Opinion: What's Wrong With Game Music?
May 2, 2009 4:00 PM | Simon Carless
[Instead of the distinctive themes of the olden days, most of today's popular titles have indistinguishable soundtracks. Game Developer EIC Brandon Sheffield explores the reasons -- and possible solutions.]
Most game music these days is boring. I'm sorry, but it's true.
Music is one of the more pervasive arts. It's integrated into almost all our visual entertainment media, played in stores, supports our advertising, and obnoxiously decorates our social networking pages.
Rare is the person who does not listen to music. So with all this music interaction out there, why is so much video game music so consistently generic?
Music, of course, is very subjective. It may even polarize people’s interests more than other traditional arts do, given that listening to music has far more universal appeal than does going to a museum, leafing through an art book, or for many, even watching movies.
Further, it's easy for people to be opinionated about music because all the artists’ names are very visible, and much easier to recognize than the names of most traditional artists, and sharing an entire song with someone else is often as simple as downloading it or finding it on YouTube. Knowledge about music is easy to come by, and so too are informed opinions.
There are so many hungry musicians out there looking to get into games at cut rates, and yet I keep hearing the same flaccid John Williams-inspired scores, uninspired breakbeats, and generic guitar solos.
The fact is, these days it's quite difficult to identify one game soundtrack from another, and it didn't used to be so. Every video game fan recognizes the Super Mario Bros. tunes, the stage music from Mega Man 2, the main theme of Monkey Island, or the sweeping tones of Road Rash. Why have we moved away from that?
Some Initial Caveats
Of course, it's not as if someone simply stood up and declared, "let's not have interesting music."
One reason people remember the soundtracks of those venerable old titles is because of repetition. As an industry we seem to have moved beyond punishing difficulty as the default level of challenge in order to accept more players, and rightly so, I think.
But part of the reason we remember these songs is because of what Jesse Harlin cautions you to avoid in Aural Fixation in the April issue of Game Developer magazine – user fatigue.
Back then, due to a combination of difficult levels that players are forced to restart, frequent replays, or simply small ROM sizes, we heard these songs over and over, and they burned themselves into our brainstems. And where repetition once carried the responsibility of providing replay value, multiplayer gaming now takes up that mantle.
Another reason may be that there's a lot more going on in games now. When Mario was just jumping on the heads of Goombas and breaking blocks, he could only perform two or three actions at a time, and everything was clearly represented visually. In contemporary games, like an FPS for example, players are required to focus on multiple actions simultaneously—running and aiming in 3D space, while also firing and scanning for cover or reloading.
It stands to reason that you want there to be as few distractions for the FPS player as possible. Music needs to be in the background in this scenario, if it's there at all.
Where's That Melody?
So rare is actual melody in games that when I heard the opening riff for Eat Lead: The Return of Matt Hazard, I was shocked – a real tune! It wasn’t just a random guitar solo, someone had written a song for this game. Series like Resistance and Call of Duty are all good fun, but it’s unlikely that you’d hear the music out of context and recognize it -- and to me, that feels like a failing.
A lot of music is licensed now, which could be a contributing factor, but if you consider a game like Fallout 3, which has licensed tracks from the days of yore, when you’re out of range of the in-game radio, an atmospheric and entirely appropriate post-apocalyptic soundtrack kicks in, hammering home the desolate and lonely nature of the harsh environment.
This doesn’t happen in nearly enough games. Music is so powerful and emotive that simply recreating an operatic chorus with the same notes you hear everywhere is a terrible waste of aural space.
I can hardly remember the themes of any American game titles from the last two console generations, even in cases where melody would be warranted. I recently played Peggle DS, which is very good fun, but the music literally sounds as though it came from a vintage porno, complete with fuzzed-out bass synth and the stereotypical wah pedal guitar.
Casual games, with their simple, bright graphics, have the design space to use melody and more dynamic themes, as Mario did, and yet by and large they don't. Try the Ookibloks advanced course video on YouTube as a counter example. The music is distinctive, and perfectly integrated into the casual nature of the gameplay.
Out Of Your Hands?
Games often use temp tracks as they come together, and developers can become quite attached to the sound. This leads to requests for the music to sound, essentially, like every movie trailer and cliche soundtrack everyone's ever heard, because that's what's often in the temp files.
People put those tracks there for a reason, obviously. A lot of people like the stuff everyone's already heard, so maybe what I'm asking is unreasonable.
But if you consider player responses, you'll often hear things about how great the graphics are, or how the environments are destructible -- but you hardly ever hear about how great the music is. That's because it's so often generic that it can't stand out as interesting. Too much “dramatic” music ruins the drama.
It is very telling that Halo and Gears of War sport two of the most iconic soundtracks of the current generation, considering each has only one or two recognizable themes or melodies—the rest of it is filler. These days, all it takes is a little effort to make the music sound like something, and you can stand out from the crowd.
Yes, We Can!
When I asked Game Developer's audio columnist Jesse Harlin about this phenomenon some time ago, he mentioned that distinctive music can be created by playing against convention. Mario's themes are memorable in part because who expects swing music in an action game?
