Game Music: a support or a component by itself?

Game Music: support vs component

  • (1) Music should enhance the atmosphere and complement the art and story

    Votes: 4 30.8%
  • (2) Music should be considered a unique art component, like the visual art, while remaining coherent

    Votes: 9 69.2%

  • Total voters
    13

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,729
Reaction score
4,685
First Language
English
Primarily Uses
RMMZ
As a composer, this affects me directly. So throughout my game making "career", I've had the occasion to interact with many people and talk about the role of music in video games and films. Putting aside personal preferences in music, I can generalize people's position with 2 categories: those who view music as a support to the game/film, and those who view music as an independent component of the project.

1. Music as a support to the game/film

This school of thought associate music with the role of complementing the image and the story. Music is used to give an atmosphere, meant to be blend in with the rest of the work. Its role is clearly to support and enhance the art and the story. The disadvantage of this kind of music is that it is often not memorable.

Examples of games/films with support music: Marvel movies, most horror movies, Witcher series (mostly, not every track).

2. Music as a component by itself

This school of thought consider music as an equal component of the art of a project: a game/film is a combination of many forms of art: graphical art, story telling, staging, and music. They are all components that are by themselves a work of art. That doesn't mean that they shouldn't complement each other. Of course, they should work together and be coherent, but the idea is that the music should be by itself beautiful/good. If you ever had to stop playing, or wait before going to the next map, just to keep listening to the music it is definitely part of this category.

Examples of games/films with support music: Final Fantasy series (15 for example), Harry Potter (the main themes), every operas (I know it's not game or music, but it still has a story, visual art, staging, etc.), Bugs bunny, Fantasia 2000.


So what do you guys prefer?

EDIT: I just have to add that I'm strongly in the second category. Being a composer before a game maker, I enjoy creating music just for the sake of it, thus I like it when I have to wait before going to the next map to finish a theme.
 
Last edited:

Archeia

Level 99 Demi-fiend
Developer
Joined
Mar 1, 2012
Messages
15,144
Reaction score
15,478
First Language
Filipino
Primarily Uses
RMMZ
It depends on the game.
Atmospheric games help a lot with a more ambient composition while JRPGs are all about that memorable melodic scores.

The point of ambient composition is to put the player on the shoes of the main character or the "feeling" they want to convey. What you want to remember from a horror game is the fear after putting the game down that something that haunts you even after years of not playing it.

EDIT: There should be both since I don't believe in black and white implementation.
 

Finnuval

World (his)story builder and barrel of ideas
Veteran
Joined
Aug 1, 2018
Messages
1,946
Reaction score
6,607
First Language
Dutch
Primarily Uses
RMMV
Music, like any other form of art, is an entity on its own and should be considered as such. It has equal value to any movie or game to any graphical part (just try and watch a thriller with the sound turned off if you think otherwise :p).
Like any other form of art it also holds equal amount of information for the player, which should not be underestimated either.

So my vote on this is clear :D
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,729
Reaction score
4,685
First Language
English
Primarily Uses
RMMZ
@Archeia Yes, of course, it isn't black and white. But however, one is generally used more than another in a project.

@Finnuval I could have kind of guest your preference lol. Well said!
 

JtheDuelist

Your Friendly Nieghborhood Stygian Zinogre
Veteran
Joined
Dec 9, 2017
Messages
1,185
Reaction score
1,440
First Language
English
Primarily Uses
Other
Then you have The World Ends With You, who throws almost everything out the window in terms of music. It just did whatever the heck it felt like in the music department.

Personally, I cannot choose between either, as I see the full validity of both sides.

Heck, even absolutely nothing can be considered music, as apparent by the Khezu "battle theme"- there is literally no sound at all yet MH fans call it music...
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,729
Reaction score
4,685
First Language
English
Primarily Uses
RMMZ
@JtheDuelist Reminds me of John Cage's 4'33 (literally 4'33 of complete silence...). It's a bit too post-modern for me.

But yeah, I'm not saying one is better than the other because both have their merit. They are also usually used together in games/films, just one more than the other depending on the work. I'm only asking for people's preference.
 

Wavelength

MSD Strong
Global Mod
Joined
Jul 22, 2014
Messages
5,635
Reaction score
5,116
First Language
English
Primarily Uses
RMVXA
I think it depends on the game - and more specifically, on the extend to which extra-diegetic music is appropriate to the game.
  • (Quick lesson on diegetic sound: diegetic sound is sound that the characters would actually hear, such as a bird chirping, or music coming from an in-game radio; extra-diegetic sound is sound that enhances the theme but would not actually be heard in the world, like Super Mario music or heartbeat sounds in a horror game; non-diegetic sound is unintended sound that results from the works medium, such as Windows 8 sounds or static from your headphones).
In most games, I'd agree that extra-diegetic music is a desirable element, and does a ton to heighten mood and create a sense of rhythm and flow (and sometimes joy) for the player. Final Fantasy, sure. Donkey Kong Country, sure. Tony Hawk's Pro Skater, sure. Even highly immersive games like World of Warcraft can make good use of extra-diegetic music.

