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R P G A M E R . C O M   -   E D I T O R I A L S

Media Mixing
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Mike "JuMeSyn" Moehnke
FAN EDITORIALIST



RPG music has attained a level of sophistication that puts it alongside any other form of popular music in the cultural pantheon by this point. As a mood-creator and mood-sustainer, the music in RPGs tends to fulfill all anyone could request (leaving aside instances in which the music is abominably wrong). In this function RPG music is remarkably similar to the music gracing film and television, which makes a merger between the different schools of composition more sensible than the initial juxtaposition probably appears. Music in the field of film and television is, after all, intended to evoke a mood, and this is what RPG music is also intended to accomplish.

While it would be possible to simply take music from any given film and insert it into an RPG, this is the lazy approach. Ideally film music is specifically tailored to the film(s) it is a part of. To remove it from that context and use it cavalierly is a blatant instance of money-grabbing. The exception to this rule is if a game is based upon a movie, but RPGs are far less likely to be developed in synchronicity with a movie's release date than other genres of video games. To go against the movie's release date runs the great risk of funding for the project being dropped if the movie underperforms. And RPGs that ARE released concurrently with a movie tend to be lackluster affairs at best: witness the GBA Lord of the Rings titles for uninspired overhead hack & slashing.

Barring the reuse of music from films, therefore, having a film composer write the score for an RPG is the logical strategem. Film composers are already experienced in their craft of complementing onscreen action, and would only need to quickly acquaint themselves with the different exigencies attendant to an RPG environment. To compose different music for the entirety of any given RPG is a Herculean endeavor I for one would not visit upon any composer, as even the shortest RPGs require at least 15, more likely 20, hours to complete by rushing through. Imagine having 20 hours of brand-new music to compose: the composer would doubtless run away rather than try to complete it! Endlessly repeating tracks for different areas can become annoying to the lost player, but is necessary to avoid horrendous stress for the composer and/or overloading the memory available for the game.

Film composers who, upon a casual memory sifting, have created memorable music within the confines of their current genre and thusly can be considered worthy candidates for gracing an RPG's development team in the future are plentiful. John Williams is quite probably at the top of the field, and his music is already used in both Knights of the Old Republic titles. Having composed every movie since JAWS that Steven Spielberg has directed, every reader should be able to identify themes John Williams has introduced into the popular culture. Is there any reason he could not be expected to do the same for RPGs? Danny Elfman has composed numerous distinctive pieces for Tim Burton films, and has shown himself to be a tireless worker when the project calls for it; his unique touch would be welcomed as an RPG composer. James Horner has an incredibly diverse ouveur of titles ranging from APOLLO 13 to STAR TREK II: THE WRATH OF KHAN to TITANIC, proving his versatility. Hans Zimmer has composed everything from PIRATES OF THE CARIBBEAN: DEAD MAN'S CHEST to RAIN MAN. Clint Mansell, not a widely-known composer, wrote the haunting music of REQUIEM FOR A DREAM. Howard Shore composed the overall excellent music that is featured in THE LORD OF THE RINGS trilogy. Many, many other potential RPG composers are out there as well - I am quite partial to the music Philip Glass composes.

Two questions must then be addressed regarding the introduction of film (and perhaps television, though TV themes tend to be pop songs) composers into the RPG realm. The first dilemma is drawing a composer away from the film world to work on something new. Money could be the answer to this as it is for so many problems, but outbidding a movie studio is likely to be no easy task for a game developer. A more successful stratagem might be to promise an easier working environment, given the presence of the composer during much of an RPG's development cycle. This is in stark contrast to the film world, where only when a movie is completed does the composer do his/her work, and on a very tight deadline to meet the agreed upon release date. The budgetary strains felt by trying to lure a composer away from the movie world would be far worse if the standard orchestra setup were employed, and this is the second difficulty. RPGs for years employed synthesizers as their musical instrumentation not only because of technological limitations, but because one person using a synthesizer is far less expensive than hiring more. Newer RPGs tend to employ a few musicians in addition to the composer, but the use of a full symphonic orchestra is expensive. Adjustments could be made to a composer's usual method of working, or additional budget money could be devoted to hiring an orchestra for just long enough to play the music - rather akin to the film world, where every hour of rehearsal is an hour of paying scores of highly trained musicians for nothing that will be used in the end product.

A clarification in closing: I am not under any circumstances suggesting that Nobuo Uematsu, Yoko Shimomura, Motoi Sakuraba, Yasunori Mitsuda, or any other RPG composer be thrown out of work in favor of someone with Hollywood sound experience. I make this proposal intending to supplement, not replace, the fine work of current RPG composers. Unless of course certain composers always do a subpar job, in which case their jobs should be made open post haste.




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