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May 2001
The Risk Factor
by
Fraser Maitland
With the
arrival of the next wave of game technology, X-Box,
PS2…it appears we have taken another, tentative
step towards giving game music and sound design the
merit they deserve.
In the
words of Seamus Blackley, director of the X-Box
advanced technology team, when asked to comment on
the X-Box’ staggeringly high audio specifications,
"Sound and music are always done last, and always
have to make do with whatever system resources are left
over from graphics and game mechanics. Thus game music
and sound effects usually suck…"
Surely,
now is the time for musical specialists. It may be
interesting to reflect that the software industry is,
relatively speaking, still very much in its early stages
of development (the structure of many development groups
consisting primarily of your 'meat-and-two-veg' team of
designer/director, programmers & visual artists)
but, with an increasing number of awards going to
original orchestral works (e.g. the excellent work of Red
Storm Entertainment) performed by full symphonic
forces, it is only a matter of time before the industry
not only has the potential, but also the capacity to
overwhelm the film industry. We need only look at the
recent merger between A.O.L. and Time Warner,
to appreciate how the future will look. No aspect
of a games’ design can be considered secondary any
more…nor can it be regarded as such, given the growing
tide of competition within the ‘software-&-media’
industry.
Indeed,
the current momentum, together with the increasing
degree of technologically based filming techniques (not
to mention the more futuristic applications such as
micro-chip implants, nanotechnology…the fact that in
as little as five years time, the overwhelming
proportion of internet users will be home appliances…or
Barbie dolls which, even if only considered briefly, all
become logically inevitable) serve to indicate a rapid
upsurge which will quickly overshadow the film industry
alone.
In
considering, not only the ramifications of this, but
also the processes which have given rise to such a
fruitful climate, one characteristic consistently rises
to the fore: the necessity - and infinite potential - of
risk-taking, whether for absolute financial profit, or
the innate instinct for survival. That guiding factor
which has largely defined the success of the videogame
and software industry to date or, more significantly,
those particular companies which are still in existence:
the ability - indeed necessity - to take calculated
risks, in order to stay ahead of ones’ competitors.
As a
positive example, let us consider Nvidia, and
their mantra of always being thirty days from bankruptcy…yet
they have one of the highest relative profit margins
within the industry. This, while certainly a positive
assertion of the visual role within the gaming industry,
also serves to highlight the need for more consideration
of the nature, and our understanding, of audio.
Certainly within the U.K., there are simply too few
companies willing to adopt the necessary risk-taking
strategies required to maintain the momentum.
We now
have Dolby systems…’toys for the bigger noise’!
We need to allow the composers and musicians alike to
take advantage of the potential quality these systems
offer us - a luxury currently bestowed upon the graphics
artists alone - rather than continuing to allow poor
quality, unoriginal music to remain as the weakest, and
most disrespected, link.
Indeed, Dolby
Laboratories has just announced the launch of its Dolby
Interactive Content Encoder (D.I.C.E.); a
technology that dynamically encodes multi-channel audio
into Dolby Digital 5.1, enabling low-latency
encoding for games, set-top boxes, and home networking
systems for playback through any home system, equipped
with Dolby Digital. No longer the need for
massively expensive Dolby recording studios,
important questions arise: should this act as a catalyst
for game designers to develop cinematic quality scores
alongside professional composers, still within a
relatively tight budget, or do we simply use it as an
excuse for leaving all the sound material till the end
of the project, with the comfortable knowledge that it
will sound ‘big’ whatever? There needs to be a
balance between the mass production of hugely lavish and
marketable titles and the development of innovative and
unique titles, totally devoid of any real finished
quality.
Additionally interesting is the question of who will be
among the first companies to feature this D.I.C.E.?
None other than Microsoft (X-box) and Nvidia
(in their media communications Processor – MCP).
Two companies, very polar in many ways but with very
similar outlooks, as regards their original risk taking
strategies. Both, hugely successful.
We all
accept that videogame technology is developing at a
tremendous rate, but it’s content is similarly
maturing in parallel with its designers. It is no mere
coincidence that the industry is experiencing an
increasing need for certification, in its dealings with
the more unpleasant characteristics of society.
