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The Sound of Music

Wednesday, April 7th, 2010

Posted in Pixelosophy by Alex Leach

Can you hear The Pixies’ “Where Is My Mind?” without seeing skyscrapers crumble? Or “Tiny Dancer” without thinking about that scene on the bus in Almost Famous? Well, I can because I never saw it, but you see what I mean. So many films, and more importantly scenes, are so closely tied with a popular song that you just can’t help thinking of one without the other. So, why do we never see this in games? Sure, there are epic scores that accompany games, but how often do you find yourself humming the soundtrack of Gears of War? A popular song can have a great impact on a scene, and I believe that it can have the same impact in a video game. So, why don’t we see it?
Before we jump into the meat of the article, I’d like to take you back to a simpler time. A time when video game characters didn’t actually speak, but whose words were put up on screen. Back in those glory days of gaming, many of us would throw in a cassette, or CD if you were lucky enough, and turn up the volume while playing our favorite game. Sure, some games had great soundtracks, but after the first three hours, a change of pace is nice. I bring up this period in gaming because it’s something that I miss. Don’t get me wrong, I love fully acted scenes and great, subtle sound effects in games. However, I have built great memories from playing games while listening to music. For example, I can’t listen to Nirvana Unplugged without thinking of Star Fox. It may seem odd, but hearing a track from that CD instantly takes me back to that game, and it feels nice.

Okay, fast-forward to today. As I said in the intro, we get tons of great songs in almost every movie. Look at Juno. While some people, like Aaron, will be annoyed by it’s hipster soundtrack, it’s undeniable that the songs in that film help define what it is. Whether it is a song that reinforces a theme or one that is just plain cool, a la Pulp Fiction, songs are almost always a welcome addition.

So, back to the question. Why doesn’t this happen in games? There are a couple of reasons that I see as the roadblocks. The first is something that we have talked about before on Pixelosophy, and that is the idea of dynamic music. It’s hard to put in a song at a specific point to have the biggest punch when the developer doesn’t know if the player will go through the scene at the pace they want them to. For example, the player may turn a corner with a character just before they go into a big battle. A bit of Johnny Cash could kick in. Now, the developer may want the player to just walk to the end of the room and engage in the battle. However, the player may search the entire room for items, thereby defeating the entire purpose of the music.

There are fixes to this problem, however it requires more work on the part of the developer. Given my example, the developer could simply not have space for the player to explore. If we want to see directed music, we need to be given a more directed experience. I know that we’ve discussed this many times, and this is an example of another plus that can come from developers taking some freedom away from players in the name of telling a story.

The other problem is something else that we’ve discussed numerous times on Pixelosophy, and that is the simple fact that there isn’t a lot of story variety as far as genre goes. In movies, we don’t get a whole lot of popular songs in action movies, except for maybe a popular heavy metal song during an action sequence. We get these great moments in dramas, comedies, and dramadies. Video games may have trouble inserting these moments because, for the most part, you’re just going around shooting things. Doesn’t seem the most appropriate time to put in a Bob Dylan song.

Again, the fix for this is kind of simple. Make games in other genres! If we want to start seeing, and hearing, more interesting things in video games, we’re going to have to start getting a variety of stories. Heavy Rain would have been a great game to include some sequences that were backed by some killer songs, but the culture barrier may have been at work there, I can’t say for sure though. Music is the soundtrack to our lives, and most people’s lives don’t involve shooting roughly 20 to 30 people on a daily basis, so give us something that we can relate to.

It’s really a shame that we haven’t seen developers throw known music into games yet because I would argue that we have already seen proof that it would work well. In the commercials for Gears of War and Lost Odyssey, great songs are played, Mad World for Gears and White Rabbit for Odyssey. I know that I personally think of these two trailers whenever I hear these songs. If I can get this feeling from just a 30 second spot, I can’t imagine how I would feel playing a full game that incorporates this technique. I’d even be willing to say to developers to start off by doing it in cut scenes, just to get your feet wet, but I don’t want to see you relying on this forever. Music is a powerful weapon in an artist’s arsenal, and I think that it’s time for developers to start discovering the joys of licensed music.

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  • http://paleotron.blogspot.com Dave

    Alex -

    Normally I agree with your stance on most issues in games, but I have to disagree with you on this article. I’d like to point out that I can whistle the first 6 notes to the original Legend of Zelda and most gamer nerds could join in. I’ve found that in life and in games, some songs hold a special place to me because of what was going on at that time. There are some songs that I would normally hate, but now I love because I associate them with a good memory. The Zelda/Link franchise carries some of those memories as do some of the older Final Fantasy games. I do agree that while soundtracks are not necessarily a focal point for most games, it’s changing rapidly. Off the cuff, I can come up with three examples of songs from games that I now listen to because of game nostalgia. First, Still Alive from Portal, the coincidentally titled Still Alive by Lisa Miskovsky from Mirror’s Edge, and finally My Hands by Leona Lewis from Final Fantasy 13. The last two songs are songs I would normally not care for, but because of their connection to my gaming experience, I have them on my iPod. These were used in an impactful way that actually altered my feelings about a type of song. The caveat to all three of these examples is that they all occurred during the final scene before the credits. I agree that it would be tough for these songs to have the same impact if they happened during gameplay as opposed to a cutscene. On a semi-related note, Mirror’s Edge did a lot of promotion by having their theme song remixed by several highly respected DJ’s and incorporated the melody into some of the ambient music that played during puzzle portions of the game. Thanks for always putting up quality articles for debate.

  • Alex

    Dave, I definitely agree with you that certain songs in games can have a special place in your heart because of the quality of the game. However, all of the examples you listed were songs created for the game. While I think that this is great, what I am saying I would like to see are established songs in games. It’d be great to hear a Bob Dylan song in a heavy scene in a game because it combines so many different experiences in that instance. You have the experience of the game and you have all the experiences you’ve had prior just with the song possibly impacting how you view the scene. Also, there would then be a chance for you to hears these songs outside of one’s iPod, like say at a bar, and be able to think of a great scene in a game. Thanks for the comment and I want to keep hearing more opinion on this!

  • http://paleotron.blogspot.com Dave

    @Alex – Sorry I misunderstood that you were referring to established songs and not just music in general. I guess I’m back to agreeing with you then. To add to your examples of songs being used in commercials for games, the latest Splinter Cell promos with Johnny Cash are pretty intense.