Another Radio 4 program (30 minutes) this week brought another Sound discussion within the games industry and the progress of video game scores, though it was recorded in 2010, some of the stats have changed a fair bit, but just to be clear. One of the underlining factors in the program was that game music was coming of age, even though gaming has been around a relatively small amount of time. In comparison to film, sound wasn't even in use, and was still in the silent era. It is said that around 14 hours per week per household is spend playing video games making it bigger business than film and music.
One of the many people interviewed was a composer working on scores for games, he generally gets a set of framework from the developers giving a description of the scene/mood/atmosphere etc, it would then be up to his team to compile a soundtrack best suited to the given description, one of the examples used was a scrap yard level with a game, this composer used tools such as mood boards and the like to create a really interesting eerie and ghastly metal tinging piece for the game, he also then creates several different copies of this piece with different ones incorporating the tempo which is set by the players play style, via stealth or combat.
Game music does have it problems, for example many pieces often seem very loud and that's because they need to create this sense of ore and excitement for the player, this is all well and good, but in isolation it can sometimes fall apart due to the soundtrack needing the game component to function correctly as imagined, In my own opinion though, I often listen to these in isolation anyway, due to fact they bring these emotions anyway, without the need for game.
Following on to a different interview, the question lays around the fact of "Is making the score easier for the in-game stuff or for a rendered cut-scene" From the reply its easy to see why the cut-scene is the easiest to work with, this is very much like film in this regard as the composer has direct and full control of what the player should feel, giving it a sad or heroic part in the game, While with in-game work the composer cant control the player, and so has to best offer the music on which the developers framework tasks him with.
One of the interesting pieces which i totally agreed with, was the coming together of two apparent separate groups, of which are gamers and classical concert goers. Due to the rapidly growing market of gaming, big names such as the London Philharmonic Orchestra and Hans Zimmer (Big Film Composer) compose and perform video game music, this brings people from behind their T.Vs and into this concert environment, were they can experience there in game moments, which is very much driven by the music, live.People within the orchestra however, have not always thought it was at the standard of the normal music which they might of played, from the likes of Ludwig van Beethoven to "Sonic the Hedgehog" or "Mass Effect" but their minds are wonderfully and suddenly changed when they see the thousands of people who have evoked such passions when they hear their favorite game soundtrack.
https://www.youtube.com/watch?v=ZyvwODEjmXw (A link to the Live perfomance of the above)
(Hans Zimmer [Below]- A few of the many scores, Superman/ Gladiator
and Modern Warfare 2 (A Video Game)