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'Hot
and Cold Running Music'
(c) James Hannigan
In
writer/director Woody Allen's film, "The Purple Rose of
Cairo", actor Jeff Daniels' leading-man character in a
Depression era action-adventure film suddenly steps out of
the picture -- literally: he takes three-dimensional form
and leaps from the silver screen and on to the grimy
chewing-gum-and-popcorn-encrusted linoleum floor of an
American Midwest movie theatre. As what has happened slowly
dawns on him, we see that he is both a character in a film
and a character in a film within a film. Woody Allen milks the set-up for plenty of sight
gags and double entendres.
The
duality of "The Purple Rose of Cairo" is becoming
a more common philosophical conundrum as media art and
technology forms overlap each other faster than Wired
or Vibe can keep
up with them. Thus, it is natural to look to the previous
generation of anything to make sense of the generation
coming next. It certainly makes sense in the still-evolving
arena of graphics, sound and music for video gaming, for
example. One accepted paradigm has been to look to film as
the model for gaming. This works to some degree, but
increasingly it begs the question: are games their own art
form, quite apart from film, television and other linear
media forms?
Before
trying to answer that, a little historical perspective on sound and
music may be useful. 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 sound 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.
The
novelty of any digitally recorded music in games has long
since passed, replaced by consumer expectations for high
quality and some degree of stylistic appropriateness. Yet,
when players encounter large-scale, ornate music (like that
heard in the most intense moments of epic films) placed
somewhat arbitrarily in games or while characters stand idly
around in-game, they may well ask what this music is for,
over and above sounding good or 'setting the scene'. To
some, the music may seem capricious, rather than
complementary -- demonstrating 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 is placed against the game itself. Game
composers are rarely able to audition music in context during
the composition stage, apart from in cases of composing to
picture, and are often forced to work in a vacuum.
Most
games could loosely be divided into two distinct types of
scenario: the "filmic," in which the player is
perhaps as much audience as participant, or a participant in
a scripted narrative with limited ability to change plots,
locations or characterizations; and the simulation, or
"Sim," scenario, in which the player proactively
can affect not only the outcome of a game but its nature and
his or her environment. Putatively, each type of game
scenario would have its own music, with the filmic variety
looking to the traditional
Hollywood
model in which music supports the often scripted visuals
existing as if for an audience, and the Sim relying more on
literal sound effects and realism. Crudely speaking, at its
most emotionally manipulative, a very filmic game could be
likened to a schmaltzy
Hollywood
melodrama,
and the coldest Sim to a clinical, factual
and emotionless documentary. Both are examples of ‘moving pictures’, but
each result in a profoundly different viewing experience.
In
films, characters are sealed in the film’s ‘story space’,
forever separated from the audience by the silver screen
and, were they to exist independently, we could think of
this as an ‘actual’ or ‘virtual’ reality for them.
Thus, the conventional film score (classed as “non-diegetic”)
exists solely for the benefit of an audience, outside the
story world depicted on screen and is inaudible to
characters. Conversely, what is known as “diegetic”
sound - originating within the story space and is audible to
characters (radios, dialogue, footsteps and so on) -
contributes to the illusion that the world depicted on
screen is a real, self-contained place.
Looking at it this way brings into focus questions
relating to what music and sound really exist for in games,
such as: is music and sound for the player, the game’s protagonist
or someone passively watching
someone else play a game? Indeed,
is the player supposed to be in the game, outside it or both
at once?
The
answer may be that games borrow from both the "filmic"
and the “3D gameworld” models simultaneously. Players
are neither sealed in a game nor solely watching it. The
dichotomy of music and sound supporting the “reality”
depicted on the screen, as in film, and the gameworld model
in which the participant/player can motivate changes in the
soundtrack dulls the distinction. The
‘two-way traffic’ of information between player and game
renders it difficult to identify the boundaries of the
gameworld in the way me might a film’s story world.
Metaphorically speaking, in games, the screen itself ceases
to be a barrier between the world of screen characters and
that of the audience.
This
might seem academic, but the outcome of such a discourse
will determine how game audio is conceived and executed in
the future. Should sound and music be created together from
the outset, or merely brought together in a final mix?
