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Author Topic: NPR Segment on Video Game Music  (Read 2788 times)
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glendower
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« on: April 12, 2008, 09:10:54 PM »

Did anyone hear the segment on NPR today (Saturday 4/12) about the "history" of video game music? They started off playing the symphonic theme from Final Fantasy (which is always very moving Smiley ) and then started talking about how music in games wasn't important at first, but then stress how important the game music was... it was a little bit of a confused thesis. Anyway, they talk about games like Pac Man and Space Invaders. From there, they gloss over the next, roughly, decade and a half of game music as "simple beeps" and are even dismissive of the Super Mario Music as being simplistic and unimportant. The next stop that they explore with any depth is Myst and the CD-ROM revolution. From there they go to BioShock.

If anything this was a little lazy, though the topic is trivial to most. I think that they had a conception of what they wanted the "history" to be and then just let it unfold this way. I think that it would have shown an even more interesting progression and evolution to discuss the great MIDI tunes from the 80s and 90s as valuable contributors to the genre. Sierra deserves some recognition at the very least for their innovative scores and Lucas Arts for IMuse and making music more interactive. But no, simple beeps to redbook audio. I was disappointed... they even gave FF music short shrift, though the spot was anchored in part with it.

I'm sure that this will be available online (NPR.org).

Just venting Smiley
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MusicallyInspired
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« Reply #1 on: April 13, 2008, 01:15:48 AM »

That's horrible. Talk about not doing your research.
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glendower
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« Reply #2 on: April 13, 2008, 02:45:35 AM »

http://www.npr.org/templates/story/story.php?storyId=89565567

There's a link to the text of the audio and some of the music they played.

"Like the purpose of all great music, it's supposed to change your heart rate — to move you and make you feel. Video game soundtracks began to take influence from more serious places, like the Russian folk song in Tetris. But still, video game music was limited by its hardware. That changed with the CD-ROM."

I think that is a true statement, but composers can and have negotiated with hardware to make some very good, compelling music that doesn't compromise with limitations but actually uses computer hardware as a unique instrument. Instead of trying to emulate, simulate, or approximate extant instruments, they have used MIDI and other hardware and emphasized their strengths. Gah... Okay, it's not AS bad as I thought it was when I first heard it, but this just leaps over some important revolutions in game music design.
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Marten
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« Reply #3 on: April 13, 2008, 07:22:13 AM »

My impression is that NPR was looking for another opportunity to talk about "Video Games Live" (which they have covered before in the past) under the guise of a story about "evolution of video game music."

At least it reminded me to check the videogameslive.com website again to see if tickets are yet available for next year's showing where I would like to attend.  (They aren't for sale there, yet.)
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Alistair
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« Reply #4 on: April 13, 2008, 04:52:37 PM »

I would say MIDI is much less important than later chiptunes- say, of the SNES and the like. Video game music would be 1/4 as well known without Chrono Trigger, FF, Secret of Mana, and the like.

While MIDI was great, it had a major flaw- if you didn't have a MT-32 or later on, a SC-55 (or good SBAWE32 or something), and most didn't, you would *not hear the soundtrack as the composer intended*. For all of chiptunes' (console hardware music chips) limitations, the score always sounded the same for all players- depending on playback device quality of course, but that isn't such a big difference.

I agree redbook audio made a huge difference- the most popular Sierra score I can think of is "The Incredible Machine 3", the most played TIM game out there, because of its' publicised CD score (and a really good one too). The MIDI score for the game is awful.


That said, I think a lot of MIDI scores are better than a lot of chiptune scores. But because the majority of people STILL haven't heard the scores "as the composer intended", you end up with MIDI-bashing and comments such as "MIDI quality" and "crappy MIDI" and the like. People think chiptunes are superior because they sound good and their MIDI software/hardware sucks.


Anyway. Marten's post is probably an astute one, but I thought I'd make some points all the same.

- Alistair
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glendower
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« Reply #5 on: April 13, 2008, 11:49:32 PM »

Okay, that's true re: chiptunes. However, they still skip over that generation music for the most part. I think I was over-emphasizing MIDI because I was hoping to hear SOMETHING about Sierra. But I still feel that they jumped over some really great NES, SNES, Genesis, etc. titles. It really sounds like there wasn't a steady progression, but a revolutionary leap from PC beeps to CD audio. I guess they have to cut corners somewhere in a 12 minute bit Smiley
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MusicallyInspired
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« Reply #6 on: April 14, 2008, 12:03:36 AM »

People forget that there were also MODs for many computer games as well which is basically the same as an SPC (SNES song format) and did sound the same on everyone's computer. The Crusader games were one series, Alien Carnage (Halloween Harry), hmm....can't think of many. It wasn't as widely used as MIDI (which saves a lot of file space in comparison), but it was semi-widely used.

