
In 2005, Roger Ebert wrote in his blog the claim that video games cannot be art. The article caused an outcry in the gamer population, with gamers citing various games and elements of games as artistic. Five years later, while not changing his mind, Ebert admitted to never having played a video game and said he should not have discussed them at all. While the striking visuals of today’s multi-million dollar games can be cited as often as the simple fluidity of control in a 1980s game in discussing the art in video games, one element that has developed a sub-culture all its own is the music. Akin to the pops orchestra that plays movie soundtracks, websites can be found that allow people to post their versions of game songs (such as vgmusic.com and ocremix.com), and YouTube contains a vast amount of still-image videos just to listen to the original soundtracks or remakes (such as Zelda ReOrchestrated). Indeed, video game music has even gone touring through orchestras with concert series like
Play! A Video Game Symphony and
Video Games Live.
These concerts make sense partially because games today have access to orchestra-sized ensembles to create music of blockbuster-film proportions. Many games, played on massive visual scales, would feel wrong without it, just as watching a movie would feel wrong without its music. Video games, like movies before them, have rapidly developed the thematic idiom of opera, with a game sequel often arranging songs from the original for the recurring characters. But what happens when a game adopts a classical idiom more directly? Rather than the bustling movie-score, games often go straight to the Western classical tradition to bring the listener’s associations with them. This article will examine the effects of blending the associations of a video game soundtrack with the classical music tradition, whether it be an opera aria or organ prelude in a game, or the game music in the concert hall. While video games as a medium offer several key differences from non-interactive media, gamers should respond emotionally to the emulated idioms accompanying the visuals, and non-gamers should respond in kind to them in concert, as they were designed from the start to hearken to the great classical composers.
I will define "classical idiom" as elements of an individual music track of a game that emulate styles of various "standard repertoire" works, not just the Classical period, within the track itself and not referencing other tracks. For example, I would describe the timbre and open-fifth harmonization of horn calls as a borrowed idiom, and it would likely symbolize hunting or martial action the same way it does in the standard repertoire. While my focus is on this, I may also point out some multi-game trends that simulate the effects of themes or musical quotations. Many video game series have utilized the concept of theme over multiple titles, similar to character themes in Wagner’s Ring, or Godzilla movies, so I may point out its use to add potency when considering a game series as a work.
The first part of this article will discuss how effective using the classical idiom in a game’s soundtrack is in setting mood and evoking the desired emotions. While this may sound obvious at first, there are key differences between video games and non-interactive multimedia, and their audiences, which warrant a short discussion. First, games have come a long way from point-scoring distractions. There is a trend through the 1980s and 90s to design games with an end, so that the goal becomes completion rather than a high score. While this does not mean the game is made unplayable after completion (there may be more content left unexplored, or even more content opened post-completion), it lends itself to a more controlled difficulty slope and to narrative. Narrative compels immersion, but the goal-driven interactivity may not, and at times completing a challenge has a more dominating relationship over listening than watching a movie does. Second, we have to consider that the main consumers of video games are young males, who may not even be old enough to have a fully-developed sense of idiom. A skilled game composer wishing to reach the broadest audience would have to combine the most basic classical idiom to draw emotions out of a younger player with subtleties that an older gamer, or even a classically trained gamer, would appreciate.
An example of a basic classical idiom would be the use of organ timbre to symbolize the antagonist. This idiom has existed for the past century in multimedia, from Dr. Jekyll playing an organ in the 1931 film
Dr. Jekyll and Mr. Hyde to the Phantom’s theme in Webber’s
The Phantom of the Opera.
1 This is employed very frequently in video games, often to distinguish the main antagonist from lesser ones. The music played by the organ is often in a minor key, and the brightest stops are used, so the whole effect should be one of fear and uneasiness. Oftentimes, the music may play during a cut-scene, when the game takes control of the gamer’s avatar to develop the story. However, we will look at a few examples where the composer does not have this luxury; the music plays during the final playable confrontation, called the final boss in gamer's vocabulary, which is a blessing (in that the gamer must be heavily invested by now) and a curse (in that this should be the most challenging occurrence in the game).
Nobuo Uematsu is an extremely well-known and liked composer in the game community. He is famous for his work on the Final Fantasy series produced by Square Enix. The games in this series are not related by story, and only certain details carry through them (such as the title-screen music or specific low-rung enemies), so each game is a fresh batch of protagonists and antagonists that can have musical themes. The games also require tens of hours to complete, which can aid in immersion or exhaustion, and this allows for a strong narrative with a complex story and multiple characters (often ten or more protagonists and a handful of antagonists). Uematsu can be assured that a gamer who reaches the final boss is invested, though they may also have expectations, visually and musically, about this antagonist, especially if he or she was exposed a lot during the course of the game.
In the 1994 game Final Fantasy VI, the main antagonist is Kefka Palazzo, the jester-like general of the tyrant king’s empire who attains god-like power in the middle of the game and destroys the world, or at least unalterably damages it.
2 When the protagonists encounter him at the end of the game, he is mad with power and commences a four-stage battle, each stage accompanied by its own music. The "four-movement" battle music even has a title:
Dancing Mad. For the third stage, Uematsu defeats any musical expectations the gamer had about Kefka (almost), both from the previous two stages and the game as a whole, with a C sharp Major organ solo. While the previous stages use organ timbre, both of them use the traditional minor and diminished seventh chords, along with repeated tritone tonicization, obviously communicating madness, power and fear.
Stage 3 begins with a low C sharp pedal fifth and two bell-strikes (four bars in my transcription of 4/4 time signature, quarter note at 168 bpm). Then the tune begins with four measures of a major theme in the treble, mostly scalar as it progresses up. The bass descends by step to the dominant, which leads to two measures in the dominant key, a consequent of the C sharp Major antecedent. The bass goes back to pedal C sharp without the fifth under an arpeggiated rising figure in the treble for four measures. The next four measures have two simple I-IV-I progressions with a little ornamentation. The arpeggiated figure returns, this time with a countermelody in the bass. Suddenly the same melody-countermelody is in the parallel minor, which could be interpreted as a cheap default to the minor-key idiom, but an astute gamer would tell that the minor-key bass countermelody is now Kefka’s theme, which had been used throughout the game.
Example 1: an example of organ figuration in
Dancing Mad; the bass line is Kefka's theme
Dancing Mad -- Nobuo Uematsu (part 3 at 9:50)
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