At
this point, it is worth bringing to mind that the elements
of a film soundtrack (such as music, sound effects and dialogue) are
distinct as a result of how they
support the conventions of the film viewing experience and,
although why this is so may now be long forgotten by many
filmmakers, it is by no means a given outside the realm of film. In
directly importing the same approach to the soundtrack of
games, we import also the values of film itself -- some
of
which are welcome, while others merely confuse matters.
The
games industry sometimes doesn't grasp the nature of the
reality it strives to present to players, which often
swings between hot and cold, emotional and clinical, within
the same game. And unlike in film, the player’s point of
view in games can sometimes be determined as often by the
player as by the designer. There are "first
person" games, in which the player is the centre of the
action, and "third person," in which the player’s
role leans slightly more towards the role of viewer,
observing their own actions in-game -- often complete with a
‘camera’ in pre-selected locations or simply following
them around. First person perhaps calls less for music that
comments on the player's physical actions, and tends to have
more to do with the effect the world is having on the player
as a participant as the game unfolds and events take place
around them. But such games mostly treat the player as a set
of ‘ears and eyes’ – usually without any kind of
perceptual filter between the objective sights and sounds of
the 3D landscape and the player.
Film
scholars have suggested another class of sound, termed “meta-diegetic”,
which originates in the minds of characters in films -- such
as in dream sequences, memories and hallucinations. But this
‘space,’ which is neither diegetic nor non-diegetic, is
thus far largely unexplored in games -- most probably
because the gameworld is still clinically presented as if
through a ‘camera,’ with an emphasis on realism. There
have been ‘internal objective’ sounds, such as heartbeat
and breathing in some games, but less in the way of
subjective sounds such as memories or thoughts echoing
around the mind of the protagonist (who we are often led to
believe is ‘us’ in some way, and not merely someone to
watch). This space would further allow the blurring of lines
between the player/protagonist’s internal state and the
objective reality of the 3D gameworld, and might be useful
in communicating information helpful in playing the game --
with less reliance on visual cues.
Some
games challenge the boundaries of where sound effects begin
and music ends. Linear music, for example, still often
exists in games for narrative support, enforcing the idea we
belong outside the story world as we play and rendering the
player as ‘audience’ to some degree -- rather than being
a part of the game. If games put the player somewhere in
between, then the underlying role for sound and music is
neither to support a cold realistic ‘virtual life’ or an
entirely manipulated experience, but something in the
middle. When we recognize that the player is both
audience and participant in games, we can start thinking of
the gameworld as a kind of ‘fusion reactor’ for sound
and music, free of the tyranny of the old-school film model. Put another way, in order for sound and music
to support the fact that players exist in a grey area
between watching
and being in
games, sound and music gravitate to one another -- finding
some middle-ground between being emotionally resonant (or
even ‘musical’) and merely literal.
On the whole, the games industry still tends to think of music and sound
as separate aspects of a production until mixed in-game,
largely supporting games as they might a passive viewing
experience. This is the paradigm that will change, slowly
but surely, as games establish themselves as their own art
form. When music and sound work together in games and centre
on the player’s emotional and/or perceptual inner world to
some degree, it forms a unique concept for the soundtrack
and does away with the difficulty sound designers and
composers currently have in deciding from which space sound
and music originates -- causing them instead to consider
from the outset how content interrelates and serves a range
of experiences. Whether something is diegetic, non-diegetic
or strictly adheres to the film model in general may
eventually cease to be a major concern as games evolve.
It
is now that the notion of looking at games as ranging along
a scale rather than occupying disparate camps makes a lot of
sense. The yardstick for determining an approach to sound
and music for a game could be to calculate where on the
continuum between hot and cold, emotional and clinical, it
sits. Hot
would be games offering a dramatic, filmic experience,
catering more for the player-as-audience, and cold would be
those leaning towards simulation and virtual reality,
attempting to draw the player into the reality of the
gameworld as much as possible -- to ‘seal them in’. Hot
games seek to manipulate the emotions of the player and to
deliver a universal ‘one size fits all’ experience,
whereas colder games allow a greater level of control over
events, allowing players to form emotional responses to the
actions they influence or bring about -- and, in such a
situation, non-diegetic music can feel as out of place as
‘canned laughter’ in a Sit-Com. That's clearly
counter-intuitive in a very competitive landscape of media
business that, as it does in music and movies, demands quick
and simple "handles" on concepts to make them
easier to market (often on the basis of being like something
else already successful). But, as we are realising all the
time, games are not limited to being simply films with
multiple possible outcomes (or ‘interactive movies’).