But to be fair, that was around the CD-ROM era as well. Disks really were a limitation file space-wise.
« Last Edit: April 14, 2008, 12:10:45 AM by MusicallyInspired » Logged

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BlueMax
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« Reply #7 on: April 14, 2008, 01:44:18 AM »

People forget that there were also MODs for many computer games as well which is basically the same as an SPC (SNES song format) and did sound the same on everyone's computer. The Crusader games were one series, Alien Carnage (Halloween Harry), hmm....can't think of many. It wasn't as widely used as MIDI (which saves a lot of file space in comparison), but it was semi-widely used.

But to be fair, that was around the CD-ROM era as well. Disks really were a limitation file space-wise.

The champion of all MOD-music games - Star Control II.  Best of all, much of that soundtrack was written by the fans themselves!!  Smiley
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Alistair
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« Reply #8 on: April 14, 2008, 02:55:49 PM »

I suppose something else worth mentioning is that some redbook scores were just redone MIDI scores, and some were actual MIDI scores recorded (redone = a remake of a previous MIDI score, or a MIDI score that was adapted for CD and never released as MIDI).

Plus, there are still games that have MIDI scores!

- Alistair
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Caliburn
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« Reply #9 on: April 14, 2008, 05:32:59 PM »

True, the article (I read it, didn't listen) is cursory and a bit dumb, but despite the title (The Evolution of Video Game Music), I don't think they really meant it to be any sort of thorough history.  I think they are saying evolution not in the sense of laying out each gradual step, but instead "it used to be this way, now it is this way," with all the unnatural abruptness that that shift implies.

My biggest complaint is with the careless phrase "something resembling real music."  That video game music was for a long time limited by its hardware is true enough, but once you have enough polyphony (as opposed to, say, the three-voice limit on the PC Jr.), I don't think that limitation extends to the composition anymore, but only to the performance, so to speak.  Otherwise, we have to say that the genius of Mozart does not exist until his work is performed by a competent orchestra, but I have heard some lousy high school orchestras play Mozart, and I think the genius survives, however much the performance assails it.

Also, even granted initial polyphonic limitations, I think it is condescending to assert that the simplicity of very early video game music therefore robs it of its status as "real music".  Is plainchant not "real music," either, because of its stark simplicity?

If we don't want to say either this or the bit about Mozart, then I think we have to acknowledge the possibility that compositional genius can be employed even on a device of beeps and boops.

But this bit in the article is all just sloppy speech that I don't think was meant to have any venom in it.  In the popular consciousness (which, let's be honest, often doesn't accord with reality), beeps and boops really did get directly replaced with the CD-ROM, and it wasn't until the CD-ROM was introduced that so-called "real music" was possible.  It's annoying to see this popular conception get reinforced yet again, but sadly it isn't too surprising.

Later in the article, Joshua Bell's skepticism about Tommy Tallarico's claim that Beethoven, if he lived today, would write video game music is thoughtful and given in good faith.  I do think Bell slightly overstates the current degree to which video game music adapts to the efforts of the player or other external forces from the game.  At the moment, I'd say that, for the moment, there is usually less restriction on the length and the "event-correspondence" of video game music than there is in cinema, not more.  With time, that will probably change, since dynamic music like that of iMuse and OriginFX probably really is the logical outgrowth of interactivity.

But for now, most film music has to eschew classical structures because there usually isn't time to develop music in, say, sonata form, and still stay relevant to the on-screen events.  (For an example, the first movement of many classical symphonies are in sonata form, and note how many of those are about fifteen minutes long.  Contrast this with the average piece by a film composer (if film music can be properly separated into pieces), which is rarely longer than five*, and in the case of people like Thomas Newman, often closer to two.

In video games, however, music for a level or scenario** can in theory develop for a much longer time than it usually does in practice.  (Most game composers have instead chosen to write something shorter and loop it.)  The music often doesn't really need to change in response to the game until something truly drastic happens: the player dies, the level or scenario changes, a scripted event or cutscene begins.  And I daresay the standard "wallpaper" wandering music many video games have could therefore more easily use the longer structures of classical music.  Lennie Moore's score for Outcast does this to a greater-than-average degree, and I'm sure that's not the only example.

At the end of the day, though, Bell may be correct that if you are interested in music strictly as music, you are probably going to avoid fields that cause you to write music that has to serve any goal other than the listenability of the music itself.  That obviously didn't stop composers like Prokofiev and Shostakovich from writing for film, but there is a point there nevertheless.  I was listening to a MOMA Hitchcock CD from the library the other day, and Bernard Hermann observed (correctly, in my opinion) that one of the paradoxes of film music is that bad music can still be good film music.  In other words, once you start employing music in some other artform (opera, stage, screen, game), you introduce a whole different criterion by which the music can be judged, namely the extent to which it enhances the dramatic effect of that other form (since I don't think it is coincidental that these forms are always to some extent dramatic forms--people don't tend to play music to enhance paintings in art museums, for example).


* I'm not counting film pieces that are medleys of other shorter pieces, like many closing themes are.

** Scenario: A broad term that I'm employing as a catch-all for all the alternatives to "level" that exist in games of other genres.  For example, in most adventure games, this is your location.  In Outcast, an action/adventure hybrid that I mention later, this would be your location coupled with whether or not you are currently in combat or just wandering.


