PHOTO: Rudy Koppl
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Spectrum: Are
there technical differences in composing for a game?
JD: I would
say structural differences. The technical sides are
pretty similar, in terms of the way the music is
presented or the way the music is recorded. But
structurally, a video game is much more of a big puzzle.
You have to write pieces of music that can fit with
other pieces of music that are disparate from what you
intended. There's a distinct art or a technique in video
games that one has to observe too. It's more segmented.
For one thing, it's used in a much bigger time frame. A
gaming title—let's say it's 82 hours of game play. One
has to bear that in mind as a composer.
With a film, you write a given piece of music, and
it's supposed to be in a given place in the film. And it
will lead chronologically into another piece of music.
Gaming is horizontal and three-dimensional—you've got
to make some music work as the game changes. You have to
make sure that your music can change with what's
happening in the game. In other words, it's a different
technique of writing. The game is much more of a 3-D
puzzle; in the film it's more of a linear, chronological approach.
Spectrum: I
go to a lot of movies, and I hardly play games at all,
so this is probably a naive question: Are there
aesthetic differences as well? In a movie, frequently
you're setting a mood or evoking a mood or some other
moment in the film because of an emotion. Does the same
thing happen in a game, or is it more narrative and action-oriented?
JD: No,
that's a great question. I think the lines are blurring.
We're finding that for a lot more games now, instead of
a lot of action and no narrative, you're getting a lot
of narrative. In Lair, the game I did,
there are many more set dramatic moments and pieces and
areas of the game where you sit back and watch these
little minimovies playing in front of you. They give you
the context of why you're going to go into battle or
what the circumstances are that have led up to a given
set piece. I think that's wonderful.
Again, the lines are getting very, very blurred. Many
of these newest games that are coming out, these
minimovies, though they're only a few minutes long, are
really quite sophisticated. They have a wonderful score,
they give you the characters, you're introduced to the
world and the conflicts within that world. So by intent,
the video-game designers want this to be more of a
visceral, filmlike experience. That's a wonderful thing,
because it adds depth and dimension to the video-game
experience. It's getting much more filmlike!
Spectrum: So,
correspondingly, film music used to lend itself much
more than games to individual songs that could be
released on a CD or even broken into the Top 40, and not
so much for games. Is that changing too?
JD: Yes. As
they're getting more sophisticated, games are going to
need more, as it were, real dramatic scoring. Now you've
got love stories and back stories and political intrigue
stories. I think again, it makes it more interesting,
more fun for the composer, and potentially a better
listening experience.
There's been a wonderful advent of gaming concerts,
which are becoming hugely popular—which, by the way,
hasn't happened as much in the film arena. Guys like
Jack Wall and Tony Telerico are presenting game music on
the concert stage, and they're wildly successful. I just
think it's a tremendous thing, and the film business
could take note.
That's one example of where—and I hazard to say
this—but I think the video-game community as a whole is
where a lot of the more imaginative people reside right
now. I think that's just a fact. When you look at the
fare that Hollywood is producing and then you look at
some of what the video-game community is producing, it's
quite different in terms of just the sheer imaginative
quality of the product. That's something that Hollywood
really needs to look at, and I think they are starting
to do that.
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