Music in classic and modern video games

http://kotaku.com/5821655/why-video-games-with-silent-heroes-had-the-best-soundtracks

I found this very interesting. It marks the very difference I've been trying to nail down in why I prefer classic game soundtracks to new game soundtracks: classic games had no voice acting. The article points out that games with voice acting cause the brain to focus on the words instead of the music and there's "not enough bandwidth" for our brains to process both voice acting and an interesting soundtrack. The soundtrack takes a backseat to the speech because that's naturally what our brains focus on. This is also why Hollywood movies and video games with a cinematic flow tone down the music for when characters are talking and leave the lead melodies to areas without talking and intro/credits sequences.

This is exactly why I prefer the soundtracks of old and I didn't even realize it: speechless games. Even the soundtracks from LA's games experienced without speech are far more engaging (the music, not necessarily the game). It's a very interesting difference. In the article the author links to two YouTube videos from FFVII, both of a sequence with text and engaging music (yeah, that's most of the game, but you know). One version was the original game presentation and the other with voice acting. The point was to show just how much more effective the music is when there's nothing else to listen to, and it's remarkably true! Maybe you guys understood this difference already, but I've never thought of it that way before. Perhaps that's why I always preferred KQ2+ without voices and why I never found TSL's or Telltale's game soundtracks particularly memorable or striking (though done extremely well). Though I really enjoyed Puzzle Agent's themes....particularly the puzzle themes, because there's no dialogue!

You know, in light of this I really think it'd be great to play a game solely based on gameplay with a rich soundtrack and no dialogue at all. Speech nor text. Just music telling the story. That would be an interesting experience and a fun exercise to score as well. I'll have to do that before I die sometime...

Comments

  • edited July 2011
    A music maker, brilliant. Truly brilliant. Thank you.

    What I like? Doom I , II. Final Fantasy VII, VIII. Simon the Sorcerer.

    Thanks for sharing, music maker.
  • edited July 2011
    There's an episode of Extra Credits about Videogame Music. Might be worth a watch?
  • edited July 2011
    Now I understand why you didn't think that the Curse of Monkey Island soundtrack wasn't notable!

    It works the other way around too, actually. When the Monty Python team showed the Holy Grail, they noted that people didn't laugh at their jokes while music was playing in the background. So they made sure that there was no music playing whenever a funny or an important line was said. (Except for the shruberry line, that is.)

    I sometimes actually do manage to enjoy soundtracks while they are played along with text, a notable example being Hardtack and Trenchfoot's theme from Tales of Monkey Island. (This might be because of the music's rather strong nature, so it was as loud as the voice acting.) But the example in the article managed to prove the point very well.

    I now think that Nintendo actually noticed it many years ago, as I don't know of one game they made with full voice acting. Also, when the characters do say something, their lines are often hated by the fans. ('Listen!')
    Thank you for sharing this with us, MusicallyInspired!
  • edited July 2011
    I disagree. And there is one big reason for it:

    Deus Ex.
  • edited July 2011
    There is not one humable theme in Deus Ex. It's all ambient (except for the title theme). Doesn't mean it isn't good, my point is that it's not truly memorable....just that you remember it was good. It did its job and did it well. But that job was not to have memorable themes.

    Of course, this article is from the point of view that his opinion is that games with memorable soundtracks have better soundtracks than games with excellent ambient soundtracks. It doesn't mean one or the other is horrible or absent of taste, it just means he (and I) preferred the former. I love the music in Myst and the Portal games, for instance, but there's nothing really you can hum besides the Myst main theme and Still Alive/Want You Gone. And I still prefer the soundtracks of Space Quest and The Secret of Monkey Island to them.

