I cannot agree much with the article - it was a very interesting read, though!
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Take the work of John Williams, one of the most confident and iconic melodists in Hollywood. His most famous themes are instantly recognizable—Star Wars, Raiders of the Lost Ark, E.T., Jurassic Park—but those themes never play while characters are speaking on-screen. They play during action sequences, or perhaps during the opening or closing credits. When it comes time for characters to talk, those sorts of strong themes fade away, replaced by broader, less intrusive chords—called "pads"—which allow actors' voices to be easily understood.
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This idea is presented as an indisputable fact in the article, while I see it more as a necessary tendency in movies. But movie composers also have the tendency to put most heart into the central scenes, and those might very well be scenes in which voices are heard. Interestingly, the writer contradicts himself with his examples. For example, the central Jurassic Park motif is indeed heard first
while the protagonists are speaking.
An idea the article does not even touch upon is the very individual feel of early VG music due to the brutal sound limitations of early computers and consoles: Very few sound channels, very few and bad-sounding "instruments", scarcely much memory reserved for the soundtrack. How do you cope with that as a composer? You rely on a very strong, repetitive and present melody or musical motif. For me, that is quite a defining thing in VG music.
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Originally Posted by Trenchfoot
Something similar has happened with modern film soundtracks. In the past, composers were allowed to do a full-orchestral score that would catch the attention of the viewer and leave him humming the main theme as he left the cinema.
Nowadays, fashion is to have "subtle" music in modern films. And this is something I don't personally enjoy very much, as I'm a fan of a score that explodes in your face. However, this is something completely normal: There's a period of alternative film scores, and then the orchestral robust ones return for some time, then the alternatives, and so on...
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I wouldn't call it "subtle". Hans Zimmer's present minimalist endeavors are hardly subtle, but they are also quite unhummable (is that a word?). Less motif seems to be a fashion, not something that is necessarily requested from modern composers. Granted, I was floored when Final Fantasy X suddenly switched to more "ambient" music, while I expected the exact opposite from Nobuo Uematsu.
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Originally Posted by Scnew
You know, that's a good point. Even in games from the current generation that I really love, I'm kinda clueless as to what the music sounds like... whereas I can recall just about every track from Monkey Island or Quest for Glory or Final Fantasy 4 off the top of my head.
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I do not agree, with all my heart, as a long-time VG music explorer, collector and buyer. Many of my most valued video game scores are from games
I haven't even played; and
there are even two CDs labelled "Video game music" where a corresponding game does not even exist.
Before I start listing wonderful video game music through the ages, here's a final thought. If we assume that the arguments this article makes were 100% correct, we'd still have to expect ever "worse" movie scores, but not video game scores. That is because narrative scenes - which might constitute an entire movie - would get the less intrusive music, but gameplay/ scenes in which the player is in control,
which should constitute most of a game, and TTG take heed, might receive the better, louder, more intrusive, more hummable tunes.