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What is it in game music that you like so much and how could it be better?
Since game music is so diverse and that there are so many different reasons to love it (or hate it!), I'm trying to figure what could be general trends in VGM aficionados. I'm quite curious about discovering the opinion of others on some questions I've be asking myself, but this survey also has an ultimate goal: depict a global picture of what people want to hear and then present it to various game producers and composers, which might influence them to a certain degree. This is related to the fact that I'm not fully satisfied with all of the music heard in games these days, and I believe I'm not the only one feeling this way.
To avoid the discussion to go in all directions at once, here's a list of questions you could try your hand at. If you'd like to add anything else beside your answers or if you'd prefer to reply without following these questions directly, please go ahead. Also, don't hesitate to give specific examples of soundtracks or artists if these could add to the precision. 1. If you had to describe what VGM is to someone ignorant on the subject, what would you say? 2. Why do you listen to game music on a stand-alone basis? What elements do you like or dislike from it? 3. Do you listen to music from games you haven't played? 4. What percentage does VGM represent on your playlist vs. non-game music? If applicable, what kind of music do you listen to outside of VGM? If you don't listen to mainstream music (i.e. not VGM, film, or anime soundtracks), why is that so? 5. How do you feel about music that was not published as an official album? How much of a problem is it to you if you want to listen to it? Also, do you actually buy official albums or strictly download them illegally (or a mix of both)? Do you think these albums are adequately priced? 6. Which genres/styles do you mainly listen to? Which do you avoid? 7. If one of these genres also exists in non-game music, do you also listen to it from that category? If not, why? 8. Video gaming had a reputation for a long time of being a childish or geeky hobby, and a part of it persists today. Inevitably, to a certain extent, the music also fell under this denigrative categorization (especially retro chiptunes). Do you think VGM is as valid as any other music from a listener's point of view? Additionally, are you fully comfortable about mentioning you listen to VGM when you discuss with someone who isn't into gaming? 9. How would you compare game music from the past (aka chiptunes, up to the SNES era) and modern material? 10. During its infancy, VGM was unique in part because of its electronic sound coming from limited sound chips. Today, any kind of instruments can be used and thus this uniqueness doesn't always persist. Do you believe VGM should sound different from other music categories? If so, how could this be achieved nowadays? 11. Most gamers don't particularly care about game music (or at least, to the extent we do). Thus, it's most probably not part of their playlists. Some producers believe that players would prefer to hear their favorite mainstream songs while playing rather than original music, hence the use of licensed material. What is your opinion about this? 12. Other producers, which aren't as radical, may still hire a composer, yet ask him/her to create something that sounds extremely close to popular music. This does not make highly unique VGM, yet it can still be very enjoyable and is a creative process. Do you see a problem in this? 13. A popular trend these days (notably in the West) is to make games that are very cinematic in nature, mimicking Hollywood down to the use of (usually) orchestral cinematic music. How do you feel about this? Since these two media are converging when it comes to telling a story on screen, should games (and their music) be any different from films? If so, how? 14. Certain producers and composers believe that the perfect music should not be noticeable unless it's not there. Another way to formulate this would be to say that the music shouldn't be in the forefront to avoid distracting the player. In practice, this often results in the use of an adaptative music system, playing an ambient (see "usually unmelodic") track when nothing special is going on and then loading a more dynamic cue when action kicks in. When listened to on a stand alone basis, these soundtracks often make an inconsistent experience (unless for huge ambient fans). What do you think about this? 15. VGM is inevitably linked to the games it comes from. In fact, it's created to suit them in the first place! Is there any soundtrack which you regard very lowly from a listener point of view, but that you found worked well in-game? If possible, how could it have been more enjoyable to listen to while still working as well in-game? 16. Do you think there is too much music sounding the same? If so, could this be because there are too many similar games? If the games weren't to change, how could the music become different without sounding out of place? 17. Do you notice any difference between VGM created in Japan, America and Europe? If so, what does one do better or worse than the others, and vice versa? 18. VGM is a lot more popular in Japan than it is in the West, with album releases being a good indicator. How could things get better in the West on that matter? 19. If you had to sum up in three words what you expect from VGM, which would you choose? I'm aware that each of these questions could have generated a whole discussion on its own and that presenting them together in a single thread will make it heavy to discuss as a whole. However, I believe they are part of the same debate and will all add something to the subject. If you prefer answering a few at a time or skipping any, no problem. I'll be giving my opinion on them myself later. This survey will be posted over at STC as well. If you believe it would be pertinent to post elsewhere, let me know. Thanks and here's to more enjoyable game music! |
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1. If you had to describe what VGM is to someone ignorant on the subject, what would you say?