But there are some games where it makes more sense for sound, and music in particular, to play a more subtle role and avoid crossing too far into extra-diegesis. Horror games like Resident Evil can present a creepy and immersive atmosphere by keeping mostly to diegetic sounds (which exceptions for enhanced effects like heartbeat audio). War games like Call of Duty can make you feel more like you in the middle of war by using only ambient sounds (and guns and voices), although there's also some wisdom in adding in a subtle, percussion-heavy "music" track that rises and falls with the action going on for the player.

Finally, there are games where music is absolutely central to the experience, like DDR, Electroplankton, Audiosurf, and Beat Saber. This is almost like an extreme case where the music becomes the character, and at this point anything and everything can be appropriate.
 

dulsi

Veteran
Veteran
Joined
Dec 4, 2018
Messages
88
Reaction score
71
First Language
English
Primarily Uses
N/A
I'm fine with the music being a unique component but I will say I can't always listen to it. Obviously music games require you to hear the music but for an rpg that's not the case. Sometimes I may have a chance to play a little bit but don't want to interfere with someone watching TV or doing some other activity.
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,729
Reaction score
4,685
First Language
English
Primarily Uses
RMMZ
@dulsi Meaning you don't like it interrupting the flow of the game? (Like too melodic so it's distracting?)
 

dulsi

Veteran
Veteran
Joined
Dec 4, 2018
Messages
88
Reaction score
71
First Language
English
Primarily Uses
N/A
@MushroomCake28 I've never played a game where the music interrupted the flow of the game. What I mean is that you can have the best music in the world and I enjoy listening to it but sometimes I will play the game with the music off or turned down rather low. I'm not always alone and capable of playing music as loud as I might want. (Honestly I'm not much of a music guy anyway.)
 

woootbm

Super Sand Legend
Veteran
Joined
Apr 26, 2014
Messages
218
Reaction score
148
First Language
English
Primarily Uses
RMMV
I feel like the real problem is workload and talent-based. Most movies and games don't have memorable music because of their limited time allotted to work on it, and because the people working on the project who aren't the composer simply don't care; it's done last and the people in charge just shove the work on the composer and say "you've got X amount of time to give me Y amount of music." The formula being that it isn't enough time to do anything other than something quick. And something that doesn't stick out so they don't have to redo it.

I can't think of a game or movie with awesome music where people said "The music needs to calm the hell down!" The only risk is if you put in that extra effort and people hate the music. THEN they'll notice and complain.

If you've got the ability and time to put awesome music in your game, do it!
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,599
Reaction score
6,552
First Language
Indonesian
Primarily Uses
RMVXA
My parameter goes like this

At very minimum, if you composed your music up to the point where your players didn't notice if the music is there, don't get bothered by it. You're doing it right. If the music could enhance the mood while playing the game, you're doing it better. If the music makes your players want to turn off the music because it's distracting, you're not doing it right (the particular game I'm playing actually have a good music score, but it's kinda annoying to listen to it all times).

The problem with the second approach is, you might compose your music as a piece of individual art that is good only for listening. However, the music will be played in a loop through your game where your focus is not only to listen to your music. It is not bad, but you don't want to ignore the fact that your player will listen to it often that the chance they may get sick of it. Ambient music has an advantage that if it isn't memorable, it didn't get the player to get sick of it. And I believe it's acceptable to most of the people.

Don't get me said that ambient music couldn't be quite memorable :p
This particular ambient music is somehow still memorable for me. My fave that I couldn't forget it.
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,729
Reaction score
4,685
First Language
English
Primarily Uses
RMMZ
@TheoAllen Yeah like I said, it depends on the game. But I disagree when you say that people will get bored with good music. Having a music that is loopable is another challenge, but is unrelated to the music quality. If you get bored, then the music is not good enough. I could listen to Mahler Symphonies for 100 hours and I would still love it. Also, if you stay on a map for like 30 hours (non-interrupted), something's wrong lol.
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,599
Reaction score
6,552
First Language
Indonesian
Primarily Uses
RMVXA
I'm saying there're people who do. Maybe not you, maybe someone else. Having the music stand out have a risk of it. In my game, some players reported that my battle music choices are awesome that they didn't get bored of it. Some other said it's getting boring after a while. Which one I should trust? idk.

And additionally, with that, I'm also saying the advantage of the ambient music. People don't seem to appreciate ambient music simply because they're background music that doesn't memorable much. However, they have a critical role to enhance the atmosphere that falls below the realm of people's consciousness. They might not realize if they take out the music, everything will be different and they might not know why.

Personally? I'm leaning toward the first.
The first goal is to enhance the experience through the game. Then you can worry about the catchiness later.

If I continue to pursue my composing career, I'd try to make people don't even notice if the music is even there.
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,729
Reaction score
4,685
First Language
English
Primarily Uses
RMMZ
I'm saying there're people who do. Maybe not you, maybe someone else. Having the music stand out have a risk of it. In my game, some players reported that my battle music choices are awesome that they didn't get bored of it. Some other said it's getting boring after a while. Which one I should trust? idk.
It isn't possible to please everyone. That is true not only for music, but for gameplay, story, art, etc. That's why I'd say we go with whatever we like and makes sense.

