Video Games and Music

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Games & MusicMAC281

@rob_jewitt

robert.jewitt@sunderland.ac.uk 1

Overview1. In praise of aural

2. Technological developments

3. Taxonomy of game music archetypes

– Adaptive music

– Rhythm-based

– Drama

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Visual culture

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Aural culture?

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sensory experience of the environment is a

multimedia one

- Trevor Wishart, 1986: 49

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Recorded sound waves are perceived in the exact same

way as non-recorded sound waves

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Technological developments

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Technological developments

When CD- and later DVD-based games first allowed

soundtracks to include popular tracks precisely as they would

sound on a CD, game designers leapt at the opportunity to

include a song or two (though seldom much more, due to space

restrictions).

-- Gibbons, 2011

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Format Size Platform

ROM cartridge 16 Mb Sega Mega Drive, SNES

3.5” diskette 1.44 MB PC, Amiga, Atari ST

CD 650 MB PC, Sega Mega CD, Sony PS1, AtariJaguar

DVD 4.7 GB (single layer) PC, Sony PS2, Xbox, Xbox 360, Wii

Bluray 25 GB (single layer) Sony PS3

Call of Duty: Black Ops

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Activision, Treyarch, 2010

Call of Duty: Black Ops

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Activision, Treyarch, 2010

Non-diegetic use of The Rolling Stones – ‘Sympathy for the Devil’

Reference to Apocalypse Now’s use of ‘(I Can’t Get No) Satisfaction’

Spec Ops: The Line

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Diegetic vs Mimetic

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For the benefit of the audienceIn the narrative world of the characters

Taxonomy of game music archetypes

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Adaptive music

Aka ‘dynamic’ music

Will adapt to the drama, often increasing in

tempo, pitch or volume depending on the action.

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Licensed linearity“there is limited adaptability inherent in most

popular music, whereas games require songs that

may need to adapt to gameplay states or player

interaction. Licensed songs are (for the most part)

designed as linear music, and therefore the

placement of this music in a game is generally

limited...as is the genre of the game where such

music may be appropriate....”

--Karen Collins, 2008: 11922

Non-linear game scoring

23Paul Haslinger, score composer

The inadequacy of looping

Not only have you eliminated the emotional

effectiveness of the music by generalizing it and not

applying it to a context, but by looping it over and

over, you’ve completely detached the player from even

registering it altogether

-- Scott Morton, 2005

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The inadequacy of looping

What’s worse, it usually becomes annoying after a

time. Now we've moved down from "why should we

even have music playing here" to "why shouldn't we

turn off the music altogether and listen to MP3s?"

-- Scott Morton, 2005

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popular music in games became less a

function of the narrative and more an

element of the ludic game mechanics

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There’s always exceptions…

Final Fantasy X-2

Square Enix, 2003

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Rhythm-based music games

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20072005

[They] created a model in which music is not only removed from

the narrative, it is in effect a replacement for it - the music is the

game, and no (or almost no) overarching narrative exists outside

of it

-- Gibbons, 2011

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DJ Hero

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The weird and the wonderful

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It fills the gaps…

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“The new MTV”? (Tessler, 2008)

Narrative-based games

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Grand Theft Auto III

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Grand Theft Auto: Vice City

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Radio stations…

This clever strategy relieves game designers from the

onus of relating the music to the onscreen action. A

radio, after all, can hardly be expected to change its

tune to fit individual circumstances …

-- Gibbons, 2011

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Radio stations…

A significant downside, however, is that although

players can customize the soundscape of their own

experiences, the songs cannot function in a narrative

way.

-- Gibbons, 2011

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Bioshock

Employs licensed music into the narrative

Events trigger key uses of music

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Blues, Twentieth-century blues, they're gettin' me

down.Blues, escape those weary twentieth-century

blues.Why, if there's a god in the sky, why shouldn't he

grinHigh above this dreary twentieth-century din?In

this strange illusion, chaos and confusion,People seem

to lose their way.What is there to strive for, love or keep

alive for?Say hey hey, call it a day.Blues, nothing to

win or to lose, it's getting me down.Blues, escape those

weary twentieth-century blues.Why is it that civilized

humanity can make this world so wrong?In this hurly-

burly of insanity, our dreams cannot last long.We've

reached a deadline, a press headline, every

sorrow;Blues value is news value tomorrow.

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Noël Coward"Twentieth-Century Blues”(1932)

The lyrics comment directly upon the failure of Rapture?

It had to be you…

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How much is that doggie in the window?

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La mer … Beyond the sea…

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• Acousmatic sound

• Active onscreen sound; often in a different room;

beckons the attention

• Michel Chion (1994, p85)

• Immersion?

