Videogame Music Needs to Go Back to the Future

Default_picture
Sunday, October 25, 2009

Editor's note: I'd say I enjoy videogame music for the same reason Brian does -- for the distinctive melodies that stick in your head. And like Brian, I just don't feel those same connections to game music as I did when I was a kid -- and it's not simply because of nostalgia. I'll let Brian explain why. -Fitch


bttf

If you've been following my articles here on Bitmob, you might've noticed that I've got a bit of an obsession with videogame music. Not only did it lead me to advocate that some of the better tunes out there should be included in modern music games, but it's also indirectly responsible for me becoming a Twin Galaxies world-record holder.

I've also become a regular contributor to fellow game-music fanatic James DeRosa's excellent Bitmob Community Jukebox -- not only do I get to suggest some of my all-time favorites, but I also get to hear fantastic tunes from some of the games that I've missed over the years.

Still, though, even the combined efforts of 11 Jukeboxes aren't enough to get me through the work week, so I've found other ways to satisfy my jones. I spent a couple of weeks draining Galbadia Hotel dry, grabbed a couple of soundtracks from random Google searches, and even discovered how to download the audio tracks off YouTube videos.

The result of all this is that I've been listening to original game soundtracks an awful lot lately -- and in that time, I've noticed a disturbing trend:

Game music is getting worse.

 

Now, before some poor game composer comes in and rips me a new one, allow me to explain: I'm not saying that the quality of game music is decreasing -- far from it. It's more that the style of game music has changed, in a way that feels lacking when compared to the old days.

See, back in the day, composers were very limited in the tools at their disposal. The NES, for example, was only capable of five-channel sound -- four for audio and one for voice samples/percussion -- and because of the limited memory of the cartridge format, composers also had to keep the size of their music programs down.

As a result, NES-era game music featured repetition and strong, simple melodies. Check out this list of 10 of the NES' best-known tracks and how long it takes those tracks to repeat:

 

Game

Song

Time to Repeat (seconds)

Castlevania

Stage 1

30

Super Mario Brothers

Overworld

38

The Legend of Zelda

Overworld

38

Mega Man II

Bubble Man

42

Metroid

Brinstar

48

Contra

Jungle

50

Metal Gear

Beginning

50

Bionic Commando

Area 01

64

Double Dragon

Stage 1

77

River City Ransom

Main Theme

100

 

If you take the repetition times for these songs, the average comes to 53.7 seconds -- just under a minute.

Think about what that means for a second. A first playthrough for most NES games was probably about 10 hours, so that means that your average player would've heard the themes for the different stages 600 times over the course of play.

Is it any wonder, then, that composers ensured that their melodies were catchy enough to hear on endless repeat?

Another point about older game music: It had to be strong enough to stand on its own as a major component of the game. As I’ve pointed out in the past, videogame graphics used to be horrible -- and since games are an audio as well as a visual medium, the music had to pull its weight in order to complete the whole package.

So, I've made my point about why I think the earlier eras of game music were so good. By now, I bet you’re wondering "Well that’s all well and good, Brian, but what makes today’s game music so bad?" (I’m getting to that.)

infamous cover

Let's take Sucker Punch's excellent inFAMOUS, which I recently completed for the first time. Don't get me wrong now -- I enjoyed the game immensely. But when I found the YouTube playlist for the soundtrack the other day, I didn't recognize any of it.

I’ll admit that composers Amon Tobin, James Dooley, Mel Wesson, and Martin Tillman did an amazing job of making the music complement the cinematics and on-screen action. The soundtrack's a collection of frenetic, gritty, and almost crunchy tunes, played on such unique "instruments" as bungee cords and shakers filled with broken glass.

Here's the problem: The soundtrack may be perfect when you hear it in the context of the game -- but when taken outside the game, it just doesn't have the same punch.

Unlike game music of old, no immediately recognizable melodies or phrases burned their way into my subconscious by dint of relentless repetition; the only thing that even came close was the riff repeated three or four times in the track "Anything For Trish" (which, if I had to guess, was only played once in the game itself during the mission of the same name).

I don't mean to single out inFAMOUS, by the way -- plenty of other modern soundtracks lack the same memorability. The Crimson Skies: High Road to Revenge soundtrack is a movie-style collection of big-band tunes that I can’t tell apart; when Video Games Live performed a BioShock montage to honor 2K Boston at the Wang Theater, I had no idea if the music was actually from the game or not; and I’m not even sure that I'd recognize the bland offerings of the original compositions from Fallout 3, despite hearing them for over 200 hours.

