Do Androids Dream of Computer Music? Proceedings of the Australasian Computer Music Conference 2017 (original) (raw)
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2013
David lightly grasps the controller of his Nintendo 64 as he leans back in his leather gaming chair. His character casually explores the depths of the Shadow Temple, when something catches his attention. The environment changes, and suddenly something does not seem right. David moves to the edge of his seat and leans forward, locking his gaze on the television screen and strengthening his grip on the controller. The music has changed and he cannot only hear it, he can feel it. Pressing the “A” button, he draws his sword and scans the environment for the enemy of which the music warns. Holding his index finger steady over “Z,” he rotates his character until he finds a Stalfos moving side-to-side, preparing to attack. David locks on to the target and engages the warrior skeleton in combat. The quick pace of the music raises his adrenaline and keeps him alert, anticipating every move the enemy makes until its defeat. After the Stalfos dissolves into flames, the music returns to that sl...
Modular Structure and Function in Early 21st-Century Video Game Music
2014
One of the most critical aspects of music in video games is that it is dynamic. This music-along with a game's visuals, events, and other audio-is flexible across gameplay, and its progression depends on various real-time factors, including the player's individual actions. For example, the player may move her character to a new area in the game's virtual world and the musical score might change in response; similarly, a particular in-game event may trigger a brief motive that sounds on top of the game's other ongoing music. As each player's experience with a particular game is unique, so each real-time musical soundtrack shapes itself-to varying degrees-to match each individualized play session. Music is an integral part of gameplay and the larger multimedia object of the game, but this media's dynamic quality challenges the study of video games and game music in ways that are unfamiliar in studies of more static media, such as most concert music and film. In particular, how can we study music whose final content and structure is unknown until the moments of gameplay? How can we equally treat each real-time soundtrack-and its contributions to gameplay-for an infinite number of individual players?
Music in computer games. Potential for marketing, utilization and effect
2011
Up to the present day, only little academic research has been done on computer game music. The existing studies are quite centered on the comparison to film music and the few empirical are mainly studies related to racing games. The term ‘computer game music’ in the article on hand will be used in its broadest meaning and includes besides music in the narrow sense every kind of atmospheric sound and sound effects, as well as sounds caused by non-player characters as long as it is no human language. So the topic incorporates fields that are normally called ‘sound design’, which can be seen as ‘composing with sounds’. At first, aspects of marketing and secondary usage will be in focus, while afterwards an overview on the use of music in narration based or plot centered computer games will be given. The special role of songs shall be considered, as well as the popular orchestral computer game music. According to film music similar functions of computer game music, interactive game related functions shall be compiled. These functions arise from the adaptability of music to certain gaming situations which are caused by the player. Subsequent thoughts on the adaptive computer game music and the utilization of rather repetitive stamped computer game music will be made. Basis for the considerations on possible effects of computer game music will be my model on the effect of music in audio-visual formats, which is based on several empirical findings by various researchers and will be complemented by the results of already existing empirical studies on music in computer games and an insight in a current pilotstudy.
Musicking with Digital Games [PhD Dissertation]
Institute of Digital Games - University of Malta, 2019
This dissertation applies the concept of ‘musicking’, introduced by musicologist Christopher Small, to the analysis of digital games. According to Small, “to music is to take part, in any capacity, in a musical performance, whether by performing, by listening, by rehearsing or practising, by providing material for performance (composing) or by dancing” (Small, 1998, p. 9). If that is the case, in what capacity players of digital games take part in musical performances? This dissertation provides a detailed answer to this question, situating it within the discipline of Game Studies. Digital games are considered for their cybernetic qualities (Aarseth & Calleja, 2015) as objects that can be traversed and reconfigured by means of ergodic effort. (Aarseth, 1997). The intersection of ergodic effort and musicking practices manifested in digital games generates a new musicking form : ergodic musicking. Ergodic musicking is identified as a modern form of musicking, capable of deconstructing established musical roles such as composing, improvising, or dancing. Ergodic musicking, however, is not just a mixture of previous forms: it is instead a unique musicking, only available to digital games. Thanks to their cybernetic qualities, digital games have provided music with an unprecedented platform, actualising a new form of musical participation. The subject matter of musicology of digital games is therefore to be understood as the study of musical forms of participation in digital games. Musicking is debated as a new paradigm for musicological enquire of digital games, challenging critical perspectives that have predominantly focused on the study of musical contents. Ostensibly musical digital games such as ‘Guitar Hero’ (Harmonix/RedOctane, 2005) or ‘Taiko no Tatsujin’ (Namco, 2001) are analysed for their musicking potential. These examples are then contrasted with musical games that do not remediate known musical situations, like ‘Thumper’ (Drool, 2016) or ‘BIT.TRIP RUNNER’ (Gaijin Games, 2010). This dissertation includes a detailed case study of the digital games designed by Japanese media artist Toshio Iwai, understood as a pioneer of musicking. Ergodic musicking is presented as a modality also available in digital games that feature sparse and occasional musical content, detailing an ‘experimental’ modality drawn from theories of indeterminate works. Finally, ergodic musicking is situated within the larger frame of technological musicking defined by Borgo as transmusicking (2007 ; 2013), realising the futuristic possibilities of digital and networked technologies.
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Hudba - integrácie - interpretácie
Roughly after a half century of the development of game sound and music, computer technology reached such a niveau that it could bring the most fantastic and never heard sounds woven into wholly original and subtle complexes that are fully immersive and ergodic. Instead of this we are experiencing a large romantic orchestra playing in a Hollywood movie style of the 1930s and later. That is the gist of what I am tending to call "the Hollywood sound paradox". It seems there are two clashing tendencies in game music development: one technologically innovative and second stylistically regressive. In this paper I am questioning the process of constructing more and more sophisticated technologies to obtain older and older music genres. Is it possible that game music loses its authenticity originally based on specific media sound? This study provides three short analyses to suggest main stylistic categories of the current game music.
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