And additionally, with that, I'm also saying the advantage of the ambient music. People don't seem to appreciate ambient music simply because they're background music that doesn't memorable much. However, they have a critical role to enhance the atmosphere that falls below the realm of people's consciousness. They might not realize if they take out the music, everything will be different and they might not know why.
I'm saying that one category is better than the other. It's simply a matter of preferences, and they are both important and both present in projects. I'm simply stating my preference for complex harmonies with big and beautiful melodies, combined to form an epic track. Ambient music can be memorable, but that isn't its primary role.

PS.: You like my new avatar? :p
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,599
Reaction score
6,552
First Language
Indonesian
Primarily Uses
RMVXA
In all fairness, you were asking my preference :p so there you have it.

The conclusion is already up there unless you change the question into something like "should a game music listenable without the context?". Ambient music mostly isn't listenable because they require a context to convey the feeling. While your second approach is more like it can be listened with the absence of the context (film/game).

Because I think even an ambient music is already a component by its own. Honestly, it kinda gives me a picture that an ambient music isn't a form of art or something.
I prefer the old avatar tbh :p
 

woootbm

Super Sand Legend
Veteran
Joined
Apr 26, 2014
Messages
218
Reaction score
148
First Language
English
Primarily Uses
RMMV
If you get bored, then the music is not good enough.
Yep. This is the caveat to end all caveats right there.

I could listen to Mahler Symphonies for 100 hours and I would still love it.
Talkin' 'bout Romantic-era Masters, eh? You're on a very different wavelength than most everyone here. That puts a very interesting perspective on things. If that's your aspiration... well... you may need to find a more high brow crowd to ask for thoughts. :hswt:

Also, if you stay on a map for like 30 hours (non-interrupted), something's wrong lol.
To go along with this, a lot of RPG Maker folk are obsessed with making some 70 hour Final Fantasy type game. If you can manage something like a 12 hour game or less, the music will be less strained :hwink:
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,729
Reaction score
4,685
First Language
English
Primarily Uses
RMMZ
Talkin' 'bout Romantic-era Masters, eh? You're on a very different wavelength than most everyone here. That puts a very interesting perspective on things. If that's your aspiration... well... you may need to find a more high brow crowd to ask for thoughts.
That might be true for content of the music itself (like my compositions usually follow a pre-established classical model such as the traditionnal sonata form, and contain more than simple harmonies), but a more classical and orchestral style can please non-musicians too.

Also, if it fits well with the game, like for example a complex and long fantasy, it can be great. Like I wouldn't put some classical music in a horror game lol.

So basically, it depends on the game and the implementation. I always say that you can't please everyone. So making the decision of going with melodic and complex music that fits with story and the game, a great fantastic and epic RPG, will create a project that will please a certain group of people. The gamers that only play fps, or fortnite, probably would not like it. They probably even bother playing it, or looking for similar games, and that's totally fine.

To go along with this, a lot of RPG Maker folk are obsessed with making some 70 hour Final Fantasy type game. If you can manage something like a 12 hour game or less, the music will be less strained :hwink:
Very true. It's also applies for every other aspect (art, database, design, story, events, etc.). I guess even if we warn people they'll still try, probably fail, and learn by themselves.
 

Adventurer_inc.

Technically a Programmer
Veteran
Joined
Sep 12, 2015
Messages
99
Reaction score
41
First Language
English
Primarily Uses
RMMV
1. Music as a support to the game/film

This school of thought associate music with the role of complementing the image and the story. Music is used to give an atmosphere, meant to be blend in with the rest of the work. Its role is clearly to support and enhance the art and the story. The disadvantage of this kind of music is that it is often not memorable.

Examples of games/films with support music: Marvel movies, most horror movies, Witcher series (mostly, not every track).
I prefer choice number 1.

Like most people explained in this thread, it really depends on the game. To expand on this, on the broader sense, what kind of game you will ultimately produce depends on the skill sets on that team. If you don't have a skilled composer on the team, you just won't have good music. Music that seemed to flow from one scene to another perfectly, or music that is always at the right place and right time. This applies equally to the other skillsets. Lacking a designer will leave a game starved of mechanics, lacking a writer leaves a game with a lackluster story, lacking a decent artist will leave a game without compelling art, etc. As the old saying goes, "do what you are good at."

In almost every project I have worked on, I usually lacked a composer and have to do without. I'm a programmer, designer, and writer. My teammate is an artist who is good at character art, character concept, and mapping. You can definitely expect good grammar, story, art, and gameplay. What you shouldn't expect is well-placed music. As a result, music can only ever support the gameplay and story in my games.

Nevertheless, one part of the game does not have to be traded for another. An excellent example of this is Chrono Trigger. Square put a skilled artist, writer, and composer on the same team with a lot of creative freedom and, surprise, they create one of the greatest game of all time, as considered by most people. People still argue, to this day, about what makes it so great. Was it the writing, the gameplay, the art, or the music? Although, I have yet to play it. It's on that to-do-list.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.

Forum statistics

Threads
106,040
Messages
1,018,469
Members
137,821
Latest member
Capterson
Top