Game music: a canon all its own

 

            Nothing makes battling a space pirate or evil sorcerer more thrilling than an exciting suspenseful soundtrack, and a goofy, absent-minded wizard is best accompanied by a light-hearted melody.  Music is an integral part of the gaming experience.  The abundance of the genre today just begs for serious study.  How has it developed, both due to advances in technology, and the increased importance it is accorded by video game developers?  How does the musical soundtrack enhance the gaming experience?  What are the cultural contexts of the game music canon, both in terms of the game, and the society at large?  What role does it play in the academic canon, and why does it belong in a genre all its own?  Tracing the development of video game music, its treatment by the music industry, as well as the game developers themselves, and looking at the cultural ramifications that distinguish the game music experience from other forms of music, I hope to establish that game music does deserve treatment as a musical art, as well as demonstrate its uniqueness, which makes it deserving of its own genre.

 

Game music history: An overview

 

            Video game music itself has run the full gamut of western musical history as technology improved to allow a progression from homophony to polyphony, and finally harmony.  Early programmers often converted baroque pieces to accompany their games, including Atari Frogger and Nintendo Gameboy Tetris.  Later companies hired composers, who faced the challenges of hardware that could only support two or three voices, and who developed arpeggiation techniques to simulate four-part harmonies.  Present-day game scores are so rich and of such high quality that soundtracks are sold as independent audio CD albums.  How did technology and the seriousness with which video game music came to be regarded by the industry affect the quality of the music over the course of its development?

            The earliest gaming systems, like the Atari 2600, released in 1978, could produce two sounds at a time, but memory was limited, so games with higher-end graphics used homophonic tunes.  Programmers would often use fast alternating melodies to simulate two-voice counterpart to save space.  Many early games also did not hire composers, but produced short scale-variant melodies, or transcribed baroque or classical pieces.  Two examples of this are the tracks from Frogger and Pitfall. (listen: 1,2)

            The Nintendo Entertainment System debuted in the United States in 1985.  This system could produce four simultaneous sounds, “One sine, one noise, two pulse-wave voices, with one voice channel of 7-bit delta-modulated sample playback” (Belinkie).  Programmers learned to balance music and sound effects, having one channel drop out at key moments to produce effects, then returning to the regular musical line.  Early composers had to overcome the limits of the system.  Rich harmonies and the maintenance of listener interest was difficult with only four voices to manipulate, especially since the average game player would be hearing the same set of tunes for hours on end. Programmers worked in close conjunction with composers to develop creative tricks that enhanced the musical experience.  Assigning one voice to play rapid arpeggios could fool the ear into hearing a sustained chord, real-time waveform shaping superimposed articulation onto pure waves, echo and chorus effects were established with a doubled melody line playing a millisecond off (Belinkie).  Obviously, these early composers had to have a great deal of technical know-how, working for specific game companies, much like early classical composers and their sponsoring patrons.  A great example of this is Super Mario Brothers by Koji Kondo (listen: 3).

            In 1991, Nintendo released the Super Nintendo Entertainment System, which could produce eight simultaneous voices, an audible improvement over the earlier model, but still not capable of implementing orchestral scoring.  Some of the other important improvements were developed, besides the eight voices.  One was the capability for real articulation, through built-in digital delay (Belinkie), which removed the need for complicated mathematical formulas just to apply rhythm.  Another advance was the use of sampled tracks (Belinkie), small snippets of music that could be played back at any point in the game to correspond with specific user actions, such as blowing up a bomb, obtaining a special sword, or losing a life.  Memory still wasn’t cheap, and graphics required a great deal of space, so music was a bit of a back burner.  Composition practice also didn’t change much, requiring writers to work in close conjunction with programmers and designers.  The actual voices had to be divided between sound effects and drum tracks, another serious limitation on what the system could produce in terms of pitched tones.  The most successful composers wrote simple melodies that gamers could easily identify with specific scenes in a game, such as the overland theme from Legend of Zelda, by Koji Kondo (listen: 15).