    The video Tredlow linked above explains that side of it well.
  • edited July 2011
    There is not one humable theme in Deus Ex. It's all ambient (except for the title theme). Doesn't mean it isn't good, my point is that it's not truly memorable....just that you remember it was good. It did its job and did it well. But that job was not to have memorable themes.
    I have played that game so many times. Yes the main theme is very strong but I can hum a lot of the other music in that game too.
    Deus Ex just has both. And it took a long time until another score even got close to that. I just bought that score in the last steam sale. And I bought the super meat boy soundtrack 2 Disc set last year. That one was brilliant too.
  • edited July 2011
    I think it depends on the individual as well as the game. I mean I found that Alan Wake had such an awesome soundtrack (both ambient and vocal) that I had to get it so I could listen to it outside of the game.
  • edited July 2011
    Well, I remember that The Curse of Monkey Island has a soundtrack that is almost diminished by the song called "A Pirate I Was Meant to Be", which has singing too! Weird!
  • edited July 2011
    It's called your mental sketchpad. You've got a limited audio and limited visual processing capability. It's the reason why powerpoints fail to communicate ideas when both text and identical verbal instructions are given, and why verbal communications with associated pictures actually communicate the idea better. We're actually working on a long term project with researchers at Berkley right now concerning human processing.

    Music is for moments. Words interfere with those. When dialogue is being spoken music should usually take a backseat, with some exceptions.

    This is actually very pertinent to the current field of online education.
  • edited July 2011
    8-bit music can be infinitely more terrifying than orchestral music. Hands down.
  • edited July 2011
    I think the height of terror was th N64 era.
  • edited July 2011
    You know, that's a good point. Even in games from the current generation that I really love, I'm kinda clueless as to what the music sounds like... whereas I can recall just about every track from Monkey Island or Quest for Glory or Final Fantasy 4 off the top of my head.

    The only game sound tracks that really left an impression on me recently that I can think of are Red Dead Redemption, L.A. Noire, and the Assassin's Creed games.
  • edited July 2011
    Silent Hill.

    /thread

    (but in all seriousness, some very interesting points there)
  • edited July 2011
    There are plenty of modern games with fantastic soundtracks. Portal, Whispered World, Dreamfall, S&M 2 and 3, Super Mario Galaxy, Professor Layton, Mirror's Edge, Metal Gear, Halo (especially "In Amber Clad"), and I'm sure plenty more if I thought about it.

    Has anyone here played "Superbrothers' Swords & Sworcery" ? Really fantastic game with a minimal narrative and a heavy emphasis on the music.
  • edited July 2011
    Again, nobody said that modern game soundtracks were bad. Just that the experience is different because of the shift in focus where voice is concerned.

    Never played it. Sounds interesting, though.
  • edited July 2011
    Something similar has happened with modern film soundtracks. In the past, composers were allowed to do a full-orchestral score that would catch the attention of the viewer and leave him humming the main theme as he left the cinema.
    Nowadays, fashion is to have "subtle" music in modern films. And this is something I don't personally enjoy very much, as I'm a fan of a score that explodes in your face. However, this is something completely normal: There's a period of alternative film scores, and then the orchestral robust ones return for some time, then the alternatives, and so on...

    And now, talking about video games... It certainly depends upon the game. Take for example the Medal of Honor series: It started with big heroic Copland-esque music, and now it has turn into something more electronic and modern. This is something that people say its because of the more "realistic" nature of the newer games, but I say nonsense... Morricone often says that if you can't hear the music, it's bad film music. And he has a point. What's the point of making music so subtle that the viewer can't hear it?

    But keeping with the Monkey Island series, to me all the games have terrific music. However, a lot of people have complained in the past that Tales isn't "catchy" enough compared to the other games, and while I don't agree with them, they say this because of a reason: The music is buried under sound effects. If you don't have a good ear or aren't paying attention, you'll barely notice it.
    This is something quite common with modern films too. When a composer does a big, masculine and robust orchestral score for a big action scene, the sound effects ultimately win and because of this the score gets mixed extremly low, and most people don't notice it.

    But as I said, it's simply a normal transition... I have a feeling that the era of big orchestral scores may be just coming back...
  • edited July 2011
    I loved Curses' music. I could whistle every tune from just about every scene in that game.
  • edited July 2011
    ShaggE wrote: »
    Silent Hill.

    /thread

    The music in Silent Hill sounds like a bunch of instruments grinding together.

    It's also one of the most atmosphere-inducing videogame music ever made.

    Also, I'm not a big Halo fan, since I've never really seen what's so great about it, but it's got one of the best theme music I've ever heard.
  • edited July 2011
    Trenchfoot wrote: »
    Something similar has happened with modern film soundtracks. In the past, composers were allowed to do a full-orchestral score that would catch the attention of the viewer and leave him humming the main theme as he left the cinema.
    Nowadays, fashion is to have "subtle" music in modern films. And this is something I don't personally enjoy very much, as I'm a fan of a score that explodes in your face. However, this is something completely normal: There's a period of alternative film scores, and then the orchestral robust ones return for some time, then the alternatives, and so on...

