writinginteractivemusicforvideogames
writinginteractivemusicforvideogames
THE LANGUAGE OF
MUSIC STORYTELLING
IN GAMES
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16 CHAPTER 1 THE LANGUAGE OF MUSIC STORYTELLING IN GAMES
There are several key differences between scoring for linear media like film and scoring for
video games. If we look at a direct comparison between films and games, as you’ll see in
Table 1.1, you’ll begin to discover and identify some of these key differences.
This interaction between player and story in video games creates a reactive feedback loop, with
each one affecting the other. The level of interaction is determined by the rules and mechanics
of the game and is usually controlled by the player through a game controller or a keyboard/
mouse combination.
This active interaction between the game and the player also affects how the music must
change and react to player decisions. The music must be written in such a way that it is adapt-
able based on the player interaction. Throughout this book you’ll learn about different ways to
compose adaptive and interactive music compositions for video games.
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WHAT MAKES A VIDEO GAME UNIQUE? 17
Casual games (Tetris, 1984; Bejeweled, 2001; Diner Dash, 2004) that are played from beginning to
end might be only 2 to 3 hours in length, whereas a massively multiplayer online roleplaying
game (MMORPG) like World of Warcraft (2004) might have a play experience totaling more than
50 hours. Typically AAA (pronounced “triple-A”) console titles for Xbox or PlayStation have a
play experience that lasts 10 or more hours.
Table 1.2 summarizes the differences in the length of play between different game types.
The time it takes to play a game depends on many different factors, including length of the
story, game variability, and the experience of the player. These additional factors are discussed
throughout the chapter. In some very large games, players sometimes play for as much as 20 to
30 hours per week!
Many games today also have expansion packs that allow the game to grow by extending the
player experience with new storylines and additional content. These expansion packs may also
increase the amount of music in a game. Popular games that include expansion packs include
Angry Birds (2009) and Bioshock: Infinite (2013).
note
Game players from around the world play MMORPGs together on computer serv-
ers where they interact with one another in real time, helping each other with
quests and battles. These games are massive in scope and take hundreds of hours
to complete. Consider the scale of a game like World of Warcraft (2004):
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18 CHAPTER 1 THE LANGUAGE OF MUSIC STORYTELLING IN GAMES
Number of Plays
The play experience in games is significantly longer than the experience with most linear
media. Consequently, players often don’t finish games in one session. Instead, it typically takes
many sessions for a game player to finish a game.
This has direct implications for the music. How do we approach the interruptions caused by
players stopping and starting in our music? Is there a way to bring the player back into the story
more seamlessly, reminding the player where he or she left off?
A composer can use several different approaches to enhance the storytelling in the game
between interruptions. For example, composers often use thematic material to tie the story
together by representing characters or places in their music. The “Music Conceptualization”
section of this chapter discusses this in more detail.
warning
THE REPETITION PROBLEM George “The Fat Man” Sanger—a pioneer video game
composer primarily known for his work on Wing Commander—is generally credited
with the quote “Repetition is the problem” with regard to video game music.
You may have noticed in Table 1.2 that the play experience is typically far longer
than the music can support. Video games in the past have been known for their
repetition, and it’s a problem to look out for when developing music for video
games.
Composers must take this issue into account when creating their scores. To mini-
mize music repetition in games, composers frequently look to interactive composi-
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WHAT MAKES A VIDEO GAME UNIQUE? 19
tion techniques. Modern composers have many more options for getting more
mileage out of the score by using various interactive techniques that you’ll learn
about in this book.
Game Mechanics
In addition to a storyline, video games have specific game mechanics that make them differ-
ent from film. These mechanics or rules define the play experience and dictate how the player
interacts with the game system. For instance, in the early arcade game Space Invaders (1978),
the basic gameplay mechanic is to shoot the impending alien march while avoiding getting hit
by the enemy’s lasers or having the aliens reach your home world. Put even more simply, the
mechanic is about winning or losing a specific game level. The player’s skill level determines
whether the game continues or ends. Other examples of game mechanics include solving
puzzles, taking turns, racing against a clock, beat-matching, and many more.
Game mechanics are a system of rewards and challenges that a player faces when entering the
game. Game music systems need to be aware of game mechanics and, in turn, enhance the
play experience by supporting these mechanics.
Unlike in linear media, where a composer can synchronize the music to a specific frame num-
ber, the game storyline is driven by the player. Synchronization in music is achieved by follow-
ing changes in emotional context. These changes then direct how the music might play, in the
same way that a conductor cues the woodwinds in a symphony.
The interactive music system in a game can take into account many different factors besides
location, including the player’s health, proximity to enemies, various artificial intelligence (AI)
state(s), the length of time the music has been playing, and so on. These variables can help
change and adapt the music so it is synchronized to the events that unfold for the player.
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