It's music composed especially for video games and interactive entertainment. I'd make sure to be clear on the difference between original songs and licensed tracks (which I don't consider VGM). 2. Why do you listen to game music on a stand-alone basis? What elements do you like or dislike from it? I listen to VGM because I play video games; exposure to games is what has introduced me to most of the composers I follow. There's also the sheer volume of material produced--for instance, a major band might release one album every 1-2 years, while a VGM composer might do anywhere from 2-10 games a year (with 70+ minutes of music per project many times!). 3. Do you listen to music from games you haven't played? Yes. Often it's because I'm a fan of a particular composer, but occasionally games with terrific music aren't playable for one reason or another (never localized, suckage of donkey testicles, etc.). It also takes a lot less time to scan through a playlist of VGM than it does to play, and beat, a game. But I always like music that I've heard in context better. 4. What percentage does VGM represent on your playlist vs. non-game music? If applicable, what kind of music do you listen to outside of VGM? If you don't listen to mainstream music (i.e. not VGM, film, or anime soundtracks), why is that so? I'd say my playlist is 50-60% VGM, with 30-40% film and the remainder pop or techno. I don't generally listen to mainstream stuff because it typically bores me; the amount of sameness in modern pop is sickening. 5. How do you feel about music that was not published as an official album? How much of a problem is it to you if you want to listen to it? Also, do you actually buy official albums or strictly download them illegally (or a mix of both)? Do you think these albums are adequately priced? I do wish more albums of VGM would be produced. I understand that it's not always economically feasible, but even a digital download or free tracks at a composer's site would be something. This isn't a huge problem, as enthusiast game rippers are extremely diligent in getting the material out there. I prefer to buy when I can, but this isn't always an economic reality--Japanese imports in particular are ludicrously overpriced, while domestic releases tend to be more sane. 6. Which genres/styles do you mainly listen to? Which do you avoid? I tend to like orchestral and techno, though there are great songs from every genre in VGM. In general, I dislike stuff that sounds too much like popular music, whatever the genre, but especially rap. 7. If one of these genres also exists in non-game music, do you also listen to it from that category? If not, why? Yes, I collect film scores (which are extremely similar to VGM on many levels), and have some techno albums, though I find the recent trend toward trance disturbing. 8. Video gaming had a reputation for a long time of being a childish or geeky hobby, and a part of it persists today. Inevitably, to a certain extent, the music also fell under this denigrative categorization (especially retro chiptunes). Do you think VGM is as valid as any other music from a listener's point of view? Additionally, are you fully comfortable about mentioning you listen to VGM when you discuss with someone who isn't into gaming? VGM is as valid as any other form; its diversity means that there's literally something for everyone. I will admit that I get uncomfortable discussing VGM with people unfamiliar with it; this is one of the things that led me to GFF. 9. How would you compare game music from the past (aka chiptunes, up to the SNES era) and modern material? They're judged by different standards; I love many chiptunes and many songs played on real instruments. I think a lot of this has to do with what one was exposed to early on; my first console was an NES, so I'm used to 8-bit sounds as well as the later CD-quality stuff found in the Nintendo Playbox 360. 10. During its infancy, VGM was unique in part because of its electronic sound coming from limited sound chips. Today, any kind of instruments can be used and thus this uniqueness doesn't always persist. Do you believe VGM should sound different from other music categories? If so, how could this be achieved nowadays? I think that it can sound different, but that doesn't mean it must. There's certainly a lot more room for people to experiment in combining unique sounds, which is great. But traditional is fine too. 11. Most gamers don't particularly care about game music (or at least, to the extent we do). Thus, it's most probably not part of their playlists. Some producers believe that players would prefer to hear their favorite mainstream songs while playing rather than original music, hence the use of licensed material. What is your opinion about this? Licensed music is the devil. I think it should be confined to games that have broad but shallow appeal, if that. If given the choice, I always want to hear stuff that was written specifically for a game. Why not hire a popular group to do an original song for your game, if your