However, better technology does not equate to better music.
In fact, sometimes the simpler tunes are the most memorable. Plenty of basic
tunes have accompanied game along their development, becoming synonymous with
the games themselves. They evolved alongside the graphics into theme tunes
which in some cases are still used in those games. Theme tunes are an easy
shorthand to represent a game even if it goes through major graphics
reinventions, and create some amount of nostalgia for long-time players.
My own gaming experience has been solely limited to PC
games, which for some don’t seem to produce the same scope of memorable theme
tunes. The nearest thing I’ve probably experienced is hearing the Elder Scrolls
theme song in the Skyrim teaser trailer and thinking “well, about time”. The
main theme music for Skyrim purposely uses the same melodies as the previous
games. Subsequently, the lack of the TES theme music in the recent Elder
Scrolls Online cinematic trailer has been one of the most common complaints –
as people have rightly pointed out, without the signature music it could be
advertising any generic fantasy game.
While sound for games is still system-intensive, the main
limitations for quality are mainly down to skill and budget. This is part of
the development of games into a large industry, with increasingly large budgets
and production teams. There’s been a demand for the quality of the music to
increase alongside the graphics, to a point where it’s no longer feasible for a
single person to produce sound for an entire game.
Sometimes it’s not just ingame music or theme tunes that get
associated with a game title. The Assassin’s creed: Revelations cinematic
trailer featured a vocalised song by a group called Woodkid, which has become
irrevocably associated with that particular game. You also get songs written
specifically for the game, such as the songs during the end credits of the
Portal games, which were written specially for the games.
Composing for video games is now not all that different from
film, and some composers working in games, such as Michael Giacchino, also work in multiple other genres such as film
and TV.
Music for games is increasingly gaining the recognition it
deserves. In 2012, for the first time, the Grammy awards included video game music
as contender for Visual Media awards,
For a large part, sound in games is used much the same way
it is in film; to convey mood and to create tension. This happens right the way
from the title screen – action games have heroic or upbeat title music, horror
games will play something creepy to set the mood.
This works within the game too, on a more specific basis.
Thematic or more neutral music might play when the player is just travelling
around the map, but when the player meets an enemy more fast-paced ‘combat
music’ will start playing, drawing them into the action. As in films, the
choice of music and sound has a huge effect on players’ experience of the
games, and really shouldn’t be underestimated. Amnesia, for example, is much
less scary without the player character’s rapid breathing, but with the sound
on that alone can get your heart racing, even when there’s nothing to be afraid
of.
Sounds can be used to convey information to the player much
more quickly than visual information can, especially during situations where
the player has to focus on multiple things at once. The combat music mentioned
above also serves to alert the player to the prescience of enemies that the
character would have noticed, even if the player did not. During combat, there
will be different sounds for the player getting hit, and for the player landing
a hit on an enemy, and even for different types of attacks. Having different
sounds leaves the player free to focus on aiming and moving around, and only
checking their stats when prompted.
Sounds might also inform the player about things happening
in their environment, such as telling them a gate has opened, whether a lever
or button has worked or not. Footsteps of enemies alert the player to enemies
they can’t see, especially in first person games. Sometimes musical cues are also
used to tell the player they’ve completed a task or finished a level.
Voice acting in games is a fairly recent development,
although it’s quickly become expected in any large-budget title. It’s not particularly
vital, since there’s little that can’t be conveyed through text, but it adds
another level of realism and depth to the game. On the negative side, it limits
the amount of dialogue and greatly adds to production costs. If done badly, it
can be worse than having no voice acting at all. This is more a problem in
games with dialogue options than in linear games where voice acting is scripted.
It’s very difficult to make conversation seem natural, and if you play a game
for 40+ hours anything the characters say more than once will become noticeably
repetitive unless it’s only said once.
One way games get around this is to create a made up language,
since if the player doesn’t understand what’s being said it doesn’t become
repetitive. The most well-known example is The Sims, where all the characters
speak ‘Simlish’ – which has since been coined as a general term
for any conlang used in games for the purpose of remaining ambiguous.
Other examples of this include Magicka, where – unlike in
The Sims - the (mostly) nonsense words are accompanied by English subtitles. In
this game, the use of simlish is mainly a way to reduce voice acting costs and
to make the game easier to translate into other languages, although it also
adds a certain charm.
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