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Structural Approaches

Discussion in 'Tips, Tricks & Talk' started by Rohann van Rensburg, Nov 2, 2018.

  1. #1 Rohann van Rensburg, Nov 2, 2018
    Last edited: Nov 2, 2018
    Given the emphasis here on long-form scoring, and the benefit of developing those chops, what I've been wondering is how these skills can be applied to different demands and structures. This is obviously centered around media composition, because structural possibilities in music generally are more open-ended and nonrestrictive.

    Specifically considering video games (music I grew up with), purely linear, footage-tied music is basically nonexistent. While I'm not exclusively interested in media composition, this is an area I've been interested in since I was a kid for a number of reasons, not limited to a) the same reasons film music is interesting, and b) the general love of it by audiences -- in some ways it's become a "folk music" of sorts, with themes being recognizable and treated with affection by just about anyone under the age of 50. The nature of the music potentially repeating feeds into familiarity and association.

    What I'm wondering is how, for instance, a seasoned a long-form-competent composer would theoretically approach a musical design whereby:
    a) music is created for different locations and situations, and the audience can move about freely within these (open-world)
    b) music is created for different locations and situations, but the game is more linear, and as such music can be more "programmed" in the sense of the score more gradually moving forward.

    The obvious influences would, I suppose, be impressionism and minimalism, but the danger of the latter is in alienating people and being overly repetitive.

    I realize this format may not have the symphonic fidelity of film music, but it's a massive part of a composer's potential employment, and there's a ridiculous amount of money in video games. Neither of the two are primary motivators, but it lends a degree of legitimacy as to the potential of the form. I've read numerous composers also talk about the creative freedom they have in games as opposed to film, which is obviously a draw.
     
  2. Well I don't know about a seasoned long-form competent composer, but the way I have done it in my experience working on videogames is a mixture of both of your ideas, and it will depend primarily on the technical capabilities of the engine your developers are using. When you work with layers and use them to bring in intensity (à la Mass Effect 3) you write the complete 3 -5 minute piece (or whatever length) and make a mental note that the stems that you will eventually downsize it to make sense on their own, having said that and to add to this effect you might actually write lines for instruments that will only be available on the middle or lower intensities, it doesn't have to be a one size fit all solution, adapting to the demands of the game and also to the demands of your piece is important.

    Another possibility might be that you are outside of a location so instead of layered stems, you get some kind of filter over the location piece, but work on top of it with a new emotional layer that makes musical sense with the current action and with the location piece at the same time. I have done this while at the same time maintaining stylistic integrity, but I have also done it mixing different styles; the game required a piece to be playing on a party location, and the player would eventually sneak into some areas where he wasn't allowed, so I worked over a muffled beat of the party piece and built a different style piece altogether on top of it. In this case, it was one or the other and the music wasn't supposed to fade from A to B and back, but it was all happening in the same location so it worked well, and keeping the party groove in the back gave you the sense of one location being inside the other and not a different map altogether.

    About programming development, you will do this always because you are a composer and are interested in doing a good job, as you write the score, you will invariably develop it for yourself, and will hopefully be able to integrate everything into the final version. But non-music folk tend to not care that much about it. Even if you point it out, not many feel elated that you are doing such an interesting intellectual juggling and your B2 theme is the main theme in retrograde, or that the second villain theme is actually the C section of the hero theme played in minor and harmonized over the main theme used as a bassline. Personally, if all the themes I use in a project are not siblings and related from the start I would have some trouble regarding the finished work as being about one thing. For me it makes sense, in the same way as using a ukelele for a tropical location makes more sense than using an acoustic guitar even though you might be playing the same melody. You change the instrumentation but keep the musical content, or you keep the instrumentation and develop the musical content. It is the world that you define that has to permeate the whole soundtrack.
     
  3. Thanks for the insight! You have experience in this field, so this is valuable. I'm aware of how it's done technically, but I was curious to know how one overcomes those technical demands from a musical standpoint (i.e. your piece being "torn apart" in order to play at different levels of intensity or to blend more seamlessly), so thank you.

    So essentially, you're made aware of how these pieces are required to change and compose accordingly? It seems like a really interesting exercise to approach a piece in such a non-linear manner. I suppose, in essence, it's not dissimilar to writing variations within the context of a longer piece or film, or just orchestrating/harmonizing one piece multiple ways, but I expect it would certainly be challenging. It seems like internal cohesion is that much more important, interestingly, given the fact that you don't know precisely what order these will play in, or how often. I would love a "composer's process" video on how they would achieve the latter type of programmed music while striving to maintain cohesion and integrity.

    Have you found this developmental process to change over time? There are a decent amount of games that just have set themes for various locations, events, etc. I'm thinking of older games like Hitman: Blood Money, or Ocarina of Time, or i.e. Mario 64. Even the Elder Scrolls games seem to have more "fixed" pieces of music representing various locations and events, and in this case it seems more like they're writing a record than a score, if that makes sense.
     
