Top Banner
Examining Non-Linear Forms: Techniques for the Analysis of Scores Found in Video Games by Jason Brame, BM A Thesis In Music Theory Submitted to the Graduate Faculty of Texas Tech University in Partial Fulfillment of the Requirements for the Degree of Masters of Music Approved Dr. Michael Berry Chair Dr. Matthew Santa Dr. Peter Martens Fred Hartmeister Dean of the Graduate School December, 2009
95

Brame Jason Thesis-libre

Oct 02, 2015

Download

Documents

Coie8t

Game music theory
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
  • Examining Non-Linear Forms: Techniques for the Analysis of Scores Found in Video Games

    by

    Jason Brame, BM

    A Thesis

    In

    Music Theory

    Submitted to the Graduate Faculty of Texas Tech University in

    Partial Fulfillment of the Requirements for

    the Degree of

    Masters of Music

    Approved

    Dr. Michael Berry Chair

    Dr. Matthew Santa

    Dr. Peter Martens

    Fred Hartmeister Dean of the Graduate School

    December, 2009

  • Copyright 2009, Jason Brame

  • Texas Tech University, Jason Brame, December 2009

    ii

    Acknowledgments

    This thesis would not have been possible without the support of my advisor Dr. Michael

    Berry. I deeply appreciate all his time spent readings drafts and giving advice.

    And the utmost gratitude goes to my wife, who graciously read draft after draft of this

    document and played hours of Final Fantasy in helping to complete this research.

  • Texas Tech University, Jason Brame, December 2009

    iii

    Table of Contents

    Acknowledgments ...................................................................................................................... ii

    Abstract ................................................................................................................................. iv

    List of Figures .............................................................................................................................. v

    I Introduction ......................................................................................................................... 1

    II Background Matter ............................................................................................................... 3

    History of Video Game Music ......................................................................................... 3

    Beeps and Blips of Yesteryear: Where is the Music? ....................................................... 4

    Game Music Takes Form................................................................................................. 5

    An Ever-Shifting Form ..................................................................................................... 6

    State of the Discipline ..................................................................................................... 7

    Terms Defined ................................................................................................................ 9

    III The Unique and Unifying Qualities of Video Game Music .................................................... 12

    Eighteenth-Century Dice Music .................................................................................... 13

    Polyvalent Formation ................................................................................................... 15

    Non-Linear Time ........................................................................................................... 16

    Moment Form .............................................................................................................. 17

    IV Formalizing Structure: Conceptualizing a Video Games Score ............................................ 22

    What is the Score? ....................................................................................................... 22

    Representing a Games Score ....................................................................................... 24

    Real-Time Game Score Graph ....................................................................................... 26

    Music Object Relation Graph ........................................................................................ 29

    V Form of Game Music .......................................................................................................... 32

    Reduction in Real-Time Game Score Graphs ................................................................. 32

    Linear Forms ................................................................................................................ 34

    Branching Forms: A Linear Subset ................................................................................. 36

    Centric Forms ............................................................................................................... 38

    Compound Forms ......................................................................................................... 41

    VI Form and Analysis: Using Game Score Graphs as a Tool for Game Score Analysis ................ 45

    The Harmonic Language of Early Video Games ............................................................. 46

    Analysis of Super Mario Bros. ....................................................................................... 47

    Analysis of The Legend of Zelda .................................................................................... 57

    Analysis of Final Fantasy ............................................................................................... 63

    VII Suggestions for Further Research........................................................................................ 80

    Works Cited .............................................................................................................................. 85

  • Texas Tech University, Jason Brame, December 2009

    iv

    Abstract

    This paper develops techniques for the analysis of video game music, with most of the

    focus on form and the analysis of entire video game scores. Chapter 1 introduces the thesis and

    goals of the paper. Chapter 2 gives an overview of video game music history, a survey of current

    work on video game music research, and terminology specific to video game pieces. Chapter 3

    discusses some older musical concepts that are relevant to video game music, such as the dice

    music from eighteenth century and twentieth century ideas of moment form and non-linear

    time.

    The formal elements that make up the analytical portion of this paper are explained in

    Chapter 4. This chapter goes methodically through two different types of graphs that are used

    in game score analysis. Chapter 5 takes these graphs and explores some common forms that

    have been identified. Three full video game scores are then analyzed in detail in Chapter 6,

    showing how these graphing techniques can be beneficial in analyzing video games. Lastly,

    Chapter 7 presents ideas on further research in the largely unexplored area of video game

    music.