In my opinion, as graphics have improved and games have become more and more cinematic, game music has gone from being a component of the game to a complement.

Big-budget games are cinematic now -- of course, you've also got the thriving downloadable/indie game community, where games like Castle Crashers can still have excellent, catchy, repetitive soundtracks -- so what's the answer?

I, for one, would love to see more game composers make full use of leitmotifs. A leitmotif, for those who don’t know, is defined as "a melodic phrase that accompanies the reappearance of a person or situation."

Gaming has its share of leitmotifs, of course -- the "found item" fanfares from the Zelda and Metroid series, the "Prelude" and "Prologue" themes that made their way through a decade’s worth of Final Fantasys, and of course, the Metal Gear Solid main theme.

The problem that I have with these prior examples is that games rarely seem to make use of these leitmotifs during actual gameplay, choosing instead to put their iconic themes in cut-scenes and credit rolls. (An excellent exception, of course, is the Boss fight in Metal Gear Solid 3, where the accompaniment is the title theme "Snake Eater" playing in the background and doubling as a countdown timer. I loved that.)

What I'd like to see more of in big-budget game soundtracks, actually, is something akin to what composer Alan Silvestri managed to masterfully accomplish in his soundtrack for the Back to the Future trilogy (by far the best thing to come out of the '80s, by the way).

The Doc

If you've seen the Back to the Future movies -- and if you haven’t, WHAT IN THE WORLD IS WRONG WITH YOU??? -- you're probably already humming the main theme, right? And in your mind's eye, do you see Marty McFly tearing down Hill Valley's main drag in the DeLorean as Doc Brown frantically tries to get the cable reconnected -- and smiling at your recollection of it?

If you are, you wanna know why? Because Silvestri pounded the main theme into your brain, that's why! The "suspense" phrase, as I’ll call it (:28 to :38 in the linked video) and the "fanfare" (from :50 to :56), are repeated over and over and over through all three movies in every possible situation. Suspense, joy, struggle, farewell: You name an emotion, and those themes play during it -- and it works every single time.

As a result, not only is the Back to the Future theme inextricably linked to those emotions, but it also never fails to bring them all storming to the surface every time you hear it -- the connection between your feelings when you first heard it (and your feelings when you hear it every time after that) is stronger than you probably think.

If you ever wanted to understand why I love videogame music so much, that sums it all up.

If the music's familiar enough that my brain remembers it, it immediately pulls the emotions of playing the game back to the surface -- so it feels like I’m playing it all over again (which comes in handy while I’m at work -- lemme tell ya). This is why I get so disappointed that modern soundtracks don't have the same penetration into my subconscious.

Games have been getting consistently better for the last 40 years -- I'd like to be able to vicariously relive more than just the first 20.

Normal 0 false false false false EN-US X-NONE X-NONE

If you’ve been following my articles here on Bitmob, you might have noticed that I have a bit of an obsession with videogame music. Not only did it lead me to advocate that some of the better tunes out there should be included in modern music games, it’s also indirectly responsible for me becoming a Twin Galaxies world record holder.

I’ve also become a regular contributor to fellow game music fanatic James DeRosa’s excellent Bitmob Community Jukebox, as not only do I get to suggest some of my all-time favorites, I get to hear some other fantastic tunes from some of the games that have unfortunately passed me by over the years.

Still, though, even the combined efforts of 11 Jukeboxes are not enough to get me through the workweek, so I’ve found other ways to satisfy my jones. I spent a couple weeks draining Galbadia Hotel dry, grabbed a couple of soundtracks from random Google searches, and even discovered how to download the audio tracks off of videos that people have uploaded to Youtube.

The result of all this is that I’ve been listening to original game soundtracks an awful lot lately, and in that time I’ve noticed an interesting trend:

Game music is getting worse.

Now, before some poor game composer comes in and rips me a new one, allow me to explain myself: I in no way am saying that the quality of game music is decreasing – far from it. It’s more that the style of game music has changed, in a way that I find lacking when compared to the old days.

See, back in the day, composers were very limited in the tools at their disposal. The NES, for example, was only capable of five-channel sound – four for audio and one channel for voice samples/percussion – and because of the limited memory of the cartridge format, composers also had to keep the size of their music programs down.

