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Musik und Medien Edited by H. Schramm, University of Würzburg, Germany Peter Moormann (Ed.) Music and Game Perspectives on a Popular Alliance Editor Peter Moormann Berlin, Germany ISBN 978-3-531-17409-9 ISBN 978-3-531-18913-0 (eBook) DOI 10.1007/978-3-531-18913-0 Library of Congress Control Number: 2012946195 The Deutsche Nationalbibliothek lists this publication in the Deutsche Nationalbibliografie; detailed bibliographic data are available in the Internet at http://dnb.d-nb.de. Springer VS © Springer Fachmedien Wiesbaden 2013 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or schol- arly analysis or material supplied specifically for the purpose of being entered and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of this pub- lication or parts thereof is permitted only under the provisions of the Copyright Law of the Publisher’s location, in its current version, and permission for use must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright Clearance Center. Violations are liable to prosecution under the respective Copyright Law. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein. Cover design: KünkelLopka GmbH, Heidelberg Printed on acid-free paper Springer VS is a brand of Springer DE. Springer DE is part of Springer Science+Business Media www.springer-vs.de Contents Foreword ....................................................................................................................... 7 Peter Moormann History of Video Game Music ................................................................................... 11 Melanie Fritsch Interactivity and Music in Computer Games ........................................................... 41 Michael Liebe Droppin’ Science: Video Game Audio Breakdown ................................................ 63 Leonard J. Paul The Legacy of iMuse: Interactive Video Game Music in the 1990s ..................... 81 Willem Strank Scoring Play – Soundtracks and Video Game Genres ........................................... 93 Andreas Rauscher Resourceful Frames and Sensory Functions – Musical Transformations from Game to Film in Silent Hill .................................. 107 Florian Mundhenke Mundane Sounds in Miraculous Realms: An Auditory Analysis of Fantastical Games ........................................................... 125 Marcus Erbe Atmospheres at Play: Aesthetical Considerations of Game Music ...................... 147 Gregor Herzfeld Playing with Music – Featuring Sound in Games .................................................. 159 Michael Custodis Geeks on Stage? Investigations in the World of (Live) Chipmusic ..................... 171 Matthias Pasdzierny P(l)aying Music and Games ....................................................................................... 191 Stefan Strötgen 6 Contents Contributors ................................................................................................................ 215 List of Abbreviations .................................................................................................. 219 Index of Games .......................................................................................................... 221 Index of Names .......................................................................................................... 225 Foreword Although battling virtual worlds in high fidelity started to spread from youth into mainstream culture decades ago, the study of music in games is still a research desideratum of media studies and musicology. In German-speaking countries only very little attention has been paid to this issue. This limited recognition is contra- dictory to a global game market worth 30 billion dollars and as important for the production and distribution of music as other media sectors. The number of computer users has multiplied significantly in recent years – particularly in the for- mative teenage group where games are just as important as movies and television for musical socialization, i.e. developing musical preferences and semantic assign- ments. Games of different genres use sophisticated musical concepts which in turn rely on a variety of sound idioms. It is worth noting that this aesthetic approach is especially related to compositional techniques in the field of film and popular music which specialize in creating specific moods, atmospheres and characters for virtual worlds that can be connected to the real world via uncon- scious musical means. It must, however, be taken into account that music in games depends very much on user interactivity. Depending on the video game genre, composing for video games can differ drastically from other forms of composition. Loop-techniques and other means are part of a compositional system which unfolds in ever new combinations according to user behaviour. For example, music for role-playing games is often not a fixed composition, but a series of modules. From the very beginning of video games, there was a desire to increase the degree of interactivity. Video game music con- tributes considerably to this interactivity, and has done so since the introduction of iMuse in the early 1990s. Subsequent developments have led to the current complex system of modules. Although the modules themselves are relatively fixed, their combination depends on the player’s specific actions. Therefore the length and sequence of the modules has to be flexible so that the music of any one module is able to flow smoothly into that of any of the others as well as allowing two or more modules to be played harmoniously at the same time. This harmonious flexibility is also an essential element for the interactivity between music and sound design. Consequently, composer and sound designer work closely together. The auditive environment they thus produce can, in addition, be described as democratic since the flexibility of the game allows the player to become ‘co-author’. This notion of equality within the close relationship of creator and consumer as collaborators stands in strong contrast to the autocratic idea of being ‘true to the work’ or the 8 Foreword ‘genius-aesthetic’ which became particularly strong in the 19th century and, mostly, still exists today. Video game music can thus have an influence on current debates regarding what a work actually is – is it, for example, the score or its performance? The interactivity of game, music, sound, the actions of the player, etc. fully immerse the player into the game, not only as co-author, but also as performer. In order to unfold in depth this strong alliance between music and game, the contributors to this book examine its various perspectives. Melanie Fritsch gives an historical overview of both the technical and compositional development of video game music from the time when such games were born until the present day. Her text ranges from video games for arcade halls to those for contemporary handhelds as well as outlining the progress made in the composition of the music, originally created by the video game programmers themselves and currently created by highly- specialised composers. Interactivity is the main focus of Michael Liebe’s