  • Texas Tech University, Jason Brame, December 2009

    v

    List of Figures

    3.1: Simple House Floor Plan to Illustrate Possibilities in Game Music ....................................... 14

    3.2: Structure of Moments from Momente................................................................................ 19

    4.1: Real-Time Games Score Graph of Sonic the Hedgehog: Opening Levels .............................. 27

    4.2: Music Object Relation Score Graph of Figure 4.1 ................................................................ 30

    5.1: Sample Real-Time Score Graph Excerpt .............................................................................. 33

    5.2: Reduction of Figure 5.1 ...................................................................................................... 33

    5.3: Star Wars: The Force Unleashed RTGSG Reduction ............................................................. 35

    5.4: Example of a Branching Form ............................................................................................. 36

    5.5: Background RTGSG of Pokmon ......................................................................................... 38

    5.6: Example of a Centric Form ................................................................................................. 39

    5.7: Background RTGSG of Super Mario Galaxy ......................................................................... 40

    5.8: Background RTGSG of The Legend of Zelda: A Link to the Past ............................................ 42

    5.9: Background RTGSG - Levels 1 and 2 of Super Mario Bros. 3 ................................................ 43

    6.1: Overworld Theme from Super Mario Bros. ......................................................................... 49

    6.2: Underworld Object from Super Mario Bros. ........................................................................ 50

    6.3: Waterworld Object from Super Mario Bros......................................................................... 50

    6.4: Castle Object from Super Mario Bros. and Upper Voice Reduction ..................................... 51

    6.5: Area Clear Object from Super Mario Bros. With Harmonic Analysis .................................... 51

    6.6: Level Clear Object from Super Mario Bros. With Harmonic Analysis .................................... 52

    6.7: 100-Second Object from Super Mario Bros. ........................................................................ 52

    6.8: Death Object from Super Mario Bros. ................................................................................. 53

    6.9: Game Over Object from Super Mario Bros. With Harmonic Analysis ................................... 53

  • Texas Tech University, Jason Brame, December 2009

    vi

    6.10: Invincibility Object from Super Mario Bros. ....................................................................... 54

    6.11: Final Victory Object from Super Mario Bros. ..................................................................... 54

    6.12: Reduction of the RTGSG for Level 1 of Super Mario Bros................................................... 54

    6.13: RTGSG of Level One in Super Mario Bros. ......................................................................... 55

    6.14: Complete MORG for Super Mario Bros. ............................................................................ 56

    6.15: RTGSG of The Legend of Zelda .......................................................................................... 58

    6.16: RTGSG of Location Object in Final Fantasy ........................................................................ 64

    6.17: RTGSG of Location Objects: Keys and Neo-Riemannian Transformation Indicated ............ 66

    6.18: Keys from Figure 6.17 Mapped on Tonnetz ...................................................................... 67

    6.19: RTGSG of the Battle Sequence from Final Fantasy ............................................................ 69

    6.20: RTGSG of Location and Looping Event Objects from Final Fantasy .................................... 70

    6.21: MORG of Location and Looping Event Objects from Final Fantasy .................................... 71

    6.22: Keys of Objects from Figure 6.21 Mapped on a Tonnetz ................................................... 72

    6.23: General RTGSG for Most Location Objects in Final Fantasy ............................................... 72

    6.24: Inn Stay Object and First Measure of Menu Object from Final Fantasy ............................. 74

    6.25: Complete RTGSG of Final Fantasy ..................................................................................... 75

    6.26: Complete MORG of Final Fantasy ..................................................................................... 76

    6.27: Complete Tonnetz of Keys in Final Fantasy ....................................................................... 77

    6.28: Graph of Final Fantasy Tonal Path .................................................................................... 78

    7.1: Reproduction of Figure 5.5 ................................................................................................. 82

    7.2: Linear Narrative in Pokmon .............................................................................................. 82

  • Texas Tech University, Jason Brame, December 2009

    1

    Chapter I

    Introduction

    Much of music theory starts with an intellectual curiosity. Whether it is examining the

    structure of non-diatonic chord progressions or making sense of a serial piece, music theory is

    the process of attempting to understand and discuss the music we encounter in our survey of

    the sounding world. This project started from a small collection of soundtracks from the

    Nintendo video game series, The Legend of Zelda. As I began to notice similarities and variations

    among the soundtracks to different entries in the games series, I began to wonder if the

    similarities were intentional, what they were, and what they were trying to convey.

