
By Winifred Phillips | Contact | Follow
Welcome back to our three article series dedicated to collecting and exploring the ideas that were discussed in five different GDC 2017 audio talks about interactive music! These five speakers shared ideas they’d developed in the process of creating interactivity in the music of their own game projects. We’re looking at these ideas side-by-side to cultivate a sense of the “bigger picture” when it comes to the leading-edge thinking for music interactivity in games. In the first article, we looked at the basic nature of five interactive music systems discussed in these five GDC 2017 presentations:
- Always Be Composing: The Flexible Music System of ‘Plants vs. Zombies Heroes’ – Speaker: Becky Allen, Audio Director
- Different Approaches to Game Music (Audio Bootcamp XVI) – Speaker: Leonard J. Paul, Educator
- Epic AND Interactive Music in ‘Final Fantasy XV’ – Speaker: Sho Iwamoto, Audio Programmer
- Interactive Music Approaches (Audio Bootcamp XVI) – Speaker: Steve Green, Sound Designer
- The Sound of ‘No Man’s Sky’ – Speaker: Paul Weir, Audio Director
If you haven’t read part one of this article series, please go do that now and come back.
Okay, so let’s now contemplate some simple but important questions: why were those systems used? What was attractive about each interactive music strategy, and what were the challenges inherent in using those systems?
The Pros and Cons
“We used (musical interactivity) to enhance the user’s emotional experience by playing music that is more suitable to the situation,” Iwamoto explains, also adding that he wanted “to make transitions musical, as much as possible.” So, if the best advantage of musical interactivity for Iwamoto was an enhanced emotional experience for gamers, then what was the biggest drawback?
For Iwamoto, the most awesome struggle arose from the desire to focus on musicality and melodic content, with the intent to present a traditionally epic musical score that maintained its integrity within an interactive framework. Often, these two imperatives seemed to smash destructively into each other. “At first it was like a crash of the epic music and the interactive system,” he says. “How can I make the music interactive while maintaining its epic melodies? Making music interactive could change or even screw up the music itself, or make the music not memorable enough.”
My perspective on epic interactive music
Sho Iwamoto makes a very good point about the difficulty of combining epic musicality with an interactive structure. For the popular LittleBigPlanet Cross Controller game for Sony Europe, I dealt with a very similar conundrum. The development team asked me to create an epic orchestral action-adventure track that would be highly melodic but also highly interactive. Balancing the needs of the interactivity with the needs of an expressive action-adventure orchestral score proved to be very tricky. I structured the music around a six-layer system of vertical layering, wherein the music was essentially disassembled by the music engine and reassembled in different instrument combinations depending on the player’s progress. Here’s a nine-minute gameplay video in which this single piece of music mutates and changes to accommodate the gameplay action:
Nevertheless, the situation also presented some distinct disadvantages. “The licensing for those ten tracks took eight months,” Paul admits, then he goes on to describe some of the other problems inherent in adapting preexisting music for interactivity. “It’s really hard to remix someone else’s work so that it has contour yet it stays consistent,” Paul says, “So it doesn’t sound like, oh, I figured out something new in the puzzle or I did something wrong, just because there’s something changing in the music.” In order to make the music convey a single, consistent atmosphere, Paul devoted significant time and energy to making subtle, unnoticeable adjustments to the songs. “It’s very hard to make your work transparent,” Paul points out.
My perspective on interactive transitions
Steve Green makes a great point about the need for transitions when moving between different energy levels in an interactive musical score. I encountered a similar problem regarding disparate energy levels that required transitions when I composed the music for the Speed Racer video game (published by Warner Bros Interactive). During races, the player would have the option to enter a special mode called “Zone Mode” in which their vehicle would travel much faster and would become instantly invincible. During those sequences, the music switched from the main racing music to a much-more energetic track, and it became important for me to build a transition into that switch-over so that the change wouldn’t be jarring to the player. I describe the process in this tutorial video:
While this gives a procedural music system the potential to be the most pliable and reactive system available for modern game design, there are steep challenges inherent in its structure. “Some of the difficulties of procedural generated content,” Weir explains, “is to give a sense of its meaningfulness, like it feels like it’s hand crafted.” In a moment of personal reflection, Weir shares, “One of my big issues, is that if you have procedural audio, that the perception of it has to be as good as traditional audio. It’s no good if you compromise.”
So, for each of these interactive music systems there were distinct advantages and disadvantages. In the third and final article of this series, we’ll get down to some nitty-gritty details of how these interactive systems were put to use. Thanks for reading, and please feel free to leave your comments in the space below!