Born out
of an immense desire to interact with high quality,
innovative games of their own creation, the industry’s
original game designers – certainly those most
immersed in their work - are still designing; still with
the same passion for enjoyment and originality. It’s
just that they’re a little older and more experienced,
with higher expectations of game-play, atmosphere,
reality etc. Comparatively, those designers who perhaps
followed different career paths continue, most likely,
to maintain a deep interest of the latest titles and
developments within the software industry. These people,
together with an ever increasing proportion of the
country, who also grew up amidst the initial games
surge, are all looking for that something a little
different to excite their attention. This not only calls
for the aforementioned developments in video technology,
already very much in place, but also similar
developments in audio production/design and, perhaps
more importantly, the permanent employment of creative
individuals – akin to those working in graphics,
character, lighting, motion design etc. - to take
advantage of such developments, implementing them
extensively throughout the broad range of styles,
periods, locations, potential age groups etc.
We all
want games we can associate with, and as the age range
of designers steadily protracts out, from the momentary
landmarks in which such titles as Space Raiders,
or Manic Miner were first conceived, we must be
careful to remember that these were landmarks for us;
not for many of the present ‘generation’ – a word
which, within the software industry, begins to assume
new meaning: the difference between one generation and
the next perhaps being as little as ten years or so.
This, perennially new market will continue to be
welcomed, as it should be; to a great extent by its own
young, next generation designers. But we must also be
responsive of the higher expectations of the ‘thirty’,
and subsequent ‘forty-somethings’. This ever
expanding market within the software industry, as within
the film industry, calls for the continuing maturity of
games, in terms of their artistic content, social /
ideological issues. A trend which can only become
increasingly apparent, over the forthcoming years.
It is
still possible to think of profits – throughout all
age groups, while continuing to initiate development and
change, particularly within an industry in which the
future repeatedly rushes straight at you in leaps and
bounds.
The
soundtrack, of practically every single one of the
highest grossing films, throughout the last decade of
the twentieth century (the nineties, as they were
formerly known as!), was performed, and recorded, by a
full orchestra. The vast majority of exceptions: those
written with the use of MIDI synthesizers/sequencing
techniques, were almost certainly arranged by
professional composers.
Within
the film industry, Hollywood retains the monopoly today
because it monopolised right from the very start. The
games industry has no comparable structure; indeed, that
is perhaps one of the reasons for its success but, with
the game-plan still firmly in the hands of the major
film companies, the video-game industry desperately
needs to look ahead to the bigger picture, or it will
quickly lose valuable traces of that independence which
it has so thrived off over recent years.
Many
would say that it is the software industry which enjoys
the current momentum: it is the film industry which is
steadily integrating with the gaming industry...not the
other way around! Yet, they remain the major players.
All the revenue, currently received in association with
film sales, soundtracks, merchandising etc. are all
similarly open to abuse within the games industry…yet,
it is the major film production companies which remain
the major players. The time has come to ask ourselves
where the industry will be in ten years time, before
then considering where we would like it to be.
With the
end of the silent movie, producers and production
companies alike laughed at the absurdity of such notions
as an ‘acting narrative’ or ‘effectual background
music’. Let us at least learn something from this last
media explosion, only a few decades ago, and avert an
attack of the ‘B-movie’ syndrome once again. An
enduring cult status it may be but it is, as such,
defined by its very uniqueness. Any repercussions would
simply represent an inexcusable failure to address the
very benefits inherent in the use of modern technology
and, as the musical talent is crying out for the
opportunity to show what they can do, it would surely be
unforgivable.
BIO
Fraser Maitland
Professional Music Design
U.K. "Young Composer of the Year"
Holding masters degrees in both music composition/audio
and Engineering, Fraser entered the game industry firmly
believing it will rapidly become the future of all
entertainment media.
By
means of “Interactive choreography like no
other”, the use of specially recorded symphonic forces
- in combination with music technology - Fraser creates
original works, orchestrations and arrangements, of CD
quality and MIDI/sound-effect design (including
innovative compositional usage).
"Every
soundtrack should be a selling point for a game!"
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