            1995 saw a musical revolution with the advent of Sony Playstation, which allocated much more memory for sample storage, and even stereo playback.  As Jim Aikin wrote in Keyboard magazine, “opportunities have never been greater for …[composers] who want to write music for computer games” (Aikin, pg 17).  The Playstation console could produce twenty-four simultaneous voices, allowing composers to approximate orchestral scoring using three different types of music (Belinkie).  The first music file format was the MIDI (listen 4 – 14).  This had the lowest quality sound of the three, but it used very little storage space, which graphics programmers loved. MIDIs also have an interactive quality other formats do not.  You need only apply a little math to raise the entire piece up one third, or increase the tempo, giving the music a more frantic quality to accompany, say, a character on her last life.  Due to memory limitations, and the interactive nature of MIDIs, they are the most common music format used for most games.  The second type of music file is a MOD (Digital Module), which uses short recordings of instrument sounds at varying pitches, and combines them to create a song.  These take up more space than MIDIs, more processor power, and are more difficult to compose successfully, but results yielded are nearly CD-quality.  The third format available for the Sony Playstation is Redbook Audio, which uses digital audio in the same way a CD does, with comparable quality.  The memory requirements are significant, as are processing demands, and interaction is impossible.  Redbook Audio is used primarily for opening, ending, and other film sequences (listen 23).  Nintendo 64 also produced 24 voices, but did not use Redbook audio (Compare SuperNES with N64, listen: 15, 16).

            In the United States , personal computers (PCs) yielded a score of new games.  Broderbund’s Myst and Riven are CD-ROM PC games with high-quality interactive sound (listen: 18,19).  Virgin Records released a soundtrack for Riven, by composer Robyn Miller, which was advertised in Rolling Stone magazine.  Another good example of PC game music is the track from Microsoft Age of Empires (listen: 20,21,22).

 

Context: the game

 

            Game music is written for a game.  While painfully obvious, it is far too often the case that when analyzing the quality of the music it is divorced from its context.  We will discuss the elements of game music that lend itself to the gaming experience.  The National Academy of Recording Arts & Sciences, for example, requires that for any interactive game music soundtrack to qualify for a Grammy Award it must be released separately in music outlets.  Game music’s value is derived from its role in a game.  Beethoven’s 5th Symphony might be really great, but it probably won’t do anything for a skateboarding or car-racing game. 

            Gamers agree, melody is key.  Whether other styles have relevance as a musical form, it is nonetheless the case that for a game to sell, it must be marketable, and so the music must serve the listener’s tastes. “If I never play another game with ambient sounds instead of music in the background, I’ll die happy,” says gamer [Anonymous].  “I always feel like I’ve been ripped off when I get a game with sound effects instead of music.”  From her essay on what makes good game music, I gathered that her use of the term “music” refers to melody, rather than the often harmonic progressions of “ambient sounds.”  Eastern influence is evident here.  Japanese game composers focus on the solo, with harmony as background to appeal to a Western audience. When Uematso was asked to write the music for the first Final Fantasy, he began by composing melodies for each scene, then went back and added Western-style background parts. (Belinkie)

            Mood is an essential part of the interactive experience, and it is for this that game music is written (listen: 4, 8, 18). Composer Mark Miller says, “The game-playing experience is essentially an adrenaline rush.  So one of the functions of game music is to get you psyched up about blowing things up, about driving 150 miles an hour around the track.  The one quality that’s most characteristic about game music is that it captures that feeling of riding on the very, very edge” (Rideout).

 

Context: the culture

 

            Game composers hail from those technology-rich countries where games are played.  It’s that simple.  It’s no surprise, then, that the musical influences are Western, American in particular, and Japanese.  While only a limited number of American game soundtracks are independently marketed, Japanese game tracks number in the thousands.  Many of the most highly praised video game composers hail from Japan .  Why is the genre accepted and popular among the Japanese, and not nearly as much here in the United States, and how are game composers regarded by their fans?

