Why are developers playing it safe with soundtracks?

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Friday, October 21, 2011
EDITOR'S NOTEfrom Sam Barsanti

There's a moment in Metal Gear Solid 3 where you have to cilmb a giant ladder. As you get higher, the game's theme song kicks in and builds and builds until you reach the top and realize that you feel like the world's biggest badass...when all you've done is climb a ridiculous ladder. That's the power of a memorable musical selection, and it's too bad that moments like that are so rare in video games.

One thing you don’t see very often is a game soundtrack that defies people’s expectations. That’s not to say that the music we're getting is bad, soundtracks just tend to tread ground that has been walked on hundreds of times already.

The right soundtrack can really make or break a game. From the famous theme in Super Mario Bros. to the haunting chant heard after firing up Halo, good pieces of music become just as memorable as the games they were a part of. There’s no better proof of this than the existence of Play! and Video Games Live, both of which are dedicated to performing music from video games in a concert setting, but they almost always focus on the titles with the more "normal" musical selections.

Take the God of War series as an example of a "normal" soundtrack. The music in these games is suitably epic to match the events unfolding on screen, but there is nothing unexpected or out of the ordinary contained within. Interestingly, the song that Lead Designer David Jaffe listened to throughout development of the project was “Come Sail Away” by Styx. How different would God of War have been if the soundtrack had been similar to that ‘70s classic, instead of a safe (and semi-boring) orchestra?

The true inspiration behind God of War

 

Television and film aren’t afraid of pushing the musical envelope. An example that comes to my mind immediately is the episode of Lost where we’re introduced to Desmond. Lost has a pretty standard television soundtrack, complete with the usual array of musical cues, but then there’s the moment I mentioned above:

The song featured is called “Make Your Own Kind of Music” by Mama Cass Elliot, a piece from 1969. It’s completely different from the music heard later in the same video, and Desmond’s first appearance wouldn’t have felt as important if it had used the standard Lost music.

Films do the same thing, and Nicolas Winding Refn's Drive is a perfect example of this. It’s a movie about a stuntman who moonlights as a getaway driver for criminals. Here’s an example of its music:

Who would’ve thought that 80’s synth-pop was the right choice for a modern film about gangsters? It’s a different kind of selection that sets the style and tone for the film, and it works well.

Unfortunately, I can’t think of a single game that makes daring choices like these when it comes to music. Fallout 3 and Fallout: New Vegas both have some inspired choices with great tracks from the 50’s, but none of it organically shows up in-game. A majority of the songs heard are from the player’s Pip-Boy or radios scattered throughout the world. The same can be said of the Grand Theft Auto series. Great music selections, but it is all found on the radio.

Games will often make interesting musical choices in trailers, at least. Gears of War and Assassin’s Creed are known for deliberately pairing action with music, from the somber tone of Michael Andrews' "Mad World" to the electric beat in "Genesis" by Justice. Even Dead Space got in on the fun by featuring "Untitled #7 (a.k.a. "Dauðalagið)” by Sigur Rós in its launch trailer. The latest example is a Dark Souls trailer containing the song “All Saints Day” by The Silent Comedy:

I'm sure we’ll never hear that song in Dark Souls itself. It probably wouldn’t play nice with the game’s bleak and gothic themes, but if it worked in the trailer, who says it can’t work somewhere within the game? It would certainly be different, and in an industry dominated by an endless stream of sequels and risk-averse design choices, I’d go for the road less traveled over the safer alternative. It’s a shame more developers don’t seem to agree with me.

 
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Comments (12)
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October 21, 2011

Bastion (2011) was repeatedly rightly noted for its soundtrack; love it or hate it (and it's truly surprising what an array of people love it), the music is decidedly memorable and turns out to play an active role in the game's narrative as well.

Mass Effect 2, while in some sense having a "typical" sci-fi score, does some really remarkable things with the integration of themes and ideas into its music.  It's the only game I've ever played where the hero's music is in an unbalanced, ambiguous 7/8 time and I love it for that.  (Wrote about 4000 words on how ME/ME2 manage ambiguity and theme in the score early this year, there's a lot there that you don't find in, say, God of War.)

Also also, Video Games Live is a hell of a show if you see it in a big enough venue (with full orchestra.  The chamber orchestra, smaller-scale production isn't as good).  I recommend it.  ;)

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October 21, 2011

Althought it may be becoming increasingly common, it's still rare that a game developer will hire a sound designer to work on the game throughout its development. Most sound designers are an afterthought, hired close to completion to just throw some music in there. I think developers are slowly becoming more aware of the importance of sound within their games, but many still neglect it.

While I wouldn't regard it as massively risky, I do love the Assassin's Creed soundtrack. I think it's very varied, featuring elements of folk and electronica. God of War is less risky still, but Christ is it epic. Demon's and Dark Souls however, I must concede, I do not like. The scores feel a little cliched, like they're tried to ram every musical denotation of 'dark' in there to lend to the atmosphere. It feels a little artificial, and it's not musically pleasant at all. 

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October 21, 2011

100% agree. Music is another part of the overall experience, and all it's being used as is background noise. Just like there's a huge conversation (on the interwebz) about pairing game design with narrative and creating something emergent, there also needs to be a conversation of pairing game design with music.