music budget is that big? 12. Other producers, which aren't as radical, may still hire a composer, yet ask him/her to create something that sounds extremely close to popular music. This does not make highly unique VGM, yet it can still be very enjoyable and is a creative process. Do you see a problem in this? Not so much. Due to the huge volume of music that's created, there's always gonna be some derivative stuff. If it fits well and is fun without directly plagiarizing, no harm no foul. 13. A popular trend these days (notably in the West) is to make games that are very cinematic in nature, mimicking Hollywood down to the use of (usually) orchestral cinematic music. How do you feel about this? Since these two media are converging when it comes to telling a story on screen, should games (and their music) be any different from films? If so, how? It's only relatively recently that the technology has even been capable of this sound, so it seems to me a natural trend (though certainly not confined to the West). Since I also collect film music, I have no problem with this. It doesn't automatically make the music good, and I don't think it's right for every game, but if it fits, why not? Some games are inherently filmic. 14. Certain producers and composers believe that the perfect music should not be noticeable unless it's not there. Another way to formulate this would be to say that the music shouldn't be in the forefront to avoid distracting the player. In practice, this often results in the use of an adaptative music system, playing an ambient (see "usually unmelodic") track when nothing special is going on and then loading a more dynamic cue when action kicks in. When listened to on a stand alone basis, these soundtracks often make an inconsistent experience (unless for huge ambient fans). What do you think about this? I think that dynamic music is the most exciting possibility for VGM as distinct from any other form. It's tough to write something that can change at any time due to player input, and it's completely different than writing for films or popular songs. The problem is listening to the stuff apart from the game without the dynamic changes. Ideally the music would be arranged for an album, but such is sadly not always the case. 15. VGM is inevitably linked to the games it comes from. In fact, it's created to suit them in the first place! Is there any soundtrack which you regard very lowly from a listener point of view, but that you found worked well in-game? If possible, how could it have been more enjoyable to listen to while still working as well in-game? Generally this is true for highly ambient scores (Silent Hill comes to mind). Super-ambient and industrial tracks can work wonders for a setting yet lose their appeal when divorced from it. 16. Do you think there is too much music sounding the same? If so, could this be because there are too many similar games? If the games weren't to change, how could the music become different without sounding out of place? There are many similar games with a lot of similar music. Such is true in films and popular music too--it's just the nature of the beast. You don't always have to do something startlingly original to be effective (though it helps!). 17. Do you notice any difference between VGM created in Japan, America and Europe? If so, what does one do better or worse than the others, and vice versa? I enjoy it all. Japanese stuff tends to be very lush yet almost invariably synthesized, while Western stuff has a split personality, with some marvelous live stuff right alongside droning trash. There are plenty of good and bad composers and good and bad scores on both sides of the pond. 18. VGM is a lot more popular in Japan than it is in the West, with album releases being a good indicator. How could things get better in the West on that matter? More album releases! People can't buy and appreciate what isn't for sale. I have trouble understanding why Puki Poyo Umbrella Drink Attack! gets a full 5-disc OST release, while western scores (even those by "name" artists) get squat. 19. If you had to sum up in three words what you expect from VGM, which would you choose? More diverse music.
Last edited by orion_mk3 : Apr 4, 2008 at 02:46 PM.
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Answering here because the quote tags here are easier to work with than at STC!
I'm taking over this town...
I'm screaming for vengenace... I'm shouting at the devil... I'm not dead and I'm not for sale... Ain't lookin' for nothin' but a good time...
Last edited by Goldfish from Hell : Apr 3, 2008 at 04:33 PM.
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I'll just answer these questions, since I'm in no mood for any coherent thoughts on the subject.
Yes, I'm cynical about vgm. Boo. Hoo. I'll always love vgm for being the bastard son of the music family it clearly is, though. <3 ![]() [ Mathias Overath ] |
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1. If you had to describe what VGM is to someone ignorant on the subject, what would you say?
