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Forumas > Apie viską > A comparison of differences and similarities between film music and video game music ( mano studiju rasliava)
sauliusziogelis | 2008-03-24 20:22:37
A COMPARISON OF DIFFERENCES AND SIMILARITIES BETWEEN FILM MUSIC AND VIDEO GAME MUSIC

By Saulius Ziogelis


INTRODUCTI ON

Movies and video games are both one of the biggest segments of today's media and to some extent - part of our Western culture. Beside their cultural and psychological influences, they are two of the most profitable legal businesses in the world by earning billions of dollars to their creators every year. Computer game consoles became almost household things, found in almost every home in Western world. And cinemas are filled with audiences which are waiting impatiently to see the latest movies.

There is one thing that movies and video games wouldn't be what they are without. It is music. Most people don't even understand that they wouldn't be so entertained by a movie or video game with no sound and music. Their presence in these forms of media is vital for keeping their original purpose - to entertain. The idea of combining and synchronizing sound with picture and keeping them interdependent is one of the most amazing things that benefited and developed cinema, video games and music itself.

The aim of this work is to go behind the scenes and overview the technical and musical aspects of creating scores for films and for video games. I'll try to analyze the technical demands and processes , and their influences on musical forms that appear in movies and video games.The work is divided into two parts and a conclusion.

TECH NICAL REQUIREMENTS AND PROCESSES

Let's take a look at very beginning process of music creation in both situations.

In Movies, the first step into creation of a film score is taken when a director has already shot the film or at least some parts of the movie are already filmed. Then the director or the producers of a film hire a composer. Next part of the process is called "spotting" - the director and the composer meet each other and the director explains the composer what kind of music should sound on one or another particular scene. There are some cases when director has already put some temporary music on his film and asks the composer to imitate it.

After "spotting" the composer starts composing the music. Most often composers have to work very fast and under enormous pressure in order to make it on time. Usually only 4 - 6 weeks are given to compose, arrange, record and edit the music to the picture. Nowadays, most of the film composers are using digital environments to write music, because this allows to make so called "Midi mockups" - substitution of digital samples instead of live instruments. This is a very comfortable way to present and edit your score demos according to the demands of director without hiring an orchestra . However, some composers still prefer usual staff paper.

When the processes of composing and orchestrating are done, a hired orchestra performs it under the conduction of a composer. "The orchestra performs in front of a large screen depicting the movie, and sometimes to a series of clicks called a "click-track" that changes with meter and tempo, assisting the conductor to synchronize the music with the film" ( wikipedia.org).

The processes and requirements of video game music creation are different. The first thing to be mentioned is that video game music composers usually are not hired as freelancers. They are members of the company that creates the video. This is because "Composing game music in the early days required an enormous amount of technical knowledge. The music had to be developed in close coordination with programmers and special sound designers dedicated to making the composer's music work in the game."( Matthew Bielke, "video game music: not just kid stuff", 1999) Only recent technological developments and advancements made the rise of freelance video game composers possible.

From the very beginning of video games , creation of game music faced great challenges and limitations which do not apply to film music. Everything had to be done in digital space which was really difficult and sophisticated knowing the technological level of that time. Quite often music had transcribed into computer code by a person who doesn't have any professional knowledge of music. Programmers and composers were dealing with such problems as how to make the best use of only four channels ( one sine, one wave and two pulse wave voices). In early days the possibilities of computer music were very strongly limited.

A giant step forward in computer game music was taken in 1995 with the release of Sony Playstation. "It allowed for 24 sampled voices, which made it possible for the first time for composers to approximate orchestral scoring. It allocated greater memory for sample storage, allowing for more realistic sounding samples and even stereo playback."( Matthew Bielke, "video game music: not just kid stuff", 1999) . It was turning point that allowed three different technical approaches for creation of video game music. The first one is to create music through MIDI, second one - through MOD, and the third one - through redbook audio.

By that time MIDI had become an universal code of score production. Although, the sound was still not very realistic, It eased the creation of music for interactive graphics and didn't require much memory.

MOD is much harder to use, however if dealt clever it can produce sounds of quality not worse than audio CD.This is because in MOD every note of real instrument is recorded and then applied to a game in one or another musical form.

Redbook is a simple digital audio of CD quality. It is easy to use, however it doesn't allow interactivity between the sounds of the game and the player.


MUS ICAL REQUIREMENTS

The re are both similarities and differences between the musical forms of films and video games. Probably the biggest similarity is that in both cases music has to fit and enhance the graphic visuals. Film music and video game music both emerged as separate individual music genres, however they can contain absolutely every style of music.