Brian Eno did something unique with the Spore soundtrack. He used different loops that would come together randomly, and it created a really organic soundtrack. One of the most disappointing soundtrack moments was during the end of Mass Effect. Loved the music for the game, thought it worked really well with the themes, but then the credits roll and the badass song "M4 pt. II" by The Faunts comes on. Why was this saved for the credits???? Because there are lyrics? Take the plunge and do something cool with your sound, game developers.

Profile
October 21, 2011

The original Halo has an instance where a song by Breaking Benjamin will play. It only happens once and it's during The Silent Cartographer when you're about to leave the map room to the surface. My friends and I would always try to play extra badass during the song since it only happens once and we didn't want to disappoint it. :P

Me_and_luke
October 21, 2011

That Breaking Benjamin song was in Halo 2 actually (as is Incubus).  The track when you're escaping The Silent Cartographer is "Gun Pointed at the Head of the Universe" from the Halo:CE soundtrack.
 

Profile
October 21, 2011

Ah! Thank you! I felt a little weird that I knew the band name so well, but that was only because it was the 2nd game lol. Thanks for the fix :)

Robsavillo
October 21, 2011

While I really enjoy that Dark Souls trailer (and you rightly point out how the musical accompaniment works so well), music doesn't have much place in the game.

I love that most of the game happens in complete slience save for the clanking of weapons, casting of spells, and cries of pain and death. That aesthetic fits with the atmosphere perfectly. The only time music does appear is during boss fights, and this limited use makes the music that is there much more powerful.

I have to say, though, that you're really underselling the emotional impact that orchestral music can have. In Demon's Souls, for example, Maiden Astraea's theme beautifully sets the depressing tone of the actions you're about to commit (murdering a demon who only wants to live alone in peace) in place. I wouldn't want it any other way.

Bruce
October 21, 2011

I agree, if there's one thing I like Orcs Must Die! for, it's the music. It was orchestrak rock, and it felt AWESOME. Seriously, it didn't feel quite as bland as the music in, oh, Dungeon Defenders. DD has an average 'epic' soundtrack, but it feels generic and, well, unexciting, especially when staged against the bright, vibrant, cheerful environments.

But yeah, music in games could afford to be more daring.

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October 21, 2011

There was a moment in the original Bioshock where you are locked in a lavish shopping center with numerous psychopathic drugged-up minions who want to beat your head in with lead pipes.

Tchaikovsky's "waltz of the flowers" can then be heard oozing from the PA system of Rapture. And with almost ballerina-like grace, I proceeded to murder a henchman and use his body as a human yo-yo to dispatch all other foes who were periodically clambered into the arena. I timed my blows to the peaks of the song.

It was an otherworldly experience and something that could not have been accomplished without such an unconvential piece of music having been placed in. It went as far as to impact how I played the game.

99% of every other games I've played this generation do not even have soundtracks that are slighlty memorable, let alone do what Bioshock did for me. Yes, developers need to dare.

Great article.

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October 21, 2011

While Video Games Live mostly features orchestral music, the music they choose to orchestrate is not of the safe (and semi boring) type. The last show I went featured arrangements of Sonic the Hedgehog, Mega Man 3, and a selection of "classic" (Atari-era) music, the latter a show staple. This is all in addition to regular customers like Mario, Zelda, God of War, Castlevania, and Final Fantasy VII (One-Winged Angel). And don't forget their Guitar Hero contest (they played Sweet Emotion), which is certainly not "boring" orchestral fare.

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October 21, 2011

When I played Borderlands and Fallout 3, I hated the boring Western soundtrack. I don't know why almost every post-apocalyptic game has to have that dull, wistful acoustic guitar. It's as if they lost all their imagination and just focused everything on the technical gameplay.

I still don't understand why Western RPGs have such awful soundtracks. I guess they want to play it safe, but they're missing out on an essential part of the atmosphere. Half of the reason I play JRPGs is for their soundtracks. Persona 3 and 4 used pop music to add to the hip environment of high school life. Final Fantasy 13 had a sweeping orchestral soundtrack with more loud staccatos than any Western RPG could ever handle.

Catherine especially sucked me in with the relaxing piano tune that plays in the Stray Sheep Bar. It uses video game chiptunes for the arcade machine in the corner. In the dream sequences, it uses techno and pop variations of old orchestral pieces from composers such as Holst and Dvorak. I wish other developers weren't so afraid to add in some creativity in the music selection.

Then again, I can't remember too many games with killer soundtracks. The Doom soundtrack still pumps me up, though.

http://www.youtube.com/watch?v=BSsfjHCFosw

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October 22, 2011

I'm surprised no one has mentioned Red Dead Redemption. While the overall soundtrack consists of a mix of spaghetti and modern western fare, the final battle has an almost hip-hop track over it called "Triggernometry". Even if it isn't exactly tonally appropriate, it's certainly memorable.

Then, of course, there are the three great alternative/country tracks that play at turning points in the story: "Far Away" (as John enters Mexico), "Compass" (as John rides home to his family), and "Deadman's Gun" (just after Jack...does spoiler-y things). "Compass" in particular has a lot of emotional weight; the game technically allows you to go about your random open-world business as it plays, but most players I've talked to rode straight home at the lyrics' beckoning.

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