the industry. He was previously in-house
at Electronic Arts (1995 to 1997) and a freelance at
Pinewood Studios. He regularly participates on industry
panels, including 2003's EIGF and 2004's BAFTA Interactive
Festival. Yet all these achievements, Hannigan has never
played a ukulele.
Final
Comment
Is
there anything wrong with aiming to create filmic or
cinematic experiences in games? Of course there's not.
These
arguments merely suggest we need to look again at the role
of music in achieving this, firstly by recognising that the
gameworld is an emotional landscape appropriated to the
actions of the player, and secondly by understanding how
music, and sound in general, can emotionally charge games,
and centre players in the overall experience of playing
them.
Emulating
film may partially be the result of a desire many in games
have to work within the film industry, viewing games as a
secondary means of working with linear film-like sequences.
It's shocking how many will admit to this, especially among
composers who predominantly enjoy writing to picture.
It's
our job to reverse this trend, not to enforce it. Going
forward, music clearly should not continue to be of
secondary importance in development, as it often can be, nor
should it be viewed as separable from game design in
general.
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