Thursday March 18, 2010 7:42 AM AEST

Music in Games

  • Email a Friend
  • Print Page
«  »
Music in Games
Unfortunately, systems in the iMUSE vein are rarely explored with modern, big-budget game development. Land believes this comes down to the complexity of his project; as game development budgets soar, innovative music solutions aren’t really feasible. ‘I think it’s mainly because it’s very difficult,’ he concedes. ‘There’s a different evolution of game music, where Hollywood production values have affected how music’s made. Where we tried to be interactive, the newer approach is to say, “Music has got to be linear and not particularly interactive, but, boy, is the orchestra going to sound great.” So, it’s a different way of hitting the player’s emotions. But ultimately, I don’t think the two approaches are actually mutually exclusive. It’s just obvious that in the evolution of videogame music, production values would naturally go up. And then, I think you’ll start seeing interactivity more and more.’

The dearth of truly ‘interactive’ music in games these days is the primary reason why you’ll immediately notice something different about Amon Tobin’s Splinter Cell: Chaos Theory score. The Brazil-born avant-garde electronic artist, who’d never worked in the gaming field before, delivered iMUSE-esque music for the Ubisoft title, where melodic layers would stack on top of each other based on the level of tension the player was currently experiencing in any given level.

‘It was difficult, for sure,’ Tobin laughs. ‘It had to adapt to what players were doing. And it had to work in a sort of interactive way, which meant every map for the game had to have four different levels of tension, and depending on what the player did, I had to have the music adapt to that. The hardest thing, really, was trying to make it somehow coherent, given that it could change at any moment. You can imagine being halfway through a bar or a melodic line, and suddenly, it has to change, not necessarily tidily at the end of the bar, because somebody is spotted by a guard, or something. It’s a challenge to create music that can move between different things.’

Despite not working in the industry before working with Ubisoft, Tobin was still prepared for making interactive music – he firmly believes you need to understand the gaming medium to write music for it. ‘You need to have full understanding of how the music would interact with the game,’ he says. ‘I didn’t have to read Tom Clancy’s material behind the game or anything like that, but I needed a true understanding of how the music would have a role in the game, and I was working pretty closely with the developer. And throughout the soundtrack, we bounced back and forth all these different ideas to make it work.’

Curiously, although he sees the process behind scoring games as being fairly different to creating music for films – the closest parallel – he thinks they both ultimately serve the same purpose. ‘They’re both about trying to accentuate the action or the emotion that you’re meant to feel at a certain point, and punctuate it. But mainly, just enhancing the experience; making it more convincing.’

 
«  »
 
This article appeared in the October, 2007 issue of Atomic.

Want to check out the first Australian review of Final Fantasy XIII? We got in this month's Atomic!

Plus HD projectors, Napoleon: Total War, Intel's new six-core processor, PC upgrading guide, and a whole lot more.

ON SALE NOW!
Comments

Be the first to comment on this article.
Thoughts on this article? Add a comment below.
Login or register to submit a comment.
 
 
Atomic Magazine

Issue: 111 | April, 2010

Atomic is a magazine aimed squarely at computer enthusiasts, gamers, and serious PC upgraders.

Every month we bring you the latest reviews of new technology and PC components, in depth features on everything from overclocking to console hacking, and gaming previews and interviews.
 
Latest Comments
"i play it every now and then, picked it up when it was $10 cant argue with that."
by NRUFrost | Mar 18, 2010 7:05 AM
 
"They RUSH games out way to fast these days to keep with demand, So us PC gamers become paying ..."
by NRUFrost | Mar 18, 2010 7:02 AM
 
"But you've got to buy two? At least with the Wii, one controller was a lower price... Wonders if ..."
by gorlaz | Mar 18, 2010 6:24 AM
 
"I use 1,2,3 and 5 on the keypad for my movement keys. Gives me 22 spare keys for extra binds :)"
by Aktavite | Mar 18, 2010 12:51 AM
 
"There's an error in the Home Server build.

It suggests you can use the optical ..."
by Caelum | Mar 17, 2010 11:45 PM
 
1) Nokia N9740 plans 38%
2) Apple iPhone 8GB43 plans 42%
3) HTC Magic5 plans 21%
4) HTC Touch HD28 plans 12%
5) Sony Ericsson Aino6 plans 12%
1) Netspace36 plans 100%
2) Optus41 plans 11%
3) Vodafone7 plans 9%
4) iiNet32 plans 8%
5) Dodo34 plans 3%

Mobiles | Broadband | Credit Cards

Haymarket - Atomic MPC
Latest User Reviews
Logitech MX518 Gaming-Grade Optical Mouse
90%
Good shape, design and Ergonomics
 
Coolermaster HAF 922
100%
A case to make a statment and give your pc the Heavy Hardcore Grunt it needs.
 
Coolermaster Excalibur
50%
Atomic is under attack
 
XFX 9300 Motherboard
40%
HUGE letdown
 
CM Storm Sentinel gaming mouse
90%
Sexy and instant geek respect.