Why game music matters

37893_1338936035999_1309080061_30825631_6290042_n
Wednesday, January 19, 2011
EDITOR'S NOTEfrom James DeRosa

As the guy who curated a weekly game-music column for a year, it should come as no surprise that I think a title's soundtrack is as essential as it graphics. For my part, I think music is much better at establishing tone than an infinitude of polygons and textures.

Kotaku’s Stephen Totilo recently posted an article claiming that video-game music is not as important as many people believe it to be. For those lacking the time or interest to read his entire argument, here’s an abridged version:

Totilo used to be a staunch supporter of game music. Whenever he saw someone on the train playing a portable without sound, it appalled him, and he felt they were missing out on a crucial part of the experience.

But on a long gallop through Red Dead Redemption, Totilo turned down the volume and listened to some podcasts. Since then, he has found music to be a nonessential piece of the gaming puzzle.

To be fair, I agree with a lot of what Totilo has to say. Instead of dismantling his article, I’d rather tweak some of his points. First of all, I'd like to explain why some people turn off the music in portable titles.

 

I play the majority of my portable games with the volume turned down for a variety of reasons. Chief among them is that when I’m playing these games, I've usually got a world going on around me that I need to be aware of. Whether I'm holding a conversation between turns of an RPG or listening for the announcement that my flight is boarding, I can’t allow myself to be lost completely in a game like when I’m playing a console title.

Couple that with the disappointing speakers featured in most handheld systems, and I’m willing to give a pass to anyone who likes a little quiet while they adventure in Dragon Quest or solve puzzles in Super Scribblenauts.


Low quality music and tinny speakers? I'm not really missing anything anyway.

I'd also like to comment on Totilo’s reasons for turning down Red Dead Redemption when he did. Totilo's article makes it pretty clear that he had played for a decent amount of time before trying this new, quieter method. He’d probably already gotten a feel for the ambient Wild West soundtrack Red Dead Redemption offers.

On a long trip across the countryside -- which he could’ve skipped if he'd wanted to -- he may not have been interested in giving the game his full attention. He wasn’t in the middle of a mission, wacthing out for important dialogue, or seeing anything particularly new on his horse ride. Why not listen to a podcast or two?

I’m guilty of the same thing: When I'm messing around in Need For Speed: Hot Pursuit or chasing down flags in Assassin’s Creed: Brotherhood, I'll put on an episode of the Giant Bombcast and tune out a little. But what I think Totilo fails to realize is that moments like these don't demand the player's undivided attention.

But take Grand Theft Auto: Vice City as an example: Do you really think you'd be getting the best experience without the rocking ‘80s soundtrack booming through your Sabre Turbo’s stereo? Can you imagine playing a game of Left 4 Dead without its sound? It’d be nearly impossible because Valve injects gameplay cues into the music. You'd have no idea when a Tank was arriving. Would Mario be the same without Koji Kondo’s memorable themes? How about Sonic without Masato Nakamura?

Totilo seems to believe there are two types of jobs in a development studio: those that are essential to how a game looks and plays, and those that aren't.


No graphics, no problem.

But haven’t top-tier flash games -- like the excellent One Chance -- and classic text adventures shown us that graphics can be as unimportant, too?

I feel like Totilo is making too much of this. Music is absolutely essential to fully experiencing what a game has to offer, but when you’re poking around and exploring a game, it's OK to turn down the volume and listen to whatever you want.

What do you think? Are you disrespecting the developer when you’re not hearing the game the way they intended? Are in-game music and sound completely unnecessary? Or do games feature specific times when it's acceptable to listen to those extra Mobcasts?

 
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Comments (12)
Alexemmy
January 12, 2011

I can't do that at all. I always have to be able to hear the music in a game. When I play a handheld game I always have the volume turned up just enough to hear it, even if it's just the overworld theme and battle theme repeating over and over from the final fantasy game I'm grinding in. When I turn the volume completely off it really screws me up for some reason. I can't concentrate on playing the game and I start dying.