    Video games are discussed in great detail among cultural, communications, and

    technology studies, but the scholarly study of video game music is only just beginning. A quick

    look through this papers literature review will show that the bulk of this research has only

    begun in the last three or four years. However, the study of game music is almost exclusively in

    the realm of musicology, with much discussion on the subjects of game music in culture, history

    and development of game sound, and the aesthetics of video games. Some interesting research

    is being done on the types of interactivity of music in video games, but the field is void of any

    detailed music theory research. As I began to analyze video game music in more depth, I found

    that there is a lack of theoretical tools available to aptly analyze the scores to video games. Like

    the creation of dice music in the eighteenth century and the chance or aleotoric music of the

    twentieth century, video game music is rarely experienced the same way twice. Much of the

    experience of video game music is determined as much by the player as by the composer. This

    paper will lay down the foundation of an analytical approach to video game music.

  • Texas Tech University, Jason Brame, December 2009

    2

    Matthew Belinkie contends that "Video game music pieces are united only by a common

    instrument (the console) and not much else".1 To some degree, this statement is true. Game

    music comes in all types, whether it is the jazzy upbeat music of Super Mario Bros., the rock-

    techno sounds of Sonic the Hedgehog, or the full classical orchestral texture found in The Legend

    of Zelda: Twilight Princess. The variety of musical styles found in the video game world suggest

    that we would need different tools to analyze each score, much as we might use different tools

    to analyze a serial piece and a tonal piece. However, in this thesis I will develop a common

    language and tools to talk about game music that will allow us to compare these disparate styles

    of game music in an intellectually fulfilling way. The primary concern of this thesis is to unify a

    conception of video game music and develop tools to discuss its form and structure. Then these

    tools will be used to discuss similarities among different types of games and explore the

    structure of music in video games.

    After a brief history of game music and a literature review, I will explore the uniqueness

    of game music and why scores to different games may have more in common than just an

    instrument. In Chapter Four, I will discuss the conception of a video game score and show a

    method for formalizing a game score. Chapter Five takes the techniques developed in Chapter

    Four and explores different types of game forms. Utilizing the same techniques, Chapter Six will

    show how this form diagram can be used to show unity and structure within a single game,

    aiding in the understanding and appreciation of a games structure. The thesis will close with

    suggestions for further research.

    1 Matthew Belinkie, Video game music: not just kids stuff, http://www.vgmusic.com/vgpaper.shtml,

    December 15, 1999 (accessed June 20, 2008).

  • Texas Tech University, Jason Brame, December 2009

    3

    Chapter II

    Background Matter

    History of Video Game Music

    The story of game audio gets retold time and time again in research of video game

    music, but rarely seems to get old. One of the earliest printed histories of video game music

    told in a research paper is Mathew Belinkies Video Game Music: Not Just Kids Stuff, which

    leaves out some of the earlier developments in game sound and music. A more concise history

    can be found in Karen Collinss From Bits to Hits: Video Game Music Changes its Tune, where

    she outlines three main stages of game audio. These ideas are presented again in more detail in

    her textbook Game Sound, which spends the first three chapters going into her three different

    stages of game audio development. Each of these three sources offers something new and

    interesting about video game music, but the facts are all the same. I will begin with a brief

    history of game audio, which will serve as a backdrop and frame of reference for the analyses

    that will be conducted in this paper.

    Collinss three stages of game music development are rooted in technological

    developments, namely, early 8-bit sound cards, the development of 16-bit technology, and the

    incorporation of CD audio. While my history does not differ in facts from Belinkie or Collins, I

    will take a more music-based approach in delineating the stages of game music development. I

    will not go into much technological detail about each system, but will provide any information

    that is necessary to understanding the music being discussed.

  • Texas Tech University, Jason Brame, December 2009

    4

    Beeps and Blips of Yesteryear: Where is the Music?

    Video Games, in the broad sense, were around long before they first had sound.

    William Higinbothams soundless Tennis for Two (Unpublished, 1958) is credited as the first

    video game. While sound was present in arcades (notably the sounds emanating from pinball

    machines when certain interactions took place), sound was not present in video games until

    1972, when Ataris Pong made the familiar beep sound so famous. Sounds were not an

    aesthetic decision, but were a direct result of the limited capabilities of the technology of the

    time.2 The sound in Pong was not the sound that the original creators wanted, yet it was only

    what the technology governing the game was capable of.

    Space Invaders (Midway, 1978) was the first game to have continuous sound, which was

    integral in setting a new standard for sound in games. It contained a continuous four-note

    chromatic line that sped up as the game progressed. By 1980, arcade systems were coming with

    their own sound chips (known as programmable sound generators, or PSGs) which allowed for

    the development of more tonal background music and more variety of in game sounds.

