Author Topic: How much music?  (Read 4439 times)

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Offline Peter

How much music?
« on: April 27, 2015, 02:38:41 PM »
Hello, this is my first post here. I'm trying to create an adventure game. Not with AGI or SCI but it's the same type of game. One of my concerns at the moment is that I don't know how much music I should have in the game.

I know the old adventure games had very little music. It probably had a lot to do with hardware limitations that made it impossible to store a lot of music and the quality of the sound made it very obtrusive, and maybe unsuitable as background music in a low paced adventure game? Or would they have benefited from more music if they could? In later games they have more music, and of better sound quality. I think the Monkey Island games had music almost all the time, at least the later ones.

The biggest limitation for me is probably that I'm going to create all music myself with no prior experience in music composition, but I have been reading up on it on the web so I understand the basics and have been putting some notes together to get something that sounds somewhat OK. It's hard to get something that is just in the background. Often I get the feeling that it would be much easier writing music for Mario or some kind of space game. I'm still early in my learning so I don't know what to expect in the end.

At first I was thinking I should probably have music everywhere. It makes it consistent. The user will not be bored with silence, or he can turn it off if he don't like it. But now after I realized that creating music that just sits in the background without distracting is probably not so easy to make, I'm not so sure anymore. If I don't have music everywhere, where should I have it?

Looking at the older games that doesn't have music all the time I think it's very inconsistent where the music are. Some places have music and some don't. I don't see the logic, and as a programmer I want logic!  This is what I need help with, finding some rule of thumb when music should play.

The most obvious situation I can think of is when someone in the game plays an instrument, that music should then of course be the background music of that location. When you meet, or are very close to your antagonist some evil music should play. I guess it has a lot to do with temper, emotion, danger, ... And I guess not having music all the time will make the music much more powerful when it's actually used.

While writing all this some things has become clearer but I still would like to know what others think.



Offline lance.ewing

Re: How much music?
« Reply #1 on: April 27, 2015, 03:16:18 PM »
I think the rules would be similar to a movie in many ways. Take Hans Zimmer as an example. Absolute genius in my opinion. Everything he touches seems to end up with an atmospheric & mesmerizing musical score. Inception is near perfection in the background music department. I know music is a creative & expressive thing, hard to define by rules, but Zimmer seems to have cottoned on to something, the way the music matches the action.

I've created a lot of my own tunes over the years but not many of them would be suitable for an adventure game. If I was creating music for my own game, I think I'd be thinking about that room and what is happening in it and just make up something that feels right to me.

The Magic Meadow in QFG is my favourite adventure game tune.

Offline Collector

Re: How much music?
« Reply #2 on: April 27, 2015, 05:28:46 PM »
The Magic Meadow in QFG is my favourite adventure game tune.

Out of all of Mark Seibert's Sierra music The Magic Meadow was his father's favorite.
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Offline Cloudee1

Re: How much music?
« Reply #3 on: April 27, 2015, 07:22:42 PM »
I would have to go with the idea of attempting to set an atmosphere. Some rooms are special and seem like they would require some special tidbit or emphasis. Meanwhile, some rooms are just filler, in that you need a way to separate the important rooms by whatever distance. In which case, it would just be annoying to hear the same background music most of the time without any real purpose, especially if you are expecting the user to travel back and forth several times. Picture Kings Quest I for example, it's what, like 25 rooms that make up the main map of the game and most of them are just woods and lake without anything really special about them.

But then again, ambiance is nice too I guess.
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Offline MusicallyInspired

Re: How much music?
« Reply #4 on: April 28, 2015, 12:35:55 AM »
A lot of good points here raised already so I won't repeat them. Some things I wanted to add, though, from an experienced composer's perspective: less is most often more. Especially if you're starting out. It can be easy to get lost in making a lot of additions and putting a whole bunch of complexity (especially if you're a programmer!) together. And it might even sound good on its own (most often not, though. I speak from experience!), but when put into a game it becomes even more distracting. Everyone's been spot on in that it's all about atmosphere. You're writing music that should enhance the scene in the game. If it's not doing anything for it or if it's taking away the attention and distracting the listener then it probably isn't needed. Everything should compliment what's happening on screen.

However, it can also be really easy to make something too simple that gets really repetitive and tires the listener's ear. In this case the more ambient the better. That is, less percussion, lead instruments, rhythm and such and more background slower changes. Pads and soft strings are nice choices for these areas. Monkey Island 2 had music throughout the entire game yes, but many of the areas with music (especially the maps) were far more ambient with little or no actual real themes to speak of. Just background atmosphere that pushed the tone and emotion to exactly where it needed to be to make you feel what the designer wanted you to feel when viewing that scene.

So you can go two route: The early Sierra/Monkey Island 1 style and have no music until an important area. In this case you can keep most music simple with not a lot going on except for maybe the really important scenes which can be more upfront and a little busier. Or you can go the Monkey Island route (MI2 and up, at least) where there is music everywhere but most of it, especially in unimportant areas, are just nice background tracks to compliment the atmosphere of the scenes, then you can get busier with more interesting themes on more important areas. Areas or cues like sudden reveals, first time character or area introductions, important characters, cutscenes, memorable/important locations, etc.

I would suggest, as a first time composer, starting yourself off easy and not giving yourself too much workload by going the early Sierra/Monkey Island 1 route and have little music in the game, save for a few important areas/scenes. You never know how much work you're making for yourself until you start doing it. It can be a big job to do a full game soundtrack, especially if no part of the game is going to be silent. Do yourself a favour and just size down the amount on your plate before digging in. Then when you get some more experience you can see what did work and what didn't after getting feedback and even seeing it for yourself by stepping back after it's all done. Then you can decide the best way to go on your next project. Baby steps! Pace yourself.

Good luck!
« Last Edit: April 28, 2015, 12:39:39 AM by MusicallyInspired »
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Offline Peter

Re: How much music?
« Reply #5 on: May 01, 2015, 06:55:21 AM »
You have many good thoughts. I think I will go for the less music approach. Focusing more on important locations, and locations where I think music would fit, but I should not be afraid of silence. I can always go back and add music later if I think there is a need for it.

Quote from: MusicallyInspired
... the more ambient the better. That is, less percussion, lead instruments, rhythm and such and more background slower changes. Pads and soft strings are nice choices for these areas.
This sounds like useful information that I can experiment with. It can probably help me making my music not stand out so much.
« Last Edit: May 01, 2015, 06:57:00 AM by Peter »


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