People remember BioShock's licensed music because it was so counter to the norm. So maybe when you're placing those temp tracks into your early builds, try a little Afrobeat, or a Celtic reel, or some Norwegian black metal -- something different. It might yield some interesting results when creating the final tracks.
And isn't standing out what we all want our games to do?
Ultimately, it may simply come down to a lot of folks simply having generic taste, and that’s not something you can change. Players most likely have generic taste as well. But there’s so much opportunity here, that it seems as though whomever is dictating what music is going into the game should be a big music fan, even if that person is not the lead designer or producer.
Often, all it takes to get interesting music in your game is a hint of the unexpected. Many players love and remember the Katamari Damacy soundtrack -- and the reason is that the team trusted the composers to come up with something interesting and engaging, rather than simple filler. It takes a little more foresight, and just maybe a little more trust in your composer.
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14 Comments
Disgaea, Shadow of the Colossus, The Path, and Left 4 Dead are other recent games with distinctive, memorable music.
Gregory Weir | May 2, 2009 4:50 PM
Thanks for writing this article. I'd also like to point out the similarity that those soundtracks you mention with one or two memorable themes—like Halo—have to many, probably most dramatic and/or action movies' soundtracks. Off the top of my head (because I'm listening to it now) is the soundtrack of Batman Begins, which is in fact mostly filler. Of course, since it's by a real profession orchestra, it's not nearly as grating to listen to as the typical action game's filler pieces—or, for that matter, even a lot of pop music.
This is something that's not unique to games but is in fact symptomatic of a phenomenon that is affecting movies too. Not surprising—those kinds of movies are an integral influence on those kinds of games.
I also believe that game music back then was, as a whole, generally not more memorable than game music now. Sure, you have the themes of all those Japanese games that took America by storm then, but the vast majority of old games I've played have just-as-forgettable filler music. For every Super Mario Galaxy, there would be many more Peggles. Even Pac-Man and Tetris both had few memorable themes—the rest of the time, there would be no music.
Of course, an obvious reason why there's so much unmemorable filler—twenty years ago as well as now—same for film as for games—is that a player may play a game for a huge amount of time in a huge amount of environments and contexts. People solve this in a variety of ways—make many pieces of ambient muzak, or small amounts of pieces that vary (Monkey Island, Banjo-Tooie), or licensing music from regular musicians (Braid). Speaking of Braid, Jonathan Blow, I think, once commented that he thinks that most game music is mediocre, and that's why he bought music from musicians who would care more about their music.
Joshua Choi | May 2, 2009 8:11 PM
I fear that I've neglected your important point about musical diversity—"Afrobeat, or a Celtic reel, or some Norwegian black metal". Yes, yes, that would be great. It's great that we have great music in the symphony/techno genres that dominate the medium, but that shouldn't preclude the vast amount of work that has been done in other areas of music. This is indeed an area ripe for development—a chance to make a game stand apart.
Joshua Choi | May 2, 2009 8:19 PM
I cannot help but think that the simplicity of music in the old days is also a factor in remembering them to this day. I really like the opening song to Wild Arms on the PS1, and would recognize it when it was played, but I wouldn't be able to whistle and/or hum it off the top of my head. On the other hand, I can do decent renditions of various NES Megaman, Castlevania, and River City Ransom songs.
As for Joshua Choi's claim that old tunes really aren't more memorable, at first I agreed. But then I thought about music by consoles. I remember a lot of NES music, and a bit less in the SNES era. But then I realized that I cannot remember much of anything at all from the PS1 era. I played as many games, but almost nothing sticks out. Maybe half of what does actually comes from arcade ports. PS2 is a bit iffy as well. I remember the games, but often not the music.
Once hardware was capable, music did seem to get a bit weaker. By the CD era, some sounds more like it was being made for CD than for a game. As music got more complex, it also started to feel more similar. It seems like more games started going for environmental noises rather than constant background music. And when there was background music, the longer and more complex pieces sometimes became more annoying when looped. Quite possibly, the enhanced capabilities found more videogame composers coming up short on talent as well.
Billy Bissette | May 3, 2009 1:15 AM
That's a good point. It's been said many times before that challenges and limitations force you to grow and give birth to good art. And I do believe that Koji Kondo once talked about how the challenges of his four-or-so-track, square-wave musical medium forced him to try weird things, with, as we see now, success even twenty years from now. I don't know how all the countless factors in the industry came together so that people generally seem to be trying "less hard", but it's definitely less challenging and tedious. It brings to mind how some musicians (and artists) have complained that digital media have destroyed the challenge/fun/whatever out of creating art. But can we make any conclusions about this until twenty years later, or ever? The same goes for film music too.
Joshua Choi | May 3, 2009 8:22 AM
I don't think I can particularly disagree with these assessments. I do know I'm getting pretty damn sick of big titles simply emulating Hollywood style, personality-devoid filler music.
P.F. | May 3, 2009 2:20 PM
Initially, I was entirely on-board with this assesment, but then... I re-considered.
It seems like many of today's games feature repeated motiffs, spun in subtly different directions as the game progresses, but, for all that, are quite remarkable in being both immediately memorable and rewarding repeated listens.