As a result, NES-era game music was characterized by two attributes: repetition and strong, simple melodies. Check out this list of 10 of the NES’ most well-known tracks and how long it takes for those tracks to repeat:

 

Game

Song

Time to Repeat (seconds)

Castlevania

Stage 1

30

Super Mario Brothers

Overworld

38

The Legend of Zelda

Overworld

38

Mega Man II

Bubble Man

42

Metroid

Brinstar

48

Contra

Jungle

50

Metal Gear

Beginning

50

Bionic Commando

Area 01

64

Double Dragon

Stage 1

77

River City Ransom

Main Theme

100

 

On average, these numbers mean that back when you were playing an NES game, the repetition time for the background music was just under a minute.

Think about what that means for a second. A first playthrough for most NES games was probably about 10 hours, on average -- that means that your average player would have heard the themes for the different stages repeated six hundred times over the course of play.

Is it any wonder, then, that composers ensured that their melodies were catchy enough to be listened to on endless repeat?

Another point regarding older game music is that it had to be strong enough to stand on its own as a major component of the game. As I’ve pointed out in the past, videogame graphics used to be horribleand since games are an audio as well as a visual medium, the music had to pull its weight in order to complete the whole package.

So – I’ve made my point about why I think the earlier eras of game music were so good. By now, I bet you’re wondering “Well that’s all well and good, Brian, but what makes today’s game music so bad?” (I’m getting to that, but thanks for asking.)

My example for how I feel today’s game music is dropping the ball is none other than Sucker Punch’s excellent inFAMOUS, which I recently completed for the first time. Don’t get me wrong now, I enjoyed inFAMOUS immensely and thought just about everything about it was fantastic…but when I found the Youtube playlist for the soundtrack the other day and started listening to it, I found that I didn’t recognize any of it.

I’ll admit: composers Amon Tobin, James Dooley, Mel Wesson, and Martin Tillman did an amazing job of making the music of inFAMOUS complement the cinematics and on-screen action. The soundtrack is a collection of frenetic, gritty, and almost crunchy tunes, played on such unique “instruments” as bungee cords and shakers filled with broken glass.

Here’s the problem: the soundtrack may be perfect when listened to in the context of the game, but when taken outside the game it just doesn’t have the same punch. Unlike game music of old, there were no immediately recognizable melodies or phrases that had burned their way into my subconscious by dint of relentless repetition; the only thing that even came close was the riff repeated three or four times in the track “Anything For Trish” (which, if I had to guess, was only played once in the game itself during the mission of the same name).

I have no desire to single out inFAMOUS, by the way – there are plenty of other modern-style soundtracks that lack the same memorability. The Crimson Skies: High Road to Revenge soundtrack is a movie-style collection of big-band tunes that I can’t tell apart; when Video Games Live performed a BioShock montage to honor 2K Boston at the Wang Theater, I had no idea if the music was actually from the game or not; and I’m not even sure that I’d recognize the bland offerings of the original compositions from Fallout 3, despite hearing them for over 200 hours.

In my opinion, as graphics have improved and games have become more and more cinematic, game music has gone from being a component of the game to a complement.

At this point in the article, the question of course becomes, “Can anything be done?” Big-budget games are cinematic now – there is, of course, the thriving downloadable/indie game community, where games like Castle Crashers can still have excellent, catchy, repetitive soundtracks – so what’s the answer?

I, for one, would love to see more game composers make full use of “leitmotifs.” A leitmotif, for those who don’t know, is defined as “a melodic phrase that accompanies the reappearance of a person or situation.”

Gaming has its share of leitmotifs, of course – the “found item” fanfares from the Zelda and Metroid series, the “Prelude” and “Prologue” themes that made their way through a decade’s worth of Final Fantasies, and of course, the Metal Gear Solid main theme.

The problem that I have with these prior examples is that games rarely seem to make use of these leitmotifs during actual gameplay, choosing instead to put their iconic themes in cutscenes and credit rolls. (An excellent exception, of course, is the Boss fight in Metal Gear Solid 3, where the accompaniment is the title theme “Snake Eater” playing in the background as it also functioned as a countdown timer. I loved that.)

What I’d like to see more of in big-budget game soundtracks, actually, is something akin to what Alan Silvestri managed to masterfully accomplish in his soundtrack for the Back To The Future trilogy (by far the best thing to come out of the 80’s, by the way).

If you’ve seen the BTTF movies – and if you haven’t, WHAT IN THE WORLD IS WRONG WITH YOU??? – you’re probably already singing the main theme, right? Are you seeing the scene in your mind’s eye, Marty tearing down Hill Valley’s main drag in the DeLorean as Doc Brown frantically tries to get the cable reconnected, and smiling at your recollection of it?