  4. #4 Leonardo Badinella, Nov 3, 2018
    Last edited: Nov 3, 2018
    Yes, well. When I write the music I try to get as much material as there is available. Concept art, stills, a script or design doc, I talk with the producer or whoever is in charge to get an idea about the requirements of the map, it's placement in the story timeline (or gameplay timeline if it's more appropriate), how many times it will be visited and revisited by the player, and when, etc. Then I talk with the audio guy to check out what is the engine capable or what specific capabilities are they implementing, from that I develop a workflow and get to work. After I write and deliver the track, I like to check it in game, review the mixes, see if it gets fatiguing, or repetitive, and I will adjust from that, so for me it's a hands on approach. Somehow it doesn't feel limiting when I am going through the process, not as limiting as just being "made aware" and composing accordingly.

    Like I mentioned in the beginning, the process changes in accordance with the capabilities of the engine, you get a feel for the way your music will be presented and that will impact the way you produce the track. The actual writing process has not changed though, I still sit at the keyboard, or pick up the guitar, or just scribble down on a notepad if I am away, for the initial idea. Then I flesh it out on the computer and the actual development and mixing are done to picture, as in my case I have found the colors and spaces of the environment affect my mixing decisions.

    I am not sure about the games you mention, but I think the level of interplay the composer has with the development team will affect how dynamic the whole process can be, the first videogame where they used a film composer was if I am not mistaken Metal Gear Solid 2: Sons Of Liberty, where Harry Gregson-Williams was asked to come up with music that followed a specific brief, and the sound team then edited the parts and incorporated them where they saw fit. This might still happen today and parts of your score will be flown from one section to another, it's part of the deal and you don't have any control over that. Parts get flown in films too. Inon Zur has said he wishes he had time to play the games he works on, this does not mean he writes in a vacuum, it just means he doesn't play the games after they ship. The "fixed" pieces of music you mention may be a result from the technology at the time, maybe there weren't dynamic stems at the time, or maybe they just couldn't used them for memory constraints, etc. Lastly, I can see why you mention you don't really know for sure in which order the tracks might play, but the reality is even if you can't be 100% sure about that, there's always an intro, or a title track, and you can set the mood right there. Or even the trailer if you are doing that too.

    But remember this is music that is made to support the game, many times it's not supposed to be listened to on it's own and you will find some of the more atmospheric cues are pretty boring on their own. So you have to let go a little of the control that you wish you could have over the presentation, because it will vary anyway, some times I will be writing and be very happy with a certain section only to find out later that the player can skip the whole scene and instead of 3 mins he plays 1 minute of that map and then goes into a conversation (with another music cue) and then comes back to the map and the music begins again and he finishes the map in 90 more seconds and never gets to listen to the part you where so happy about, on the other hand the player may decide to stick around and explore the map, and he will be rewarded accordingly in experience and also with this new music section. Because of this, the actual presentation is non linear, and music matures along with the game, each map and music cue being sort of an emotional picture frame through which the player will experience the game, and your piece sort of lives in that moment and shifts with him or her, it doesn't carry the action, but fuels it and gives it credence.
     
  5. Ah, good call. I suppose the engine is important especially if being developed for mobile or as an indie game? I would think it less important now than before.

    That's interesting, and frustrating. I don't know why a sound team would artificially arrange your music, unless you just provided them with snapshots or "parts" in the first place, which is a particular format they'd be looking for, I'd assume.
    By "fixed" music (i.e. Skyrim, Blood Money, Bloodborne) wasn't an engine constraint thing, I don't think? It seemed more like a specific format. I'm not sure I've played many games that move stems in and out, but in i.e. Skyrim, it's more like specific songs that are triggered to play at various times, and the order can be rearranged. I.e. there is a "dragon fight" theme, there are various themes for exploration, etc, but they don't seem to ever be arranged differently (in terms of stems) than on the soundtrack. Same with Blood Money, or Bloodborne -- there don't seem to be stems cut. In Blood Money, there are again songs that play at specific times, but they're whole songs. Does that make sense? It's more like horizontal modification due to triggered events than vertical modification. Have you ever dealt with the former, or am I just deluded here? I imagine it would be a different challenge to create a score based on writing "songs", almost like writing an album, vs writing for specific events, vs writing something that gets rearranged vertically.
    As an example, this song as heard here is precisely how one hears it in game. It might get cut short, but it never gets modified vertically:




    I suppose this is where I wonder when it comes to the musical structural approach. I'm not sure this needs to be the case -- Skyrim had long atmospheric cues but Soule managed to give them an internal structure, movement, and general interest overall, so even if they're slow and ambient, they're not just "sound". Splinter Cell: Chaos Theory had a similar approach -- each song had various levels of intensity pre-fleshed out by Amon Tobin, and it worked great as an independent album. I would think this approach would be similar to "padding for time" the way Williams does it (albeit at a different level).

    Thanks for the answers and time!
     
  6. H Rohann,
    I have worked quite on a couple of videogames and when I give some of my impressions regarding that: Most of the people I worked with have spotting and brainstorming session where they first talk with me what their vision is. They tell me about the story and how they want and see the characters in the game musically reflected. As a part of these meetings they present to me examples either of other video game or general music which is a bit temptracking session as well. These parameters influence also the way the themes will be like. They are no copycats but they somehow grab the vibe and core of the temptrack presented. Having said that this approach can sometimes feel a bit limiting but in the end it is also helping me as the composer to understand the leading game designers vision better. You can talk the whole day about things like: It has too sound romantic. It has to sound dark, but in the end everysingle one of us has a different understanding how whats that is and how much of that they really want to have.
     
    Paul T McGraw likes this.

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