The Game Composer’s Blog

Game music, a matter of life and death.

Your game’s music ensemble.

(this post applies to those games that wouldn’t obviously be more suited to a more adrenaline-based soundtrack based on rock or hip hop or accordion, etc.)

I’m all for epic orchestral soundtracks. There’s nothing like hearing a huge orchestra playing grand themes and sweeping us up in the excitement of victory and moving us to tears in times of strife.

But only in the right games.

Not every game calls for a full orchestra with a choir, just like not every game calls for a hip hop or a rock soundtrack. But so many games could benefit from pulling back a little and experimenting. Especially in the world of indie games where the gameplay is often new and innovative, why not come up with a new and innovative music ensemble to complete the picture?

The first couple of Katamari games did this beautifully. Their ensembles ran a huge stylistic spectrum. There were lovely lush orchestral pieces, but there were also some pieces with almost unidentifiable instruments playing the Katamari themes in new and interesting ways. And it was all executed masterfully. The mish mash of ensembles fit the gameplay, just like the way the ball grows bigger by collecting a mish mash of random objects.

It would be refreshing to hear a soundtrack that had only piano. Or maybe a soundtrack that had classical instruments, but only two at a time. Not every game art style uses the same palette of colors. Why should the game audio style? It really comes down to the game. I’ve just seen too many games with a forced orchestral soundtrack.

Granted, this isn’t a huge problem. But it does seem that far too often the first template game composers go for is the orchestral one. Why is this? Well, probably because writing for an orchestra is actually easier than writing for smaller ensembles. You have an incredible amount of colors to choose from. There is a wide variety of cliches to throw in, ever so effortlessly. A bigger ensemble being easier to write for seems a bit counterintuitive. And certainly, making a fresh and interesting orchestral piece is very difficult. But to throw together something acceptable is a cinch with an orchestra.

Part of the reason for this blog is to help improve the quality of game soundtracks and “acceptable” doesn’t cut it. We want “awesome” or “yowza, I’m speechless!”, right? Originality within the music and within the music’s colors heads us in the right direction. This isn’t all on the composer’s shoulders, of course. All you game devs out there should think carefully about your music direction. Sure, consider an orchestra. But maybe step back a second and think if there is any other sound you might like. Solo guitar? Some Jethro Tull flute and cello? Give it a shot.

July 20, 2008 - Posted by | Developer Music Tips | , , , , ,

2 Comments »

  1. You mentioned it would be awesome if a game had a single piano, or sparse classical instrumentation, for the entire soundtrack. Echochrome (Downloadable on PSP & PS3 via the Playstation Network) has a very minimalistic classical sountrack, probably nothing more than a string quartet.
    :)

    Just thought I’d throw that out there.

    Comment by Dave Matney | July 21, 2008 | Reply

  2. Yeah, there are definitely some games out there trying something new. Downloadables especially can lead the charge.

    Comment by thegamecomposer | July 21, 2008 | Reply


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