As a speaker in the audio track of the Game Developers Conference this year, I enjoyed taking in a number of GDC audio sessions — including a couple of presentations that focused on the future of interactive music in games. I’ve explored this topic before at length in my book (A Composer’s Guide to Game Music), and it was great to see that the game audio community continues to push the boundaries and innovate in this area! Interactive music is a worthwhile subject for discussion, and will undoubtedly be increasingly important in the future as dynamic music systems become more prevalent in game projects. With that in mind, in this blog I’d like to share my personal takeaway from two sessions that described very different approaches to musical interactivity. After that, we’ll discuss one of my experiences with interactive music for the video game Spore Hero from Electronic Arts (pictured above).
Baldur Baldursson (pictured left) is the audio director for Icelandic game development studio CCP Games, responsible for the EVE Online MMORPG. Together with Professor Kjartan Olafsson of the Iceland Academy of Arts, Baldursson presented a talk at GDC 2016 on a new system to provide “Intelligent Music For Games.”
Baldursson began the presentation by explaining why an intelligent music system for games can be a necessity. “We basically want an intelligent music system because we can’t (or maybe shouldn’t really) precompose all of the elements,” Baldursson explains. He describes the conundrum of creating a musical score for a game whose story is still fluid and changeable, and then asserts, “I think we should find ways of making this better.”