    And now, talking about video games... It certainly depends upon the game. Take for example the Medal of Honor series: It started with big heroic Copland-esque music, and now it has turn into something more electronic and modern. This is something that people say its because of the more "realistic" nature of the newer games, but I say nonsense... Morricone often says that if you can't hear the music, it's bad film music. And he has a point. What's the point of making music so subtle that the viewer can't hear it?

    But keeping with the Monkey Island series, to me all the games have terrific music. However, a lot of people have complained in the past that Tales isn't "catchy" enough compared to the other games, and while I don't agree with them, they say this because of a reason: The music is buried under sound effects. If you don't have a good ear or aren't paying attention, you'll barely notice it.
    This is something quite common with modern films too. When a composer does a big, masculine and robust orchestral score for a big action scene, the sound effects ultimately win and because of this the score gets mixed extremly low, and most people don't notice it.

    But as I said, it's simply a normal transition... I have a feeling that the era of big orchestral scores may be just coming back...

    I get your point. BTW, you still haven't done out requests for your piano versions of ToMI yet!
  • VainamoinenVainamoinen Moderator
    edited July 2011
    I cannot agree much with the article - it was a very interesting read, though! ;)
    Take the work of John Williams, one of the most confident and iconic melodists in Hollywood. His most famous themes are instantly recognizable—Star Wars, Raiders of the Lost Ark, E.T., Jurassic Park—but those themes never play while characters are speaking on-screen. They play during action sequences, or perhaps during the opening or closing credits. When it comes time for characters to talk, those sorts of strong themes fade away, replaced by broader, less intrusive chords—called "pads"—which allow actors' voices to be easily understood.

    This idea is presented as an indisputable fact in the article, while I see it more as a necessary tendency in movies. But movie composers also have the tendency to put most heart into the central scenes, and those might very well be scenes in which voices are heard. Interestingly, the writer contradicts himself with his examples. For example, the central Jurassic Park motif is indeed heard first while the protagonists are speaking.

    An idea the article does not even touch upon is the very individual feel of early VG music due to the brutal sound limitations of early computers and consoles: Very few sound channels, very few and bad-sounding "instruments", scarcely much memory reserved for the soundtrack. How do you cope with that as a composer? You rely on a very strong, repetitive and present melody or musical motif. For me, that is quite a defining thing in VG music.
    Trenchfoot wrote: »
    Something similar has happened with modern film soundtracks. In the past, composers were allowed to do a full-orchestral score that would catch the attention of the viewer and leave him humming the main theme as he left the cinema.
    Nowadays, fashion is to have "subtle" music in modern films. And this is something I don't personally enjoy very much, as I'm a fan of a score that explodes in your face. However, this is something completely normal: There's a period of alternative film scores, and then the orchestral robust ones return for some time, then the alternatives, and so on...

    I wouldn't call it "subtle". Hans Zimmer's present minimalist endeavors are hardly subtle, but they are also quite unhummable (is that a word?). Less motif seems to be a fashion, not something that is necessarily requested from modern composers. Granted, I was floored when Final Fantasy X suddenly switched to more "ambient" music, while I expected the exact opposite from Nobuo Uematsu.
    Scnew wrote: »
    You know, that's a good point. Even in games from the current generation that I really love, I'm kinda clueless as to what the music sounds like... whereas I can recall just about every track from Monkey Island or Quest for Glory or Final Fantasy 4 off the top of my head.

    I do not agree, with all my heart, as a long-time VG music explorer, collector and buyer. Many of my most valued video game scores are from games I haven't even played; and there are even two CDs labelled "Video game music" where a corresponding game does not even exist.