    Through the 1970s, music in video games was limited to very short motives looped

    during game play, leaving the more substantial musical elements to be found in title music or

    the occasional level transition screen (such as in Pac-Man). The same can be said of music on

    the Atari 2600, one of the first successful home video game consoles, which was only capable of

    two simultaneous sounds, with an interesting set of pitch restrictions.3

    2 Karen Collins, Game Sound: An Introduction to the History, Theory and Practice of Video Game Muisc and

    Sound Design (Cambridge: The MIT Press, 2008), 9. 3 See Karen Collins, Flat Twos and the Musical Aesthetic of the Atari VCS, Popular Musicology Online,

    No. 1 (2006), http://www.popular-musicology-online.com/issues/01/collins-01.html.

  • Texas Tech University, Jason Brame, December 2009

    5

    Game Music Takes Form

    Just as there is no clear dividing line between musical periods (such as Classical and

    Romantic music), there is no clear line between musical developments in video game music.

    Though the Atari offers some interesting theoretical discussion, the bulk of theoretical work that

    needs to be done starts with the Nintendo Entertainment System (NES). This system, like the

    arcade systems, has an onboard PSG, so it is still part of the 8-bit history in terms of

    technological development, as found in Collinss writings. However, the variety and depth of

    continuous background music ushered in a new era of game music that helped propel the

    system into the popularity it received. Unlike the Atari, the NES was capable of four

    simultaneous sounds (three pitched, and one unpitched for percussion or sound effects).

    Belinkies account of game music history begins with the NES, and gives no mention to earlier

    arcade and home console attempts. The older systems offer interesting paths of musical

    inquiry, and are worth discussing, but they lack much of the substance we find in systems since

    the NES.

    The Sega Genesis (or Sega Mega-Drive as it was known outside the US) was the first true

    16-bit system. It contained the same PSG chip that the NES had, which was reserved for sound

    effects alone. The Genesis was also equipped with an FM synthesis sound chip which has six

    channels of stereo sound and another channel for 8-bit samples. Some could argue that the

    Genesis really was a transitional system in terms of technological development. I would say The

    FM chip was a predecessor to MIDI, but the music on the system did not sound much different

    than the 8-bit NES, aside from the increased number and quality of voices.

    The Super NES followed the release of the Genesis and was superior in many ways to

    that system, including its sound capabilities. It had a multipart sound chip which included an 8-

  • Texas Tech University, Jason Brame, December 2009

    6

    channel digital signal processor that allowed for eight channels of stereo sound through a set of

    MIDI instruments. Controls such as volume, reverb, and panning were all possible on this sound

    board.

    While Collins groups the Genesis and Super NES into a different period of development

    from the NES, the use of music on these three systems and their peers is relatively similar.

    Transitions from musical object to musical object were done with hard cuts or rapid fades (if

    technology allowed) and little was done to make music dynamic and adaptable. There are a few

    exceptions, but in general these consoles did little to further the development of video game

    music from the NES.

    An Ever-Shifting Form

    Little has been said of computer gaming in this brief history, as the musical development

    on computers was very similar to that of home consoles. Sound on computers depended greatly

    on the capabilities of the computer the game was played on and its sound card. Developers had

    a lot less control over what the user was going to hear, because they were not guaranteed a

    certain kind of equipment. However, as MIDI came to be a dominating medium of game music

    programming, LucasArts became really concerned with dynamic music, which lead to the

    creation of the iMUSE technology. IMUSE allowed for the music to change and adapt midstream

    based on a set of conditions. During a musical sequence, a set of decision points in the game

    would be indicated. Each time a decision point was reached, the system checked for a set of in-

    game conditions to determine whether to continue with the current music object, or to make a

    change. The change could be anything from transposing keys, changing instruments, tempo, or

    even branching off to another piece of music. For the first time, composers had the ability to

  • Texas Tech University, Jason Brame, December 2009

    7

    make smooth transitions, and allow the music to change with changing game conditions.

    Perhaps background music could become more dissonant as a characters life was in jeopardy,

    or could speed up as you got closer and closer to a goal.

    More and more dynamic audio elements are in development for game music. The

    creation of iMUSE really was the beginning of the modern video game music era. Creating an

    ever-changing and interactive score is a primary concern for many game music composers.

    Certainly there are games that have not gotten out of the simple cut or fade transitions of older

    systems, but they are somewhat limited to quickly produced games and budget releases.