If you are, you want to know why? Because Silvestri pounded the main theme into your brain, that’s why! The “suspense” phrase, as I’ll call it (:28 to :38 in the linked video) and the “fanfare” (from :50 to :56), are repeated over and over and over through all three movies in every possible situation – suspense, joy, struggle, farewell, you name it, those themes play during it – and it works every single time.

As a result, not only is the BTTF theme inextricably linked to those emotions, it never fails to bring them all storming to the surface every time you hear it – the connection between your feelings when you first heard it and your feelings when you hear it every time after that is stronger than you probably think it is.

And if you ever wanted to understand why I love videogame music so much? There it is, right there in a nutshell.

If the music is familiar enough so that my brain remembers it, it immediately pulls the emotions of how I felt back to the surface, so it feels like I’m playing it all over again (which comes in handy while I’m at work, let me tell you) – which is why I get so disappointed that modern soundtracks don’t have the same penetration into my subconscious like they used to.

Games have been getting consistently better for the last 40 years – I’d like to be able to vicariously relive more than just the first 20.

 
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Comments (14)
Default_picture
October 24, 2009
Interesting article, Brian. I agree that today's soundtracks are seldom memorable, but I felt that it was more due to the increased emphasis on voice acting. I never really thought of it from this standpoint however, and I think you make a good case for the importance of leitmotifs and repetition in songs.
Me_and_luke
October 24, 2009
Great article, Brian. I can see we both share a strong appreciation for video game music. [quote]If the music is familiar enough so that my brain remembers it, it immediately pulls the emotions of how I felt while I was playing it back to the surface, so it feels like I’m playing it all over again[/quote] Well said. A lot of video game music of the past brings up memories and emotions of when I first played it, and that's what makes it so special. Brian Shirk (too many damn Brian/Bryan's hovering around this article) does bring up a good point regarding the lack of voice acting - and audio in general - of the games of past. There was very little to complement back then; it had to be the component. I, too, find it rather interesting that a concert could come out of BioShock's alleged soundtrack, because I would never be able to pinpoint a theme or melody that came out of that game (which isn't necessarily a bad thing). If any modern game/series is still getting it musically right, in my opinion, it's definitely Marty O'Donnell's work in the Halo series. I can listen to just about any song from any of the soundtracks and it will put me right into the respective part of the world.
Lance_darnell
October 25, 2009
You sold me with the Back to the Future example. I actually saw the first BTTF in the theatre! Fascinating article. After reading the list of old games you included, I found I could remember the tune for all of them. I then tried thinking of how many modern games I could remember the tune for and surprisingly few came to mind. The few tunes that I could recall all were shorter, and repeated often throughout the game. Like Bryan said above, Halo is a good example of that. I learned a new word - leitmotif. ;D
Picture_15
October 25, 2009
Excellent article Brian! I've always remembered most of the good, older games themes. I also remember the first time I heard a Rob Zombie song in a video game and thought it was cool. After hearing 5 different games with the same song on them it kills the soundtrack in a way. Games like the original Zelda on NES have music that make me think of christmas because that's when my family received it as a present. I've made playing it around that time an annual thing. Ahhh... memories:'(:D
Brett_new_profile
October 29, 2009
I agree with your general point, but I think there have absolutely been recent soundtracks that have stuck with me -- BioShock and Fallout 3 being two of them! I can recall the exact moment in the game the strings 45 seconds into [url=http://www.youtube.com/watch?v=sEFIZh_Zscc]this track[/url] kick in, and listening to the [url=http://www.youtube.com/watch?v=R_oaFpjbx_Q]Fallout 3 theme[/url] makes me want to immediately jump back in the game. But you're right, generally the music from those games is more incidental. However, there are also recent games that follow the lead of Back to the Future -- Uncharted 2 being most fresh in my mind. I've been humming the theme that [url=http://www.youtube.com/watch?v=WrywcaesWvA]plays during the title screen[/url] for days.
Default_picture
October 31, 2009
I whole-heartedly agree Brian. I think the restrictions that a lot of the earlier technologies imposed forced musicians to be far-more creative and inventive than ones today. That's why a lot of the remixes sound great, because while they often add a bigger, fuller, arguably more complete sound, they still retain the melody that was the foundation in the first place. It's sad to think somewhere between the 8 and 32-bit eras, may indeed mark the highwater mark for gaming music, if only because they were often so great, and we forgot how to build upon their legacy. It's almost like game scores are becoming like most movie scores nowadays. Some are fantastic, but only in the context of the film itself. Which in-turn makes them almost impossible to appreciate outside of their respective works.