            Due to the limitations of the early game systems, melody was much easier to establish than full rich harmonies, putting the Japanese in a better position to compose for the games than their American rivals.  There is also the fact that all major video game systems are manufactured in Japan , and the earliest were all designed and developed there as well.  Koji Kondo composed the Super Mario Brothers score, thus establishing the melody-driven standard (listen: 3).  The Western tonal system made the track appealing to their American audience.  Koichi Sugiyami, a Western classically trained musician and film score composer, writes the track for Dragon Quest, and introduces orchestra-like harmonies to game music (Belinkie).  While Sugiyami introduced an important element into the game music genre, his later efforts resolved to more compromising emphasis on melody, in the style that Uematsu establishes with Final Fantasy.  Uematsu taught himself piano at age 12 in the hopes of becoming the next Elton John.  He soon discovered that his talents lay in composition.  In 1985, Squaresoft offered the young struggling artist a job, and the rest is history  (Struck).

            Composing for games today requires much less technical know-how, and the genre is appealing for its immediate paycheck, instead of writing a song, and hoping it’s a hit.  Composer Mike Pummell works in a state-of-the-art recording studio, but he needs to rely on creativity to produce the sounds he wants.  While creating the soundtrack for Loony Toons Space Travel, Pummell brought in some 60-year-old trumpet players to create the old Warner Bros. sound that the synthesizers just couldn’t duplicate (Belinkie).  Most Game composers today do not work for one game company, but for a specific game music company, or just compose music for a variety of jobs.  American composer Darryl Duncan left the mainstream music industry, where he wrote songs for artists such as Michael Jackson, Anita Baker, and Jeffrey Osborne, as well as motion picture soundtracks for Police Academy 4, and Revenge of the Nerds.  He founded GameBeat, an independent music production company (Belinkie).  Acknowledging the changes in the game music industry, some game publishers put together a soundtrack out of contributions from demographically desirable artists, and increasingly, game music is regarded as the property of the composer.  Big Fat, Inc. helps composer win back the audio CD rights to their work (Lindsay).

            Popular music groups and composers are seeing video games as an unexplored market.  Game producer Hunter Smith says, “These bands struggle for people to hear their music.  If they get in a game like ours, suddenly millions of kids are listening to their songs over and over.” (Kushner) 

Game composers consider themselves cutting edge, yet also artistic musicians. Composer McConnel says, “Bach was utterly aware of the latest developments in technology.  He was intimately acquainted with the latest organs and tunings for them” (Lindsay).  Most will agree that it’s a pretty cool job: “you can meet and talk to famous people, like quarterback Joe Montana, astronaut Buzz Aldrin, or actor Omar Sharif… [and] you’ll see your nieces and nephews play the games that you programmed the music and sound effects for… those are benefits that I really like” (Deenen).

            Game music runs the full range of musical styles.  Some composers employ full orchestral scoring techniques, such as Peter McConnell, Nubuo Uematsu, and George Sanger.  Other games draw from the popular music spectrum with artists like David Bowie, Garbage, or Dandy Warhols.  Games like Tony Hawk Pro Skater, Quake, and racing game Gran Turismo make exclusive use of popular music titles. The modern composers hail from locations around the globe.  Adam Page, a top reviewer from Soundtrack Central states, “I enjoy game music because it typically represents a wide diversity of musical voices; not just those of Japan and America .  The artists I typically listen to have the freedom and the guts to employ styles from around the world, something that certainly can’t be found in the U.S. pop market.” (Belinkie)

 

Canon: within and without academia

 

The musical canon studied at university music departments in the United States tends to focus on Western tonal music, and although recent study is being undertaken to discover the exciting contributions that other musical genres have to offer, it is sorely lacking in certain areas.  Jazz, popular music, and “world” music have earned the accolade of study, and even movie music is making inroads into the academic mindset, but almost entirely ignored is the great wealth of game music, no longer the annoying blips and bleeps of the 1970s, but fully orchestrated, originally composed scores that run their own full range of musical genres.  What are the reasons, obvious and otherwise, for disregarding this musical form entirely, and where does game music fit into the canon?

            In 1999 the National Academy of Recording Arts & Sciences (NARAS) announced that interactive game music could compete for Grammys, lending credibility to a previously underrated genre.  Three new categories were for best soundtrack album, best song and best instrumental composition for motion picture, TV and other visual media (Saltzman). Only those game soundtracks released separately in music outlets qualify.  Game music must also compete in the same categories with movie soundtracks, which are held in much higher esteem.         

