Video Games and Soundtracks

July 12th, 2009 § 0

mass-effect-1

Video game soundtracks are rarely on the top of list when it comes to finances, and rarely even listed on review scorecards. Yet, as a medium the industry still seems hell bent on retaining a cinematic nature with the sound and to this end the industry is failing.

Now, to be fair, sound effects are usually high on the list of “things to make a game good” but the actual soundtrack itself usually finds itself following basic film tropes:

*Large orchestrated pieces
*Midi synth
*Rock ‘n Roll/Pop Music
*Complete lack of music

There are a few games that I’ve been playing recently which have attempted to, and in some cases succeded at creating an excellent soundtrack — I’m not talking about the excellent Zelda theme and its subsequent rehashings, or the massive scale Final Fantasy orchestrations, or even the highly addictive music of puzzle games — I’m talking about a few games I’ve played recently that have attempted not to bridge the gap between cinema and game, but actually make a soundtrack specifically for the medium.

Mass Effect

Mass Effect fails miserably on most counts when it comes to the soundtrack, like many games before it and certainly many more to come, the designers decided on large scale Hollywood-style orchestrations for the majority of the game. However, at certain points Mass Effect nails it with minimalist, small scale science fiction arpeggios that feel, well, just right. It’s a science fiction game, it takes place in a science fiction universe, it follows science fiction theme’s and ideals — man/woman goes on mission, things go wrong, man/woman must save universe. Occasionally the soundtrack kicks in, lightly, as background, with the feeling of experimental ’70s electronic music, when this happens it is absolutely perfect — immersive, gut wrenching, hypnotic. Unfortunately this changes during cinemas to an orchestra and the whole thing falls apart.

Fallout 3

Fallout 3 has an excellent soundtrack. That said, it’s a very short soundtrack, maybe 40 minutes of actual music. Weirdly, this in game music, which is controlled by a radio by the player isn’t what happens during sequences with event triggers. You walk out of the vault for the first time and what do you get? An old timey jingle? No, for some reason you get a large orchestrated piece that doesn’t fit in with the rest of the game. It’s mindblowing that this is what they decided to do. They create a world in which the ‘50 lived forever, and then shatter the world with modern music pieces. They weave an in game radio into the plot, filled with propaganda, old time songs by the Ink Spots, Roy Brown, etc., then toss in orchestrations that make little sense. Why not use the same licensed soundtrack to convey the plot? Why wouldn’t “I Don’t Want to Set the World on Fire” have worked for the player’s first step into the Wasteland?

inFamous

inFamous is a game that really, truly nails the very idea behind a video game soundtrack. That said, it’s not executed particularly well, but the foundation is there. The soundtrack is written and recorded by Amon Tobin using real world objects — trash cans, concrete, junk cars. This works perfectly for a game taking place in a half-destroyed city. The game itself is nothing particularly special, but the soundtrack is an excellent example of developers actually thinking about what the world they’ve created would sound like.

Final Thoughts

It’s no mystery that the industry needs to step away from film tropes if it wants to come into its own and tell its own types of stories. At the same time the industry needs to come up with its own way of conveying story through music. Soundtracks are an important part to any film — and most of us have our own personal soundtrack running through our heads throughout the day. Why wouldn’t our digital avatar’s have the same thing? What would these worlds, created from scratch sound like? What would I be hearing in my head while exploring a desolate planet, or an apocalyptic wasteland? Orchestrations? Unlikely.

If we look back at where the medium was heading 20 years ago we’ll find scripting like iMuse that attempted to set up soundtrack triggers to help convey themes. This was a stepping stone that didn’t seem to lead anywhere (we’re still here, just play any Call of Duty game and look for the line you need to step over to start the moaning violins and epic horns), but did set up some interesting ideals and systems to execute a soundtrack. Recently we’ve been getting dynamic systems in games like Far Cry 2, where weather, environment and pace are reconciled into the score (Far Cry 2 is another example of a game that attempted to go above and beyond in the soundtrack department, using instruments native to Africa while attempting to create mood and atmosphere with their dynamic system). These dynamic systems are likely the future of video game soundtracks (or, more accurately, are currently the way many work, event triggers not withstanding).  However, the soundtracks themselves have got to fit the mood of the rest of the game. I don’t need every game to have massive orchestration, I don’t even want that. Orchestrations are Hollywood tricks to make you feel when the director can’t completely convey a point — tearing up at the end of a movie when someone dies because the actor’s can’t hold their own (okay okay, also they are to enhance the mood). A true score needs to be able to be manipulated and changed to fit the player’s actions, no matter how unexpected those are.

I’ve got more to talk about here in regards to the possibilities for new systems and mechanics, and will do so soon.

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