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“La Mer (Beyond the Sea)”

- Django Reinhardt &

Stéphane Grappelli

- Bobby Darin (1959)

Original ‘La Mer’ by

Charles Trénet (1946)

Quite different lyrics

Somewhere beyond the seaSomewhere waiting for meMy lover stands on golden sandsAnd watches the ships that go sailin'Somewhere beyond the seaShe's there watching for meIf I could fly like birds on highThen straight to her arms I'd go sailin'It's far beyond the starsIt's near beyond the moonI know beyond a doubtMy heart will lead me there soonWe'll meet beyond the shoreWe'll kiss just as beforeHappy we'll be beyond the seaAnd never again I'll go sailin'I know beyond a doubtMy heart will lead me there soonWe'll meet (I know we'll meet) beyond the shoreWe'll kiss just as beforeHappy we'll be beyond the seaAnd never again I'll go sailin’

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Original “La Mer” by

Charles Trénet (1946)

Quite different lyrics

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La merQu'on voit danser le long des golfes clairsA des reflets d'argentLa merDes reflets changeantsSous la pluie

La merAu ciel d'été confondSes blancs moutonsAvec les anges si pursLa mer bergère d'azur Infinie

VoyezPrès des étangsCesgrands roseauxmouillésVoyezCes oiseauxblancsEt ces maisons rouillées

La merLes a bercésLe long des golfes clairsEt d'une chanson d'amourLa merA bercé mon cœur pour la vie

The sea Seen dancing along the clear gulfs to gleams of silver.The sea Of changing reflectionsUnder the rain.

The sea Confuses the summer sky's sheep With angels so pure,The sea Shepherd of blue infinity.

Look! Next to the pondsThose tall wet reeds.Look! Those white birdsAnd those rustyhouses

The SeaHas cradled themAlong the clear gulfs.The Sea Has cradled my heart for life.

Summary

Music can play an integral and varied part of the

gaming experience

Imperceptible design decisions employed to add to the

overall ambience

Improved immersion?

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Work cited & further reading• Karen Collins (ed.) (2008) Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound

Design. Cambridge, MA and London: MIT Press

• William Gibbons (2011), ‘Wrap Your Troubles in Dreams: Popular Music, Narrative, and Dystopia in Bioshock, in Games

Studies: The international journal of computer game research, Vol 11, Iss 3. http://gamestudies.org/1103/articles/gibbons

• Claudia Gorbman (1987). Unheard Melodies: Narrative Film Music. Bloomington: Indiana University Press.

• Scott Morton (2005) ‘Enhancing the Impact of Music in Drama-Oriented Games’, Gamasutra

http://www.gamasutra.com/view/feature/2189/enhancing_the_impact_of_music_in_.php

• Rod Munday (2007). “Music in Video Games.” In Jamie Sexton (Ed.), Music, Sound and Multimedia: From the Live to the

Virtual (pp. 51-67). Edinburgh: Edinburgh University Press.

• Holly Tessler (2008) ‘The new MTV?: Electronic Arts and “playing” music’ in Karen Collins (ed.) From Pac-Man to Pop Music:

Interactive Audio in Games and New Media. Aldershot: Ashgat,e

• Zach Walen (2007) “Film Music vs. Game Music: The Case of Silent Hill.” In Jamie Sexton (Ed.), Music, Sound and Multimedia:

From the Live to the Virtual (pp. 68-81). Edinburgh: Edinburgh University Press.

• Zach Whalen (2004). “Play Along: An Approach to Videogame Music.” Games Studies: The international journal of computer

game research, Vol 4 No 1 http://www.gamestudies.org/0401/whalen/.

• Trevor Wishart (1986) ‘Sound Symbols and Landscapes’ in Simon Emmerson (ed.) The Language Electroacoustic

Music, London: Macmillan

• Resource mapping articles on game music: http://www.ludomusicology.org/bibliography/ 53

Images

• #4 Sam Bald (2008) ‘Eyeball’

• #5 Mark Whale (2010) ‘ Apple iPhone White’

• #8 tantrum_dan (2008) ‘Machesney Alarm Clock’

• #11 robjewitt (2011) ‘Aural sex’

• #13 robjewitt (2011) ‘Street Fighter 2 Sega Mega Drive’

• #19 oc fernando (2011) ‘Pac Man’

• #44 Kaleanderson (2011) ‘Creative Commons’

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Diegetic vs Mimetic

• In the narrative world of

the characters

• For the benefit of the

audience

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Getting it wrong

• “There are entire movies contained inside today's games …

Unfortunately, video game developers and the players

themselves don't often see this connection. Corners are

cut, sacrifices made, flat-out wrong practices are repeated

time and again, and the gaming media looks upon it and

proclaims it good”

– Andrew High (composer), 2012, Gamasutra

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