JambalayaBob said:
TheIronRuler said:
Music is a MUST in games because if done properly it can IMMENSLEY enhance the experience.
Do you know how enjoyable it was killing Super Mutants when I was listening to crazy ol' Three Dog the Disk Jockey? Amazing.
The same thing goes with other games. Damn, Christopher Tin received an Emmy for a Videogame Score he made. AN EMMY.
Your example isn't what I was talking about. An in-game radio station isn't really a score or anything, it's just a radio station. Yes, it does add a lot to that game (until you play it long enough for you to want Three Dog's head chopped clean off anyways), but it does it in a way that wouldn't be out of place in the real world. It's not a part of the actual Fallout 3 soundtrack, it's just a part of the world. Also, as I've said before, try thinking of how necessary it will be in virtual worlds.
Alright, let me educate you a bit. In film music studies, which this thread is most connected to, they have come up with the terms "diegetic" and "non-diegetic"--those of us who do work on video game music have similarly adopted those terms. Let me explain them to you.
Diegetic sound/music/noise are things that are happening in the world of the film/play/video game. Three Dog's Music is diegetic music. Non-diegetic sound/music/noise are things that the people within the world can't hear. Some scholars have talked about the moments when those two categories becomes blurred...especially in traditional Golden Age musical styles...sometimes using the term "extra diegetic." A good example would be something like a musical where a person is walking down the street singing with a full orchestra behind them. Are they really singing in the world of the musical? Other people seem to hear them and react to them...but there is clearly no orchestra around...so maybe they are singing diegetically, but the orchestra is non-diegetic? Or maybe the people in the musical hear the music in their mind...but it isn't in the outside reality.
Anyway, the point of all of this is that *all* of that music, diegetic, non-diegetic, extra-diegetic, *all* of it is music. All of it is crafted by a composer, sound designer to create the score. The scores of Bioshock and Fallout are masterful scores...and I must say, both of those games are games where the music is so extremely important. Yeah, it is (mostly) diegetic...but it is done with extreme artistic care in order to advance the artistic overall feeling of the game. Another game with a really necessary and important score? Silent Hill. Now many of the sounds might be called "noise"--but the sounds of that game are basically early-mid 20th Century music concrete/noise music. Also, of course there is more traditional scoring that is really amazing as well...and integral to creating the sense of "horror."
And do not think that scoring doesn't exist in real life. Businesses have learned a lot from the use of music to manipulate people in film. Now we have businesses who create scores for outdoor environments in order to effect certain moods and kinds of immersions from the people there. Go to a department store, or Las Vegas, to see what I mean. When I was in Williamsberg, VA I was walking around this place that is a mix between an outdoor mall and a housing development. As I was walking around...outside...I stopped and listened. I hear, very softly, Ella Fitzgerald crooning softly. I thought, "Where is that music coming from? From a store?" I searched around...and I found the source. There were fake rocks along the street that were actually speakers. The housing development was pumping just the right sort of music to give you a specific sort of feeling. Which is what scores do.
You also seem to think the point of music is to notice it. Not always. Sometimes the most subtle manipulation comes from very subtle things. I was watching the play The Crucible and during the climactic final trial scene, I found my heart racing and myself full of tension...the acting was good...but...then I realized. Someone was playing a kettle drum offstage very quietly and had been doing so for some time. The kettle drum was beating at about the rate of a resting heart beat...and then slowly, as the trial was getting more intense, the drummer started speeding up. But the manipulation worked because the music was almost subliminal.
"Music in games" doesn't have to be unsubtle, non-diegetic, or traditional in order to count as music.
Last example. I'm a big fan of what are called "backstage musicals." In backstage musicals, all the performances are strictly diegetic. That means all songs sung are actually being sung in the real life of the musical--usually on a stage. Glee is mostly like this (though...I'd argue that most of their numbers start diegetic but usually end up extra-diegetic as well)...42nd Street, Streets of Fire, Hedwig & the Angry Inch (the musical not the film), etc. These often follow musicians or other performers whose performances are justified by this being part of their job. This is difference from a standard "book musical" where people burst out into song while walking down the street like West Side Story, Sweeney Todd, Sweet Charity, etc. Both categories are still musicals. And similarly, "I Don't Want To Set the World On Fire" in Fallout 3 or "Beyond the Sea" in Bioshock are just as much music and score as the main orchestral themes of both those games...and as much as the soundscape is.