introduction interest: electronic music production, involvement in game music community, career...
TRANSCRIPT
Introduction
interest: Electronic music production, involvement in game music community, career interest
Two major goals: Analysis of medium Understand game music as an evolving art form, including its background, current state, and possible future
Analysis of perception Reach an informed conclusion about how game music is seen by the public, critics, and fans
Capstone Album:
9 Songs (XX:XX)Contemporary electronicmusic genres, influenced bythe intentions and thematiccontent of nine differentgenres of game music
What is Video Game Music?
Promotion of emotion
Listener has active role
Tremendous variety: (Promoting music, Serving narrative, Basis of gameplay)
Collaborative Implementation
Function and Interaction
ESA Lists 9 “Supergenres” of games: fighting, role-playing, children/family, action, adventure, strategy, shooter, racing, and sports
Interactivity defines game music:
Game music “genres” determined by dynamic qualities (whether or not the music adapts to player actions)
Player in Combat Combat Has Resolved Melody Has Played TWICE Resolution Has Played
Hyrule Field Theme
The Legend of Zelda
Ocarina of Time
START(Morning)
START(Daytime)
Melody 1 Melody 2 Melody 3 Melody 4
Transition 1
Transition 2
Exploring 1
Exploring 2
Exploring 3
Exploring 4
Resolution 1
Resolution 2
Resolution 3
Resolution 4
Into Combat
Combat 1
Combat 2
Combat 3
Combat 4
Continuation(New Cycle)
Is the soundtrack Important? 2005: Nokia rules that all mobile games they offer must have a feature to turn off the music
2006: Microsoft rules that music in every XBOX 360 game must be replaceable with the user’s own music files
Developer backlash Strategic Cues
New genre: Games based on musical customization
Rhythm Action
Player reproduces series of notes/rhythms
Largest cultural impact of game music Entrance into music industry for artists Use of popular music to promote games
Dedicated music stores: In 2008, $1.4 Billion, 500 Million songs sold
Rock Game Decline: Rapid franchise sequels, market oversaturation, Guitar Hero disbanded, survival in new genres
Historical Perspective Generation 1 (1970’s) – No sound at all
Generation 2 (Early ’80s) – Synthesis chips Simplistic, sometimes atonal, “event sounds”
Generation 3 (Mid-late ’80s) – 8-Bit Era Dedicated sound chips, multiple channels (8-Bit labeled by composers as simplistic but expressive, by fans as memorable and beloved)
Generation 4 (Early-Mid ’90s) – 16-Bit Era Advanced sound chips, Storage and usage of samples, First major game soundtrack CDs released
Methods MIDIAdvantages: -Easy communication with audio device -Composition without programming -Small filesize, complex parametersDrawbacks:
-Different sound by card
-Limited set of instruments -Synthetic, “choppy” sound
Streaming Audio (CD)Advantages: -Same sound by card -Live instruments – no limitations on composition -More familiar for composersDrawbacks:
-Limited storage space
-Dynamic music impossible (without wavelets) -Soundtracks much more expensive to produce
Game Music Culture Quick development of game industry resulted in criticism/dismissal
Celebration/Subcultures - Game Bands (The Minibosses, Armcannon, The Protomen, Metroid Metal, OneUps)
- Large scale orchestral game music concerts (Video Games Live, Final Fantasy Good Friends, Play!)
- Game Music Organizations, Festivals, Celebrations (MAGFest, OCRemix)
New music genre: Chiptunes- Use in popular music and games
The Next Level Many See Game Music As:- A crucial piece of the industry- A prominent cultural force- A valid artistic medium- Increasingly diverse
Future Game Music May:- Increasingly value nostalgia and earlier technologies- Be taken more seriously- Explore new musical methods and concepts
INTERACTIVITYINTERACTIVITY
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