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By
Rich Goldman
Gamasutra
CGDC Roundtable Report, April
1997
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CGDC '97
Roundtable Reports

"Relevant"
Music Scoring of Next-Generation Games
These proved to be interesting
and revealing sessions. The intent was to explore the degree to which
game designers, producers and composers are open to creating music that
best fits each game, without preconceived ideas of what "game music"
should be.
The sessions started by discussing the fact that we are still in the
early days of game development not unlike the early days of film. The
first sound to accompany films was a piano player and it took time for
music to find it's place once music and sound became an intrinsic part
of film production.
Unfortunately the sessions did not attract many game designers and producers
as hoped, but did in fact see a good deal of the people creating music
for games, both independent and in-house composers and sound designers.
Everyone seemed to be in agreement that better sounding music and SFX
in the games now has a higher priority with game companies. But even
though the key point of these discussions was how to focus in on the
most appropriate music to accompany a game, the discussions would always
go in the direction of the roadblocks that seem to prevent the most
relevant music from actually being produced. With a few exceptions,
most of the participants expressed frustration on how they are limited
in the approach that they can take for the musical content of the game.
These topics are examples of some of the points brought up by the roundtable
participants:
- 1. In many cases
it was reported that technical limitations that could have been substantially
reduced had the composer been brought on board earlier in the game
development. It seems that music considerations are often dealt with
late in the game design resulting in a sonic experience scaled down
from what was originally hoped for. Often the composer can suggest
a number of potential methods for dealing with the music and sound,
which if looked at early on can bring improved sound without having
any more weight in the game.
- 2. The lack of
a clear team leader as far as the music is concerned, or too many
cooks was another subject brought up. When it comes to music, six
different people in a room will very likely have six different opinions
on what the music should sound like. In situations like this the music
is bound to suffer as the composer tries to accommodate all the different
tastes.The result is usually a homogenized track and a composer with
fried brains. A more focused and often less expensive soundtrack usually
develops when there is a group leader who has a good grasp of the
intended aural portion of the game and who has final say.
- 3. There was also
a concern over "rocking the boat" and not being awarded the job if
the composer's instinct tells him that the musical concept should
be different from that of the game designer. It was discussed that
some game designers are more open than others when a composer feels
strongly about a potential new direction that the musical content
can take. A potential solution was to create a second demo in addition
to the music style requested so the team can consider the new direction
that the composer is suggesting. Of course that option would depend
on available time and budget considerations.
- 4. It was discussed
that there were more requests for "interactivity" in the music, which
can be achievable but is more labor intensive, and the budgets in
some cases don't appear to have expanded to support the additional
work. There were a number of approaches discussed depending on the
platform involved including: additional MIDI tracks added at higher
action sequences of the game, short individual MIDI sequences that
can follow any other sequence in the level and play with the appropriate
action, use of Sony XA files on Playstation games which switch from
one track to another in synch to enhance the game among others. It
seems that some producers are not as aware as they might be that in
addition to the composing and creation of the music, there is a significant
amount of time required to accomplish some of the above mentioned
processes and that the need for "interactivity" needs to be addressed
early in the budgeting process.
After going over these issues
over the three days, several things became apparent. The group agreed
that there needs to be more education on the part of the producers and
game companies if there is in fact a desire to improve the overall level
of music and sound in games.
We also identified that much of the problem may be on the shoulders
of the composers, music companies and sound designers, by not working
collectively to promote how important it is to involve the music and
sound designers earlier in the game design process. This early involvement
seems to be the prevailing theme that came out of the discussions.
I think we would all agree that if a game sounds great and further enhances
the emotional atmosphere, it will help take the game experience to new
heights.
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