Sounds from interactive media, usually instrumentals. Classically highly melodic. Often compared to movie music, but it differs insofar as it can have a much higher impact of (and for) immersing into a fantasy world if correctly used. 2. Why do you listen to game music on a stand-alone basis? What elements do you like or dislike from it? Music styles/genres not served sufficiently elsewhere. 3. Do you listen to music from games you haven't played? The majority of VGM I listen to is from games I'll never play. 4. What percentage does VGM represent on your playlist vs. non-game music? If applicable, what kind of music do you listen to outside of VGM? If you don't listen to mainstream music (i.e. not VGM, film, or anime soundtracks), why is that so? If ignoring (baroque) classic and jazz, nearly 100%. I feel that mainstream music tends to be overenginered away from actual music toward superficial production value, limiting itself to what easily sells. 5. How do you feel about music that was not published as an official album? How much of a problem is it to you if you want to listen to it? Also, do you actually buy official albums or strictly download them illegally (or a mix of both)? Do you think these albums are adequately priced? Considering I run snesmusic.org (and try to support emulated VGM archives for other systems than SNES) I guess I actively promote music that was not published as an album. For me it makes zero difference whether VGM got an "official" release or not, it's cultural work, likely the biggest constant source of newly composed music nowadays, and I consider it a necessity to respect it as such and preserve it for the future. 6. Which genres/styles do you mainly listen to? Which do you avoid? I'm pretty focussed on baroque and it modern siblings (jazz, prog, experimental melodic electronica) nowadays. 7. If one of these genres also exists in non-game music, do you also listen to it from that category? If not, why? I try to, but for me there are more misses outside games media than makes me feel worth the effort. 8. Video gaming had a reputation for a long time of being a childish or geeky hobby, and a part of it persists today. Inevitably, to a certain extent, the music also fell under this denigrative categorization (especially retro chiptunes). Do you think VGM is as valid as any other music from a listener's point of view? Additionally, are you fully comfortable about mentioning you listen to VGM when you discuss with someone who isn't into gaming? Naturally. Music is music is music. But it's also natural for people to question new and experimental takes outside of what they usually expect. The medium "game" constantly changed the technical circumstances for music in its rather short lifetime, so unlike the other entertainment medium "movie" it didn't have the time to gain common respect for a specific constant quality. 9. How would you compare game music from the past (aka chiptunes, up to the SNES era) and modern material? For a long time music styles and genres for the medium "game" were defined through technical limitations, usually putting the focus purely on compositions (think baroque). Nowadays the limitations are more and more lifted, so the performance aspect is more and more dominant (this is a rather usual occurant in music history). 10. During its infancy, VGM was unique in part because of its electronic sound coming from limited sound chips. Today, any kind of instruments can be used and thus this uniqueness doesn't always persist. Do you believe VGM should sound different from other music categories? If so, how could this be achieved nowadays? No. VGM shouldn't differ just for the sake of it. However different synthesiser, just like any instrument, ask for specific treatments. This can result in new styles and genres, and those deserve to be preserved. But this is in no way limited to the medium "game". 11. Most gamers don't particularly care about game music (or at least, to the extent we do). Thus, it's most probably not part of their playlists. Some producers believe that players would prefer to hear their favorite mainstream songs while playing rather than original music, hence the use of licensed material. What is your opinion about this? Altogether I don't believe movie goers or TV watchers care proportionally more about the music during the visuals than gamers would. In visual media music becomes especially memorable in key scenes if done right, this is true regardless of movies, TV shows or games. There reportedly is a lack of respect for music on the side of game productions, so music for key scenes in games may not be used as efficiently as in other media. But games being capable of immersive interactivity would ideally be capable of this way more than any other medium existing. Using licensed material is about the worst way to go about it as it may create the feeling of a generic common moment instead that of a memorable key moment. 12. Other producers, which aren't as radical, may still hire a composer, yet ask him/her to create something that sounds extremely close to popular music. This does not make highly unique VGM, yet it can still be very enjoyable and is a creative process. Do you see a problem in this? Targeting a specific style or genre should not be an issue as long as the musician is capable of executing it convincingly. The usual problem is one of a disconnect between visual and aural side. Ideally during the development of a game not only the visuals affect the aural side but also vice versa. Music as an afterthought, just like licensed material, is a missed opportunity. 