I don't have any of the current consoles, but, looking back a generation, I immediately thought of Silent Hill 2 & 3, and Ace Combat 5.
Other soundtracks are perhaps less 'cohesive' but still offer a lot of wonderful ear candy. For example, Killer 7.
You mentioned that you couldn't remember many themes from the last 2 console generations - that would take many great PS1 titles out of the equation, then, wouldn't it? Nevertheless, I'm always appreciate of your well thought out pieces.
D. | May 4, 2009 6:39 AM
I believe a lot of the current problems also stem from the fact that game-music-composers now have the technology, and resources, to utilize what are essentially full orchestras (sometimes real, sometimes synthesized).
In the past, with games like Super Mario, early Final Fantasy games, Chrono Trigger, The Legend of Zelda, etc, the technology was highly limited. The result was a greater emphasis on memorable melodies. Composers were forced to create memorable music because of limited technology.
Noah Mullins | May 4, 2009 6:54 AM
The reason game music sucks now compared to 15 years ago is that the limitation (NES for example had 4 or sometimes 6 channels of audio for its music, and all simple synths) actually caused people to have to compose. Because who would remember a bunch of beeps unless they were laid out brilliantly, as is the case with Mario and Megaman. These days, game music has the same problems game design and game visuals have - they're caught up in the arms race and have forgotten what the essence of video games are.
Keith | May 4, 2009 9:28 AM
Well written article Brandon. There are so many games nowadays and the release schedules so fast, that to add another layer of time and cost, probably doesn't make sense for the publishers. On the other hand, you've seen the rise of games that incorporate real music and songs that people know, such as Guitar Hero, Rock Band, Tap Tap Revenge, and our own site, Loudcrowd. I think this dichotomy will continue and music fans will aggregate to games where they know the music beforehand, or can discover new tunes that make the gameplay more fun. We'll probably start to see more well-known music incorporated into games that previously might have had composed music. As you point out, music is generally loved world-wide, so we'll probably also start to see more music games for people to experience music through games.
Josh Grossman | May 4, 2009 10:29 AM
I understand what you are saying, but I disagree on many levels. It seemed you were suggesting that since music is such a universally popular thing among many people that that makes them informed/qulaified critics of musics.
I am sorry but that does not. Listening to music does not make one qualified to critique music, of course they can say whether or not they personally like it the song or not, they can not state whether or not it is a 'good' piece of music. That would be like Joe 6pack going to an art museum and saying some painting is not good because he doesn't understand the nuances of the piece.
Like someone mentioned, back in the day there were so many restrictions to composing music that all you had was the melody, harmony and rhythm to make the piece, but nowadays ALOT more goes into a piece of music than just the "music."
Judging a piece a music solely on the musical content is like judging a piece of art solely based on the colors used.
How is the musical content, the counterpoint, the harmony, the melody? What kind of compositionally challenging methods and techniques did the composer employee?
How is the mixing of the piece of music? Did the engineer do a good job getting the levels right, compressing and EQing? What kind of creative mixing techniques did the engineer use?
How was the master of the sound track in general? What zone 1's music and the same perceived loudness of zone 3? Did it sound good on my TV or through my computer speakers?
You see what I mean? There is a lot more than just a melody and than just the music to be in fact. I sometimes listen to music I would not normally enjoy just to admire the mixing techniques used. Music really can not be judged by just the 'music' anymore, and most people are not qualified to say something is good, bad or boring, other than in relation to their own preference.
What is boring to the average joe, know nothing about music, could be extremely exciting to someone who is learned in the subject (composition and engineering).
Cheers.
TedTalker | May 4, 2009 12:51 PM
"It is very telling that Halo and Gears of War sport two of the most iconic soundtracks of the current generation, considering each has only one or two recognizable themes or melodies—the rest of it is filler."
LIES, DAMN LIES!! I didn't spend the whole year in 2008 writing an honours level thesis discussing the music of Halo 2 that was "mostly filler". Halo 2's soundtrack is chock FULL of fantastic uses of musical themes; different timbres and instruments; rhythms and textures.
To call "most of it filler" just reveals how little time you've actually spent listening to it.
Now, Gears of War... the less said about the music of that game, the better. I don't want to encourage them!
Ben Abraham | May 4, 2009 6:12 PM
Seconding Killer 7, and firsting No More Heroes. Suda 51/Grasshopper have a great sense of music. There are several songs from Killer 7 in heavy rotation on my iPod, and I've been meaning to find the music that plays when you're chilling in Travis Touchdown's apartment.
eric | May 4, 2009 7:16 PM
I completely agree with you. There was an interesting discussion on this topic over at the Wolfire Blog: http://blog.wolfire.com/2009/01/a-few-thoughts-about-interactive-music/
"In contemporary games, like an FPS for example, players are required to focus on multiple actions simultaneously—running and aiming in 3D space, while also firing and scanning for cover or reloading."
Counter-examples: Duke Nukem 3D and Tribes 2 had great music!
Archagon | May 9, 2009 1:25 PM