The biggest difference is that video game is an interactive experience and a movie is not. That means that in a movie you've heard a theme or a tune once and you might never hear it again during the movie. In a computer game the music and sounds change according to your actions. So, in a subtle way, you are the controller of the music and the sounds. In a computer game the tunes and melodies are repetitive loops. How long you will be hearing them will depend only on how fast you'll be able to enter the next level. Usually the loop is being repeated every 2-3 minutes.

Wagner' s idea of "Leitmotif" is common in both cases. It is special musical theme that expresses certain persons character, a certain place or a certain idea.

Early computer game music was much influenced by the culture of their producers, and that time the vast majority of them were japanese.It was a very weird situation " in which eastern musicians, greatly influenced by western music, compose music for an eastern audience, which is later sold back to the west"( Matthew Bielke, "video game music: not just kid stuff", 1999).

One of the main differences regarding musical creativity between video game and film music is that video game composers created musical forms which would be possible to apply with technology they had. For example, back in those days when they had only four channels in computer game, in order to achieve a feeling of four voice chord, they assigned very fast arpeggios on one voice. Only nowadays the limitations on form of applying audio to the game are nearly gone. Film composers didn't face that problem, because in most cases they were and are working with live Instrumentation. They didn't have problems of applying even the most difficult musical forms to the picture. Due to this situation, video game music composers had to be much more creative and solve much more complicated musical tasks.

Although probably all of the existing musical styles were heard in these two environments, computer games are much more flexible in terms musical style. Despite the recent tendency to copy and to convey the feeling of a movie in video games, video game composers can create and apply any style of music, while film composers are trying to stay within the boundaries of classical music. Most often when we face any style of pop music in a movie, usually it was already created by other band or artist and just picked by producers or director of a movie as a soundtrack to a particular scene. In video games it doesn't matter what kind of music you're hearing, you can always know for sure that this music was created by the video game composer and only for this particular game. "some games have soundtracks so creative they pretty much invent their own style."( Matthew Bielke, "video game music: not just kid stuff", 1999).



CONCLUSIONS

Aft er over-viewing the main principals and approaches used and applied to film music and computer game music, the restraints on their musical forms and other factors, the essential differences become obvious. However they're the same according to their core objectives which is creating sound for picture.

As I've mentioned earlier they've both emerged into separate musical genres with huge audiences of listeners and fans. There are loads of internet based fan communities of film music and of video game music as well.People listen, criticize, exchange and even remix their favorite tunes from a movie or from a video game.

The most fascinating thing about these two as musical genres is that they can include any other musical style inside them and still would be recognized as "film music" or "video game music". The name of the style is imposed by their direct purpose and not the musical forms or musical influences within them. Another great thing is that film or video game music can reveal the beauty and ideas of a particular musical style to a person who is not familiar with that style or usually is not listening to it. Not all people like classical music, but they enjoy a classical tune with the emotions they receive from a cinema screen. Similarly , people who don't like electronic music are feeling quite inspired by 16-bit melodies from older computer games.

The co-existance and interdependence of films with music or video games with music is one of the most interesting, most creative and most entertaining turns in history of music and and whole media.



BIBLIOGRAPHY



ht tp://en.wikipedia.org/wik i/Film_music;

http://en.wikipedia.o rg/wiki/Video_game_music;

htt p://www.gamessound.com/gl ossary.htm;

http://en.wik ipedia.org/wiki/Video_gam e_music_culture;

http://www.jameshanniga n.co.uk/changing.htm;

http://www.jameshanni gan.co.uk/hotandcold.htm;

http://www.jameshanniga n.co.uk/business.htm;

http://vg music.com/vgpaper.shtml;

http://everything2.c om/index.pl?node_id=92557 0;

Application s of music in the media classroom notes ;

Sound for picture classroom notes ;
kps | 2008-04-24 19:04:14
Kur studijuoji?
dxginger | 2008-04-25 07:47:01
KTU Garso ir vaizdo menų technologijas man regis;)
sauliusziogelis | 2008-04-29 17:24:20
Studijuoju Anglijoje. Kam angliskai rasyceu jie Lietuvoj toki darba tureciau atlikt? : )
dxginger | 2008-04-30 08:19:58
aa matai kaip..sorry:) papasakok placiau apie savo studijas, tikrai butu idomu:)
TTS | 2008-04-30 20:39:37
Nice work, You've passed:)

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