contribu- tion. He provides a thorough description of numerous music games as well as intro- ducing a new system of categorisation showing how music and gameplay are inter- linked: the relationship of the two being based on (a) player or computer performance, (b) objective or symbolic interfaces and (c) linear, reactive or proac- tive tracks. Changing the perspective from a theoretical viewpoint to that of practice, video game composer and remixer Leonard Paul describes in detail various interactive techniques such as branching, layering and creating transitions and cites examples from specific video games in order to illustrate how these techniques function. Willem Strank’s text focuses, in particular, on the aspect of reactive music by discussing the 1990s’ era, during which various attempts were made to increase the player’s freedom of interactivity in role-playing games. As he shows in his analy- sis of Monkey Island 2, the main purpose of LucasArts’ iMuse was to create a flexible and dynamic soundtrack by means of horizontal re-sequencing as well as variations in sound, tempo, dynamics, etc. by means of vertical re-orchestration. He also examines the semiotic and semantic aspects of video game music. In the following text, Andreas Rauscher concentrates on theoretical observations concern- ing the relationship between video game and film music. Among other facets, he transposes Jean Mitry’s theories about rhythm in film to that of video games: the rhythmic movements of the avatar, for example, being similar to the notes and tempos of a music score. He also explains how differences in genre can create different expectations regarding game play and settings. Florian Mundhenke’s comparative evaluation explores the functionality of music and sound in the original Silent Hill video game series as well as in the film adaptation. He furnishes an over- view of various theoretical approaches to both the sound and the video games, including classifications of the music and their specific roles. Following this discussion regarding the relationship of music and sound, Marcus Erbe’s text presents the results of a collaborative analysis of the levels of the latter in video games. This analysis is the result of a seminar experiment in which the students Foreword 9 observed and monitored the various dimensions of game audio in the related genres of science fiction, fantasy and horror. Gregor Herzfeld’s contribution addresses the issue of musical atmosphere in video games and their aesthetic implications. In the course of this, he relates Kant’s, Huizinga’s and Schiller’s theoretical observations regarding play (man as player) to Böhme’s theory of atmosphere by analysing the environment of involvement in first-person-shooter and role-playing games. Michael Custodis’ text provides an historical overview of music in play. He shows, within this, that video game music cannot be seen as a specific musical genre, but rather as a performative functional assignment in order to make the player feel like a pop star as, for example, in Guitar Hero. He additionally deals with endeavours to connect the ‘unreality’ of game music with the reality of live concerts. Continuing this theme, Matthias Pasdzierny is also concerned with the performative aspect, particularly in regard to live chip music concerts. He gives a detailed history of the development of the chip music scene from the late 1980s onwards, highlighting both the technological and sociological aspects and argues that through such live performances the cultural value of video game music is enhanced. The focus of the final contribution, Stefan Strötgen’s, concerns the business aspect of such music including an extensive overview of both production and composing conditions. In the course of so doing, he highlights the affiliations between composer and client, composers’ rights, marketing strategies and cross-industrial relations. To conclude this foreword, I wish to extend my deep and heartfelt gratitude to each of the above contributors for the amount of time and effort expended in producing an invaluable and comprehensive insight into the world of music for video games. In addition, I wish to thank Jim Sullivan for his editorial assistance in correcting the English where necessary, providing advice when needed, and (occasionally) finding the perfect synonym. Peter Moormann Berlin, May 2012 History of Video Game Music Melanie Fritsch 1 Introduction Video game music has changed significantly during its history since the first bleeps and bloops came out of the first computer loudspeakers. Whereas in the early years the music was often created by the programmers themselves, today’s video game scores are created by film music composers such as, for example, Danny Elfman (Fable, 2004) or Hans Zimmer (Modern Warfare 2, 2009) or by specialized game composers. They all have to face compositional challenges no other combination of moving pictures and music has presented before. A video game is non-linear and is only assembled from the different components provided in its storage medium when the player plays it. Therefore it needs a dynamic soundtrack which basically reacts to the player’s inputs and the state of the game. This has to be addressed on the technical as well as the compositional level. This article follows the technical development and is therefore subdivided into time-spans in which certain technical standards prevailed, the latter of which also created the prerequisites for certain aesthetics to develop. I will mention only the main characteristics and innovations as well as some of the, in terms of music, most interesting games and composers of each era. My approach here is to preferably give a broad overview and just highlight the particular developments which strongly influenced video game music or made remarkable progress possible. My focus is to acquaint the reader with the rich history of video game music as well as the literature1 currently available for further research. At present, in particular, finding the appropriate vocabulary is a major issue in video game music research as can be seen in the existing literature2 written by researchers and composers. Karen Collins also indicated this desideratum in her keynote speech at the 2010’s “Music and the Moving Image” conference at New York University, posing the question: “Where do we go from here?”3 1 Historical overviews can also be found in Collins 2005 and 2008a, Belinkie 1999, Douglas 2002, McDonald 2002, Pidkameny 2002, Dittbrenner 2005. 2 Besides Collins, see, e.g., Ross 2001, Pidkameny 2002 and Dittbrenner 2005 (for an overview, 68, fig. 8). 3 The slides are available on her website www.gamessound.com [05/05/2012]. See also Jørgensen 2010. P. Moormann (ed.), Music and Game, DOI 10.1007/978-3-531-18913-0_1, © Springer Fachmedien Wiesbaden 2013

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This anthology examines the various facets of video game music. Contributors from the fields of science and practice document its historical development, discuss the music’s composition techniques, interactivity and function as well as attending to its performative aspects.
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