Okay, that's true re: chiptunes. However, they still skip over that generation music for the most part. I think I was over-emphasizing MIDI because I was hoping to hear SOMETHING about Sierra. But I still feel that they jumped over some really great NES, SNES, Genesis, etc. titles.


Yeah, and although I know relatively little about this, I assume from this site that we could add to console chiptunes the chips in the C64, Amiga, and Apple IIGS as very important, if less mainstream, contributors.  Back when FTL's Dungeon Master came out, I was jealous of my uncle's Apple IIGS, because I had to use the parallel port on my computer and output to a receiver in order to get nifty, non-PC speaker music like that (using this proprietary adapter that FTL made).    I think that Dungeon Master also supported Adlib, but I didn't own a soundcard at that point.

People forget that there were also MODs for many computer games as well which is basically the same as an SPC (SNES song format) and did sound the same on everyone's computer. The Crusader games were one series, Alien Carnage (Halloween Harry), hmm....can't think of many.


For me, Epic MegaGames products like Epic Pinball, Jazz Jackrabbit, and One Must Fall were a big eye-opener in regard to MODs in games.  I had heard some MODs outside of games before that (and SNES music which, as you say, are basically MODs), but for some reason the Epic ones really caught my attention.

I suppose something else worth mentioning is that some redbook scores were just redone MIDI scores, and some were actual MIDI scores recorded (redone = a remake of a previous MIDI score, or a MIDI score that was adapted for CD and never released as MIDI).


Yeah, it's funny when people fawn over those Redbook Audio scores that are just recorded from MIDI devices, while simultaneously bashing the MIDI music of the day.  It seems to happen less than it used to, though (either that or I just don't go to those places anymore...), so maybe there is hope.

-Luke
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MusicallyInspired
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« Reply #10 on: April 14, 2008, 07:03:18 PM »

Ah yes, Epic Megagames. They did Unreal, right? Unreal and the first Unreal Tournament also used MODs in the UMX format as did the first Deus Ex. They were quite good. Necros made quite a few MODs for Crusader and also for Unreal Tournament. Both those games had some good tracks.
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Caliburn
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« Reply #11 on: April 14, 2008, 09:02:52 PM »

Yeah, Epic did Unreal, though I think the company was a bit different personnel-wise by that point, so the composers aren't the same.

The tracks from the three earlier games I mentioned are more fun and energetic and less atmospheric than the music in the first game Unreal, to the extent that I recall that music (I own it, but haven't played it in some time, and never finished it due to its considerable length).  As for Unreal Tournament, I never played it, so I don't know what that music is like.

Looks like at least some of the music I'm talking about can be downloaded directly in tracker format: Epic Pinball, Jazz Jackrabbit, and One Must Fall.  I didn't try these myself, so I can't swear to their total accuracy.  (That is to say, it is possible that they are missing a tune, contain a tune that was actually from a different game, or something like that, though it looks like the notes at the bottom try to address uncertainties like that.)

As for the games themselves, which are all quite fun, they can be had in shareware or freeware form here.

Oh, as for Outcast that I was talking about above, you can hear that soundtrack here, though it is illuminating to examine how it is used in the game.  It is almost the exact opposite of the dynamic music of iMuse and OriginFX, not because it isn't highly dynamic (it is), but because those changes are purely musical changes and have absolutely nothing to do with what is going on in the game.  I submit that in a movie you would never hear a piece like World of Snow without all those changes of texture, crescendos, etc. having some basis in the events of the film.  In this way, game music for the time being is potentially more compositionally "free" than film music is.  If we ever get to the point where iMuse-type stuff is the norm and very highly developed rather than the exception and somewhat underdeveloped, that will change, I guess.

-Luke
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MusicallyInspired
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« Reply #12 on: April 15, 2008, 01:00:39 AM »

Unreal Tournament was definitely more lively and upbeat than Unreal's atmospheric...uh....atmosphere. But it was a multiplayer-only game so that's why.

I'll have to check out these MODs from those earlier Epic games, then!
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Ari
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« Reply #13 on: April 15, 2008, 04:34:19 PM »

In video games, however, music for a level or scenario** can in theory develop for a much longer time than it usually does in practice.  (Most game composers have instead chosen to write something shorter and loop it.)  The music often doesn't really need to change in response to the game until something truly drastic happens: the player dies, the level or scenario changes, a scripted event or cutscene begins.  And I daresay the standard "wallpaper" wandering music many video games have could therefore more easily use the longer structures of classical music.  Lennie Moore's score for Outcast does this to a greater-than-average degree, and I'm sure that's not the only example.
I just wanted to mention another game soundtrack in which the composer took advantage of the fact that the "level"/scenario lasts for a very long time for the player, and created themes that are even 5-6 minutes long for background music. I'm talking about Matt Heider's Tex Murphy game soundtracks "Under a Killing Moon", "The Pandora Directive", and "Overseer". These games feature some very long background music, which is very nice, but on the other hand, there aren't that many different themes during the games, which are very long in themselves.
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