Game Development Community

The role of music in games

by Joel Steudler · in Game Design and Creative Issues · 01/06/2002 (2:26 am) · 13 replies

Hello to all you people producing games here at GG. I know there are quite a few of you out there, judging by the volume of posts on the forums here. I'd like to talk to you for a minute about something that I feel could make a tremendous improvement in the quality your projects. You might have guessed by the title of this post that the 'something' I'm referring to is, in fact, music... and if you did guess that then you're absolutely right.

Now, just so you know where I'm coming from on this topic, I am both a musician and an avid gamer. And I won't lead you on either- I'm looking to try and convince you that it would be worth your while to hire me (yeah, as in 'pay me money') to make killer music for your game. Before you leave this post in the dust though, I'd like you to ponder this postulate: music is as much a defining factor in determining what someone thinks of a game as the graphics and gameplay are.

Consider some of the best games to come out over the past few years. I'm partial to the RPG genre myself, so I'll draw a few great examples from there. What if you were to replace the awesomely majestic tones of Jeremy Soule's score to Icewind Dale with something of a more pedestrian and forgettable nature (or do away with the music entirely)? Or how about the dark, moody soundtrack to my all time favorite - Planescape: Torment? For me, at least, it would definitely feel like something big was missing in both cases... and while I wouldn't be chucking either game in the trash over it, it would still detract from my enjoyment in a measurable and significant way.

RPG isn't the only genre that benefits from great music. FPS's do just as much. Consider two recent titles - Return to Castle Wolfenstein and Medal of Honor: Allied Assault . Now, I've only played the demos for each, but I was immediately impressed by the atmosphere created by the music in each case. RtCW felt creepy and disturbing, leaving me a little on edge just as it should, for a game of its nature. MoH's opening theme made me feel like I was Lee Marvin himself, about to go kick some Nazi ass. In both cases, they were each terrific mood setters.

The point to the lengthy treatise you just read is this: I feel music is all too often neglected as a major source of 'coolness' in games. The best developers know how important music is... Black Isle, Blizzard, Croteam (Serious Sam's score fit the mood of the game perfectly). Don't let music become an afterthought on your project. I'd like to help you make your game as cool as it can be... please drop by www.nexuscore.com/joelmusic and see if you like what you hear.

#1
01/06/2002 (4:07 pm)
You're very right...I'm a musician and gamer myself, and music does play a big role in single player games. It definitely sets the mood and adds so much- when used right. Some games trigger the music a little too early so that you know something's going to happen. But overall, it sets a mood and makes the gaming experience a whole lot better.
#2
01/06/2002 (6:14 pm)
Joel did some work for my other company, Monster Studios. We were very happy this his work.

Jeff Tunnell GG
#3
02/19/2002 (7:58 am)
I developed my interest of music from playing Megaman and other games, and starting to learn how to play all those tunes i loved... Good game music is indeed a very important part of a game...
#4
02/19/2002 (4:33 pm)
I've found that the music in games coming out in the last three or so years has been good enough (And doesn't get repetitive). One of the first things I used to do was head to the option menu and turn off the music. Now the worst I'll do is turn it down...

The one thing I used to hate (don't anymore, have my own stereo) was games that needed the CD in the drive while playing... I realise that a game that doesn't require a CD is a game that will be returned or resold after installation, but would like there to be a different option (that does _not_ require the internet)

I'm stumped on how to do it, so I won't complain too loudly...


My NZ$0.02
#5
05/09/2002 (4:57 pm)
Music adds a lot to games, the score to Icewind Dale was indeed one that made you go "wow". Imagine all those games WITHOUT music, now a game like Heroes of Might and Magic or a random First Person Shooter or other game you play online a lot and lot! Those games would probably not benefit a lot from a great score, since at a moment you grow bored with the same tunes over and over again, I myself put on winamp in cases of HMM or Ragnarok Online.

Now take Metal gear Solid for example, it is perfect, the game is not to long and not to short and the music is not repetitive at all, you turn off the music in a game such as that you turn of part of the experience.

My favourite part in games is always the music, guess it is in my nature since I am a musician myself, not a very good one but still, and i bet 3d artists would look at the models first. But the fact that you can turn off music and you can't turn off GFX might make people believe that music is not important to games. "It is an option we can turn it off", wrong attitude. I say music s very important to build mood, without mood a game is nothing. Unless it is a very weird game.
#6
06/02/2002 (2:05 am)
Joel,

Yes it is very odd to see that how many game developers more likely use their most resources to brand new shiny 3D engine than hire extremely creative composer/musician.

I think it's odd because, game industry is bigger than movie and music industry together and there's flowing big money around it, but still even some highest class companies sometimes do some bad mistakes, like not considering whole audio side of game development and then in the end replace it with some B class music performance. I mean the companies (not all) would have enough money to hire even J. Williams, but why their aren't doing it? Are they really thinking that music and audio isn't that important part of game development?