            Americans generally tend to scoff at game music as serious art.  Duncan recounts, “I once played the entire ending theme from Final Fantasy VI on the piano in class, and [the other students] thought it was amazing…until I told them it was for a video game, at which point they started ridiculing it” (Belinkie).  There have been some attempts to release game music soundtracks as audio CDs in the U.S. with little success.  One reason may be the association of gaming with children and toys.  Most adult-oriented games are for the PC, and more of them are developed by American companies, which also have less history and experience with serious game music than Japanese companies.  Computers in Japan were not popular until the late 1990s, and still do not enjoy the widespread use observable in the U.S.  Belinkie looks to the Japanese alphabet, which consists of 75 primary letters, 75 alternative letter, and thousands of other characters.  Try typing on a Japanese keyboard and tell me if you like computers.  Game consoles are used by adults in Japan just as much as by children, and so game music is held in higher esteem.  Arrangements of Koji Kondo’s melodies are performed by the Tokyo Symphony Orchestra to overflow crowds, but it is not considered high art (listen: 17, 24, 25, 26).  Concert halls feature Nintendo concerts because Nintendo sponsors them, and game composers are just as unknown as movie soundtrack composers in the U.S.  However, game music in Japan is an important element of pop culture.  We may not know who wrote “Oops! I Did It Again,” but we all know the name Brittney Spears.  In the same way, a Japanese fan might be able to sing the main theme to Final Fantasy VIII, but won’t know the name Uematsu.

            To what genre does game music belong?  My answer is “none of the above.”  Game music certainly does not fall into the realm of Western music, nor does it fit the “World” music category, having its source in such a portable venue.  With composers from varied cultural backgrounds, it is nearly impossible to relate game music to a specific contextual environment.  The closest fit would be popular music, but that is usually conceived as lyrical songs we hear on the radio.  Although the NARAS groups it with movie and other media soundtracks, I find that too tight a pigeonhole in which to squeeze the interactive experience that game music complements.  As James Lendino points out, “The ‘game music composer’ faces a slew of challenges unheard of in established venues such as film scoring” (Lendino, pg 447). So, what is game music?  Well, it’s just game music.

            Western academia lacks the tools to properly address the subject of game music.  Biography, musical notation, tonal analysis…can these tools be applied to game music?  Certainly.  I can tell you right now, however, that these approaches are not enough.  These methods of investigation will not yield appreciation for the true genius required to create a four-voice score that will enhance hours of game play without driving the listener to distraction.  Can these tools demonstrate the thrill of danger a player feels when a familiar theme heralds the approach of a truly horrendous bad guy, or how a simple increase in tempo makes your heart start pounding in your chest?  In order to truly understand the musical talents of game composers, the ethnomusicologist’s study of context is essential.  

 

Conclusion

 

            Game music is a genre all its own.  The cultural background is global, and as technology advances, has become even more so.  It encompasses musical styles of all kinds, and its interactive quality cannot be ignored when judging its value.  The musical abilities required to compose for the game medium are not small, due to the technical limitations imposed on the artists.  While game music is sometimes admired as an element of pop culture, it is not appreciated at large for the musical art that it is.


 

References:

 

Aikin, Jim. “Jamming at the Computer Game Developers Conference”

            Keyboard August 1994, 17.

[This article discusses the author’s experience at a game developer’s conference, and the concerns composers and designers face in writing music for games.]

Aikin, Jim. “Music in the Myst: How a minimal synth/sequencer setup turned the trick on this year’s hi-tech CD-ROM hit”

            Keyboard September 1994, 13.

[Jim Aikin praises the achievement of composer Robyn Miller, for his composition for the hit PC game Myst, using limited technology, and much creativity.]

Belinkie, Matthew. “Video Game Music, Not Just Kid Stuff”

            Video Game Music Archive: http://www.vgmusic.com/vgpaper.shtml 

[Although this might be more appropriately listed under Web Sources, this is an incredible paper by a Yale student on the development of Video Game music.  He incidentally cites some of the sources I have discovered.]

Deenen, Charles. “Adventures in Programming Music and Sound for Video Games”

            Keyboard November 1992, 47-55.