If
we can measure the depth of immersion, so to speak, by
deciding where between the poles of audience and participant
the player is to exist within a game – we can then
consider how to keep them fixed at that ‘depth’ in order
to suspend their
disbelief and create an engaging experience. Once
that is established, a balanced approach to sound and music
(and anything else) can be adopted consistently throughout.
Films show us how content supports something leaning towards
a ‘hotter,’ passive viewing experience or, conversely,
to imagine being someone ‘sealed’ in a film -- but these
are mutually exclusive states within the film model. In
games, where the line is blurred, content which would
otherwise support a film very well can result in a paradox
as players receive conflicting messages about who they are
supposed to be (an inhabitant of the gameworld with music
existing in the ‘ether’ or merely an onlooker being told
a story?) Yet,
treated as both audience and participant at once, an
engaging and coherent playing experience can emerge.
Some developers already succeed in this balancing act, but
there may need to be industry-wide recognition of how
content brings this experience about.
Implementing
music written to picture, for ‘cutscenes’ and so on,
presents few new difficulties – but, in the game itself, a
lot of ‘baked’ music can stand out as detached or at
odds with the open-endedness of the experience
For
many years, the industry’s answer to the problem of
integration has been to tackle it on a technological, rather
than musical level, which is no surprise when we bring to
mind its software industry roots.
An assumption was made that it was mostly playback
technology, and not music, which needed to change for games
and that getting music as we already think of it to
flow took priority over the question of why it was required
in the first place or what it conveyed to players. So long
as music operated within the framework of an ‘imaginary
film,’ it was considered sufficient for many games. In this
way, a lot of music has been conceived of almost as ‘film
music without a film’ in games. Historically, had filmmakers
and film composers adopted a similar approach, borrowing
only from earlier forms, games would have no music to copy in the
first place!
"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.
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
Just
as early films first attempted to replicate the experience
of stage productions on screen, many games will probably
continue to be filmic experiences on some
level. But if sound and music are to be integrated in games,
there may be a widespread feeling that
they ought to be at least as interactive and open-ended as
the rest of the game. Shouldn’t the
implicit linear nature of scoring music become more
non-linear, like the game itself? 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 and we wouldn't say that
an audience similarly 'completes' a film. Many games are
intentionally left open for players wishing to create a
narrative for themselves. Inherent in the tools generally in
use for
music production today (the linear sequencers and
tracklaying software) 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 and it
is often unclear to what extent games are driven by players,
or vice versa.
Although
the industry is getting proficient in the field of music production and in making audio ‘elastic’ enough to cope
with the indeterminacy of time it takes to complete tasks
in-game, this doesn’t help answer the question of what
unique experiences music and sound are setting out to
support in the first place -- or why they may need to be
mutually supportive at times (for reasons other than just
being something ‘cool’ to try out’ because it is fashionable
to talk about blurring the lines between music and sound!)
At
the moment, technologists still sometimes control musical (and
a lot of other) content going into many 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.
Some
day, rather than the elements of a game working against each
other, developed independently, perhaps everything will be
working towards one vision or design goal, and designers,
like architects, will have accurate blueprints before the
foundations are laid. Creating a film or a game is not a
production line proposition but rather a process of
integration that is hopefully as inclusive at the beginning
as it is at the end. Maybe the art of games is partly to
recognize that those who develop them and those who play
them will be looking at them from a range of perspective
beyond even the relationship between filmmaker and audience.
Some like it hot. Some like it cold. But understand that
Goldilocks is your real audience because they want it
"just right" throughout. That happy medium can be
achieved if the development of all of the game's elements is
created to provide appropriate flexibility for the player.
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