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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
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?
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 – Develop 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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