[This is a highly technical article explaining how to compose game music using standard keyboard equipment, and how the techniques have changed over time.]

“Fox Seeks Unsigned Bands for Game”

            GameWEEK Sep.18, 2000: http://www.gameweek.com/search/wholestory.asp?ID=2984 

[This is actually an ad by Fox Interactive and Indiespace.com calling for bands to upload original songs, out of which will be selected by Fox for inclusion on a bonus CD to be distributed with their new game.  I thought this was an interesting ad, demonstrating the growing use of original soundtracks for computer games.]

[Anonymous]. “The Truth About Video Game Music”

            Mastergamer.com: Contributor requested that his name be removed

[While this is only a personal diatribe on video game music by one gamer who is a member of this site, it does have an interesting list of criteria for what makes good video game music.]

Kushner, David Zakeri. “The Sport of Extreme Cross-Promotion”

            The Village Voice Vol. 43 Apr 21, 1998: 90.

[ This article addresses the new promotional techniques of record companies and bands, who are making soundtrack deals with computer game companies, producing both game tracks, and audio soundtracks.]

Lendino, James R. “Scoring for the Modern Computer Game”

            Proceedings of the 1998 International Computer Music Conference October 1-6, 1998. 447-   450.

[This article illustrates the techniques used that have advanced the compositional “bar” for the game music composer, and analyzes several games that have been historically significant.]

Lindsay, Greg. “Computer Music Goes Grammy”

            TIME Digital Dec. 8, 1998: http://www.time.com/time/digital/daily/0,2822,16673,00.html 

[This author notes the progress of computer music from “blips and bleeps” to “full orchestras,” discusses some of the more successful computer game composers, and the inclusion of a computer game soundtrack category in the Grammy awards.]

Pecknold, Rob. “The Best Video Game Music Composers”

            MasterGamer.  http://www.mastergamer.com/featuresmusic.html 

[This is an article discussing some of the more prominent game music composers, including Nobuo Uematsu, Yosunori Mitsuda, and the mysterious Tappy.]

Rideout, Ernie; Battino, David; and Javelosa, David. “We Got Game Music.”

            Keyboard March 1999: http://www.keyboardmag.com/ 

[This article asks an important question, “As technological boundaries are pushed, does the role of music change?”  It argues that the function of game music is to enhance the game experience, and that modern game tracks achieve that goal.]

Rippy, Al. “Ensemble Studios - Music from the Ages 01”

            Studios Team Journal http://www.ensemblestudios.com/news/devnews/musicages1.shtml 

[This is an excerpt from a journal kept by the game music developers of Microsoft Age of Empires.]

Saltzman, Marc. “Computer games' soundtracks rockin' big time”

            USA Today Arlington, VA; Oct 22, 1999: 05.E

[ The complete text for this article can be found online under a different title: “Game soundtracks making noise,” at

 http://www.usatoday.com/life/cyber/tech/review/games/cgg094.htm This article discusses several artists who are producing game soundtracks, predictions about the future of the game track industry, and the inclusion of Interactive Game Music as a Grammy award category.]

Struck, Shawn. “Nobuo Uematsu Interview”

            http://www.angelfire.com/ny/jaxom17/interview.html 

[As the title suggests, this is an interview by Shawn Struck, with game composer Nobuo Uematsu.]

Vanous, Cindy. “Quest for Grammy”

            GameCenter.com: http://www.gamecenter.com/News/Item/0,3,0-2206,00.html 

[This is an article by the member of The National Academy of Recording Arts and Sciences, and composer for Sierra On-line, who proposed adding an Interactive Game Music category to the Grammy awards.]

 

Web Sources:

 

The Game Music Ring

            http://www.geocities.com/TimesSquare/7744/gmring.htm 

            [This is a web ring “dedicated to the promotion and appreciation of game music.”]

Video Game Jam

            http://www.kontek.net/vgjam/ 

            [This site contains guitar and bass tablature for video game music.]

Video Game Music Archive

            http://www.vgmusic.com/ 

            [This site contains an extensive archive of MIDIs of old and new Video Game tracks.]
Nintendo Themes, A Cappella

            http://gprime.net/video.php/nintendothemesacappella


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