    Before I start listing wonderful video game music through the ages, here's a final thought. If we assume that the arguments this article makes were 100% correct, we'd still have to expect ever "worse" movie scores, but not video game scores. That is because narrative scenes - which might constitute an entire movie - would get the less intrusive music, but gameplay/ scenes in which the player is in control, which should constitute most of a game, and TTG take heed, might receive the better, louder, more intrusive, more hummable tunes.
  • edited July 2011
    The article isn't saying that music composed in a more "ambient" way is worse, just that he doesn't prefer it. But there IS a clear difference. Once you realize this it's not really about defending it so much as it is about having differing tastes. There are fantastic soundtracks on both ends. For games I've both played and not played. I just happen to prefer one style over the other.

    And as to the Jurassic Park reference, they're not really having a whole conversation about anything, just a couple exclamations of wonder, that's it.
  • edited July 2011
    Now these points of data make a beautiful line
    And we’re out of beta, we’re releasing on time
    So I’m glad I got burned, think of all the things we learned
    For the people who are still alive
  • edited July 2011
    DAISHI wrote: »
    There are plenty of modern games with fantastic soundtracks. Portal

    I either agree with or haven't played with the other games you mentioned, but Portal?

    Does that even have any music besides the song at the end and the little Aperture Science ditty that plays on the radios?
  • edited July 2011
    Scnew wrote: »
    I either agree with or haven't played with the other games you mentioned, but Portal?

    Does that even have any music besides the song at the end and the little Aperture Science ditty that plays on the radios?

    Well actually I meant Portal 2 sorry :) Portal 1's is definitely more toward the ambient side but Portal 2 has a lot of strong themes, like Cave Johnson's in the Science cave.
  • edited July 2011
    Now these points of data make a beautiful line
    And we’re out of beta, we’re releasing on time
    So I’m glad I got burned, think of all the things we learned
    For the people who are still alive

    :guybrush:



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  • edited July 2011
    What i love about this article is that it's one of those things that just seems so obvious once you've read it. I've often wondered why i never seemed to notice the music much in movies or video games, without ever really thinking about it, but it just clicked while reading this guy.

    I'm one of those guys who could sing every theme from MI2 but never quite understood when someone said that CMI's soundtrack was just as great (not that i ever thought CMI's music was bad in any way, it just never really hooked me). I was watching some MI2:SE videos the other day to hear how the voices sounded and while i did enjoy them, i couldn't help but feel disapointed at the very same themes i've been in love with for so long. Part of it is certainly nostalgia for the old midi sound but the distracting side effect of the voice acting just seems obvious now.

    It's interesting that hit the road gets mentionned in the article... It's also among my short "best video game sountracks ever" list, but i remember that for some reasons the voices didn't work when i first played it (for years i thought the game didn't actually have any voiceovers)...

    The same thing happens in just about any song, actually. That's why no one's playing solos or fancy stuff while a singer's singing; it's not so much that you want the vocals to be heard clearly, it's that everyone is gonna focus on them anyway so you'd better not distract from them.


    Thanks for this great read anyway ;)
  • edited July 2011
    some games also do that on purpose. Like most RPGs. They have unmemorable music so you don't notice how little there is during the 50+ hours you play the game. For Example the Elderscrolls-series. Great main themes but the rest is remarkably unremarkable.
  • edited July 2011
    I actually think Oblivion's town music is pretty fantastic.
  • edited July 2011
    der_ketzer wrote: »
    some games also do that on purpose. Like most RPGs. They have unmemorable music so you don't notice how little there is during the 50+ hours you play the game. For Example the Elderscrolls-series. Great main themes but the rest is remarkably unremarkable.

    Not Arena or Daggerfall. Those games had great "forefront" soundtracks. Every game since then has certainly been very ambient, though. Well, besides Battlespire possibly.
  • edited July 2011
    While I do love old soundtracks a lot, there are many modern game soundtracks (with voice acting) that I also quite enjoy. Like the Starcraft II soundtrack, Age of Empires II soundtrack (okay...not exactly modern, but there was voice acting in it), Trine, Magicka...actually, I just realized that most of these have little speaking while the music is playing. Hmm...maybe there is something to this argument after all. Well... looks like some "research" must be done on the subject.

    -slinks off to computer-
  • edited July 2011
    It's very rarely that the most memorable songs overlap speaking, unless the song has previously been heard.
  • edited July 2011
    A very interesting article...I guess I have a different take on the influence of music in games, because anything I play is usually a browser based game and therefore a bit crap (Skyrama, Castle Empire)....so I usually turn the music off ;)
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