13. A popular trend these days (notably in the West) is to make games that are very cinematic in nature, mimicking Hollywood down to the use of (usually) orchestral cinematic music. How do you feel about this? Since these two media are converging when it comes to telling a story on screen, should games (and their music) be any different from films? If so, how? One has to realise that music in movies only gained critical respect once it kept regularly delivering new works for classical instruments/ensembles while infusing medium specific adaptions, allowing for a continuity of "classical" musicology. Music for the medium "game" can get there that way as well. But this won't work by just copying the movie music blueprint but has to incorporate game medium specific adaptions as well. 14. Certain producers and composers believe that the perfect music should not be noticeable unless it's not there. Another way to formulate this would be to say that the music shouldn't be in the forefront to avoid distracting the player. In practice, this often results in the use of an adaptative music system, playing an ambient (see "usually unmelodic") track when nothing special is going on and then loading a more dynamic cue when action kicks in. When listened to on a stand alone basis, these soundtracks often make an inconsistent experience (unless for huge ambient fans). What do you think about this? Ambient music has its use (movies are also full of it, and they are mostly glossed over there as well). Adaptive music systems are an unbeatable strength of the game medium if used right, so it shouldn't be dismissed outright. My belief is that music is instrumental to directly and efficiently provoking a specific mood, more so than any visual or text ever can, so I consider actually unnoticable music to be a missed opportunity. 15. VGM is inevitably linked to the games it comes from. In fact, it's created to suit them in the first place! Is there any soundtrack which you regard very lowly from a listener point of view, but that you found worked well in-game? If possible, how could it have been more enjoyable to listen to while still working as well in-game? I nowadays mostly play games for the music, not vice versa. The cases where I dislike the music the disliking applies in-game as well, which can be due to overuse, repetitiveness of composition and/or being too short while looping. 16. Do you think there is too much music sounding the same? If so, could this be because there are too many similar games? If the games weren't to change, how could the music become different without sounding out of place? Offering a unique feature can be a competitive feature. This also applies to game genres and the music style and genres used within them. Lack of variety in music will have the same effect as lack of variety in games etc. 17. Do you notice any difference between VGM created in Japan, America and Europe? If so, what does one do better or worse than the others, and vice versa? My impression is that Japanese game developers often tend to include way more separate pieces in games of comparative lengths. Also composers may be more regularly involved at an earlier point of the game development, potentially allowing for more interaction between visual and aural sides. Both cases would be nice to see applied everywhere. 18. VGM is a lot more popular in Japan than it is in the West, with album releases being a good indicator. How could things get better in the West on that matter? Force game developers to start with the music and develop the games around it instead the other way around. 19. If you had to sum up in three words what you expect from VGM, which would you choose? Intelligent, complex music. |
I've never purchased a VGM album except for the FFX OST, which I got on clearance at an import shop in California that was closing its doors.
I'm not so keen on military-themed music, Asian vocals, or symphonic pieces recorded so as to sound as if played in a performance hall.
I freely admit that I listen to VGM. My coworkers know it. I've let them listen to my ipod as demonstration that what I'm hearing is indeed of high quality, and perhaps surpasses the music in their own CD players.
For some games, licensed music is fine, as it lends a tailored quality to the sound. I'd be upset if it became the industry standard, or if developers began to head-hunt unknown bands and license one or two tracks from each rather than hire on experienced composers. However, this doesn't seem to be the trend, as Japan's artistic vision is much different than America's and they still strongly value originality.
New direction is always nice but it's not necessary in every single game. "Eternal Arcadia" was a very traditional RPG OST in most regards, but that did not prevent it from exuding total quality. Small innovations within established conventions work just as well.
Frankly, this "perfect music" theory sounds like a cop-out used by composers who know their work isn't very original and want a convenient excuse for their lack of acclaim.
The only way to have improved the Culdcept OST would've been to insert more interesting tracks in places that didn't require such concentration. You could have something cool in the "pause" mode, or on the "profile selection" screen. There were opportunities missed, definitely.
The other area of non-originality seems to be RPGs now. I remember when RPGs were the go-to for great music but it seems they've hit a plateau and are no longer seeking progressively better music. It's all fading into the background lately. Even when top names are attached, it feels like they've been ordered to tone down the originality in favor of a more atmospheric quality. Seeing as I rarely have the time for RPGs anymore, I can't say I appreciate this trend at all.
Some sort of chart and ranking system would make VGM feel like a valid musical genre. The only issue would be that this would be a ranking based upon source and not musical style. That may not sit well with some folk.
That took me the better part of 90 minutes. |