I've worked couple times for Hollywood movie productions, and I mean it's like from other world their audio/musical resources, comperable to game industry.
Even movie industry isn't bigger than game industry, it's really amazing to see how like, 2 000 000$ budget films are using even 20% of their budget to audio, when it's in game development about 5-10%.

Yes I know that there's some great examples in game industry as well, where company have really put on audio development & created some dope stuff. But it's still quite rare, though I hope it'll change.

I think Icewind Dale was good example of complete audio visual experience, when company know how to use their resources.
Check out the Fast and the fur
#7
06/03/2002 (12:11 pm)
Here be my thoughts ya scurvy seadawgs:

Well I definately think that music is often overlooked by most game developers. If not, then have them explain all the crappy music in 90% of games out there.

I usually compare music in games to music in movies. A straightforward action film with no music is doomed to fail. If you tried to watch..Harry Potter with no music, you would be left with half the film it is WITH music.

So the music definately provides atmosphere, but also can set the mood you want for your audience.

If the player reaches the ULTRA-SUPER WIPEOUTTHEWORLD-BOSS, and you have "Entry of the Gladiators" playing, the player is probably not going to be very afraid. On the other hand, if you played "Duel of the Fates" (copyright infringement aside), the player would probably feel a little more nervous.

In general I feel that music is one of the most powerful forces known to man. A sad lyrical piece can bring an audience to their knees in tears. A fast paced chase song can get their hearts racing, even with no visual. Thus, you can have 2 racing spaceships flying through a canyon on an asteroid, and sure it'd be exciting, but imagine if you add a good track onto that. They'll be jumping out of their own chairs to avoid that meteor heading for them!

I just wish that the developers (besides the audio guys) would realize the potential that music has.

Arrr that be all landlovers!

*hobbles away on peg leg*

Cap'n Ben
#8
06/03/2002 (2:04 pm)
The reason I like Grand Theft Auto 3 so much is the radio stations.

The gameplay is fun and all, but without the radio it just wouldn't feel anywhere near as complete.

It sounds good, AND has vocals. I can't even think of another game that actually used lyrical music beyond some techno beats with samples of someone talking.

Even cooler is how there are so many different types of music. The classical makes it feel like an epic or cinematic event, while the quicker stuff just makes you want to drive fast. Only thing it lacks is a more "hard" music to really get you going when you're slamming into cars or mowing down gangsters. The talk radio and commercials are probably the most funny things I've seen in a game, and really do a good job to immerse you into the world. They even go as far as taking one of your stressed mafia cohorts as a call-in guest who talks about the problems in his life. Heh, classic! Slams gaming, yuppies, Nike, the 1980s, and radio personalities.

While I don't think music can "make" a game, it can take a good game to new heights.
#9
06/03/2002 (2:11 pm)
The "music" in GTA3 adds lots of character, but in anything but RPG type games the very first thing I do is turn the music off. ( Crash Banicoot style games are an exception also, not that many sound effects that the game play relies on ).

Shooters, Racing games, Scrollers, you name it the music is usually just repetative and annoying.

Gran Turismo 3 has some awesome music remixes of some of my favorite songs, but guess what, it is just annoying and detracts from the other sounds in the game.

I think every game that has background music needs the ability to turn it off, no matter how artisticly or technically awesome the music is. The ones that it is IMPOSSIBLE to turn it off or set the volume I just won't play.
#10
06/03/2002 (5:33 pm)
Yeah I think the "off" button is important.

I'm not a big rock fan so if I had to play something like Unreal Tournament with the punk stuff going all the time I'd try to find a way to turn the guns on myself :)
#11
06/03/2002 (5:48 pm)
I agree! Music is what makes or breaks a lot of games. Shenmue, for the Sega Dreamcast, is a great example. I remember that every time it rained in the game, a dreary, depressing tune would start to play. Even if it was sunny outside, it could have been raining to me! The music definitely affected my mood.
#12
06/03/2002 (6:16 pm)
Wipeout and Homeworld.

2 Games i can remember feeling incredibly pumped becuase of the mmusic.

GTA3 is another classic example. The Radio stations really make you want to play. Often i find myself pulling my car over and just listening to the stations.

Cant say any other game has made me not want to progress in the game as much as that did :)

Wipeout had awesome tunes to match the insane speeds.

and Homeworld had some excellent orchestras to really give it that Epic battle feel.

I think homeworld was avery much underrated game. Even now i still think the gfx engine and sound is one of the best going around for its genre.
#13
06/03/2002 (8:20 pm)
I remember Diablo 2 and it's expansion having pretty good music, recorded with a live orchestra (as opposed to a dead one..?).

There was different music for each "area" of the game. Each Act had an overall theme with each area having a sort of subtheme. Overall there were something like 30 tracks of music in the game.

The music in both D2 and LoD really helped create a mood, without really getting in the way. I think the main reason they didn't boggle you down was because of all the dead time in between each area, running to and fro.

On a side note, I think that in certain situations silence is the MOST dramatic. Kinda like in movies where something JUMPS out at you and the whole audience flies up in their seats. It wouldn't have worked if it had been an orchestra sustaining sum note then a bass drum breaking the mallet over the rim.

Ben