Default_picture
October 31, 2009
I'm not sure that the music of the Golden Age was actually all that good. As you note, it was on an endless loop and many games wouldn't let you turn it off (unlike games today, where we can choose our own personal soundtrack if we like) so it wormed its way into your brain regardless of its quality. I can sing almost all the way through "Hit me Baby, One More Time" and it has little to do with the the musical genius of Ms. Spears. They were simple melodies with a few tones. But sometimes you do find gold in music written for games, and Christopher Tin's [i]Baba Yetu[/i] for [i]Civilization IV[/i] is a genuine masterpiece. [url=http://www.christophertin.com/]His entire world music album[/url]would make a strong game soundtrack. Oh, and Betrayal at Krondor also had great music.
Default_picture
October 31, 2009
Great article, but I'm confused about the Mario example--it seems to me that it repeats at 1:30, and not at 0:38 as you suggest.
Pshades-s
November 01, 2009
I would argue that BioShock had a stronger [i]soundtrack[/i] than a score, making great use of old-fashioned tunes rather than orchestral movements. Still, it had its moments, particularly during the descent to Rapture. The music stands out a lot more when you have nothing to do but look out the window and marvel at an underwater city. Other than that, I have no arguments here. I love old video game music and routinely listen to it on my iPod, both in its original format and arranged versions. You ever listen to Crystal Flash, the 20-minute medley of Super Metroid by virt? It's like playing the game in fast forward, hitting all the high points along the way.
Fitocrop
November 01, 2009
[quote]It's almost like game scores are becoming like most movie scores nowadays. Some are fantastic, but only in the context of the film itself. Which in-turn makes them almost impossible to appreciate outside of their respective works.[/quote] I think both Victor and Brian--Brian the author of the post--make a very good argument in pointing out the above fact. As technology has been able to provide game developers with more and more tools to create very cinematic gaming expierences, the music in this very same games has also begun to emulate that of movies themselves. In fact, earlier this year, it was confirmed that Hanz Zimmer himself is working on the score for COD:Modern Warfare 2. It could be said that the constant quest of many game studios to make their work a direct alternative to some types of films, has played a great part in the disappearance of the creation of the simple but memorable melodies that used to be an intrinsic part of classic gaming culture. Still, if these studios are able to join forces with some of the great talents of the film industry--just like Infinity Ward has by bringing Hanz Zimmer into the mix--we could be in for some truly memorable, if different, game music once again. [b]@ Brian[/b] Excellent post man, I really enjoyed reading it while listening to the Back to the Future theme :). [b]@ Lance[/b] My first Back to the Future experience at an actual theatre was number 2. I can still hear the good old Doc saying "Where we are going, we don't need roads." Awesome!:D
Jason_wilson
November 01, 2009
[quote]I'm not sure that the music of the Golden Age was actually all that good. As you note, it was on an endless loop and many games wouldn't let you turn it off (unlike games today, where we can choose our own personal soundtrack if we like) so it wormed its way into your brain regardless of its quality. I can sing almost all the way through "Hit me Baby, One More Time" and it has little to do with the the musical genius of Ms. Spears. They were simple melodies with a few tones.[/quote] You make a fantastic point. Some game music is timeless -- such as a number of the themes from Mario games or Castlevania: Symphony of the Night (or many of the Star Wars games, but that music originate from a movie score, not just a game score). I've always thought that Baldur's Gate had a great score, but after I recently listened to its tunes outside of the game, I couldn't believe just how disconnected I felt. And with others, like Final Fantasy 7, I can listen to its soundtrack and enjoy it without ever playing it again.
Photo-3
November 01, 2009
Wait, you don't think that generic symphonic music that makes every moment of modern games epic is memorable?
Aj_newfoundland_avatar
November 01, 2009
I completely agree with your article, Brian. This has also been a problem in movies of late as well. It used to be that every character got some sort of theme or motif as well as each emotion. The best return to this I've seen is Michael Giacchino's Star Trek score. Too much game music is atmospheric and moody. It seems to be afraid to stand out anymore.
Default_picture
November 02, 2009
Great article, and by the way- I was totally humming the Back to the Future theme in my head.

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