I tried listening to a podcast once while playing a console game and I had to turn it off maybe 10 minutes in because I was getting antsy about having the volume down on the game. I don't know, it's probably just a weird hangup I have but I NEED that game music, even if it is really terrible music that I don't care about.

Me
January 12, 2011

This article just made me remember how I used to listen to Alice in Chains while playing the first Tomb Raider!  It was just a phase for me though.  I always listen to the music now... I'd say usually the music does add something to the experience.  But you did have a good point about there being some spots in a game when it doesn't really matter.  

Brett_new_profile
January 19, 2011

Totilo is crazy! Certain games (puzzle games come to mind) do well with outside music, but I can't imagine playing Red Dead or any narrative-based game without the music. It'd be like watching a movie while listening to podcast -- no way.

Photo_159
January 19, 2011

I think Totllo just did a bad job at explaining exactly where he was coming from and what he was trying to say. In general I don't really care for his writing style.

Chase I think you did a better a job at explaining it. I see a little bit where Totillo is coming from. Atari and NES game makers generally didn't have a dedicated sound guy - and big writers are only kind of a recent trend for games. Could Super Meat Boy be made without Danny Baranowsky (who threw a fit about Totilos post)? Probably. Would the game be as amazing? Absolutely not - Would the game still be good? Yes.

edit*

37893_1338936035999_1309080061_30825631_6290042_n
January 19, 2011

@Evan Exactly. It's more an issue of sensationalizing (something the games industry does IN SPADES.) Totilo certainly could've written the article and titled it more appropriately, but a) it wouldn't get nearly as many hits and b) it wouldn't be important enough to post.

When people actually understand his reasoning, it becomes more of a "duh, everyone does that, what's the big deal?" kinda story. 

230340423
January 19, 2011

I played much of the first Tomb Raider listening to Remember Two Things by Dave Matthews Band. "Minarets" fits surprisingly well. :) Nice work, Chase.

Jamespic4
January 19, 2011

@Evan Got to call you out, dude! Danny Baranowsky did Super Meat Boy's soundtrack. Danny Boyle did Trainspotting, 28 Days Later, Millions, Slumdog Millionaire, 127 Hours, etc.

I only noticed 'cause Super Meat Boy was one of my favorite games last year, and Danny Boyle is one of my favorite directors (seen every last one of his feature films, I think). :)

Twitpic
January 19, 2011

I actually had to play games with no volume for about two years. Having sleeping babies was more important than listening to a game's music. However, now that I have it back (using headphones with my PS3 and PC), I really did miss out. I gave up on many games over the last two years, and I've wondered if it was because I couldn't immerse myself in the sound.

Nice article, it's something I've been wanting to discuss. Oh, and online multiplayer is incredibly difficult, but not impossible, without sound! If only my competitors knew my handicap...

Photo_159
January 19, 2011

@James

Oh thnaks man. Totally messed that up. His twitter is DannyBstyle for some reason I always read it as boyle! Both Danny's are radical.

230340423
January 19, 2011

Cosmo, you just reminded me that I was in the same boat, not wanting to wake up roommates (they're like babies, right?) when I played games late at night. Thankfully, I've been saved by the Astro wireless headphone amp I bought over Christmas. Sweet, sweet surround sound without bothering anybody.

Default_picture
January 20, 2011

The soundtrack in games work the same way as the sound in a movie. Imagine watching a horror film with no sound? 

The more senses we can employ in an activity, the more immersive it will be. Sound plays a massive role in how we perceive things.

Tolito is probably bored with gaming hence his silly statement that music is not that important.

Default_picture
January 20, 2011

Music not important? That has to be a joke.  I agree that there are moments where you can skip it but in terms of the whole package, music is essential. I would not have enjoyed Brutal Legend half as much if it didn't have an awesome soundtrack. What would any of the classic NES games be without their music?  I can still hum the theme songs off the top of my head.

Music gives a game its soul.  Not just narrative games either.  Will you ever catch me playing Doctor Mario without music?  I think not!

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