    The idea of iMUSE has been incorporated into home consoles after the Super NES, as

    sound and storage capabilities continue to improve. With increased storage size, sound does

    not need to be compressed. Game systems can output recorded sound and some can even

    sequence live-recorded samples in the same way MIDI is programmed in, allowing for the same

    dynamic iMUSE concepts to be applied.

    Most histories of video game music end with the incorporation of iMUSE concepts and

    CD-quality samples. The next major development will define this era for what it is and has

    accomplished, but for now, we will turn to the true focus of this paper, the analysis of video

    game music.

    State of the Discipline

    As stated previously, music theory has had very little to do with video game music.

    However, some important publications are available that give us a good starting point for

    introducing music theory into the body of inquiry.

  • Texas Tech University, Jason Brame, December 2009

    8

    One of the earliest contributions to the study of video game music is Matthew Belinkies

    paper Video Game Music: Not Just Kid Stuff. Though Belinkie wrote this paper early in his

    undergraduate work at Yale and has since gone onto pursue a non-musical career, this paper

    has been disseminated through the online Video Game Music Archive. This paper was

    frequently cited in earlier game papers, but has since been replaced by the work of Karen

    Collins. Belinkie, as mentioned above, ignores consoles prior to the NES in his history of game

    music development, showing that he is more concerned with the continuous background tracks,

    and not the sporadic music found in earlier systems. His paper provides a lot of dialogue with

    accessible game music composers and gives us limited insight into the industry. The paper itself

    is simply an overview of game music, but in many respects has provided a starting point for

    much of the early research.

    Perhaps the most significant contributor to the study of video game music is Karen

    Collins, who has a book and a number of articles all dealing specifically with video game sound.

    Note that I used the term game sound, as opposed to music, as she deals with all aspect of

    audio production in video games. Among these, her textbook Game Sound serves as a reference

    point for all things related to video game sound and music. In a sense, this book provides all the

    background knowledge about game sound development that would normally be the pre-

    research for this paper. Much of the terminology that will be introduced in the next chapter

    comes from this source. The bulk of her recent work deals with the interactivity of sound and

    ideas for future game sound development. Her work has always been on the border of

    musicology and music theory, having written on the music of the Atari 2600s unique tuning

    system,4 as well as on the influence of popular music in video games.

    5 Her account of game

    4 Collins, Flat Twos

  • Texas Tech University, Jason Brame, December 2009

    9

    sound development is always technologically based, which serves the theorist in understanding

    how the music is created, but does not accurately reflect the use of the music in video games.

    Writings such as Zach Whalens Play Along An Approach to Videogame Music,6

    Tristan Capacchiones Musical Gamescapes: A Study of Unity in Arcanum: Of Steamworks and

    Magick Obscura,7 and Axel Stockburgers The game environment from an auditive

    perspective,8 have dealt with music elements more directly than others. Whalen and

    Capacchione take specific examples to show how game music and the game environment are

    directly linked to each other. Stockburger goes further to give us terms for the different

    functions of music in games and how that music interacts with the game environment with

    detailed examples from Metal Gear Solid 2. Each of these authors contributes to the concept of

    how music functions in video games, but still leaves a void in overall game music structure and

    construction. While Capacchione attempts to explore game unifying elements in the music of

    Arcanum, he does not have a way for the reader to conceptualize the whole score at once.

    Terms Defined

    From this point forward, I will begin using terms specific to video game music that need

    some explanation. Video games are not composed of one musical idea, but consist of many

    5 Karen Collins, Video Games Killed the Cinema Star, Music, Sound and the Moving Image 1/1 (2007):

    15-20. 6 Zach Whalen, Play Along: An Approach to Videogame Music, Game Studies: The International Journal

    of Computer Game Research 4, No. 1 (November 2004), http://gamestudies.org/0401/whalen/. 7 Tristan Capacchione, Musical Gamescapes: A Study of Unity in Arcanum: Of Steamworks and Magick

    Obscura, http://www.gamessound.com/Arcanum.pdf. 8 Alex Stockburger, The Game Environment From an Auditive Perspective,

    http://www.audiogames.net/pics/upload/gameenvironment.htm.

  • Texas Tech University, Jason Brame, December 2009

    10

    musical ideas. Each single idea is referred to as a music object. Music objects can be classified

    in a number of different ways, depending on the function they serve.

    On the most basic level, music objects can be looping or non-looping. A looping music

    object plays the same music over and over again in a repeated loop. Sometimes these objects

    have short introductions that are only heard at the beginning of the object, and sometimes the

    object is repeated in its entirety. They can be of any length, from short four-measure loops to

    longer multi-phrase loops. These objects never end until the player does something to trigger a

    change. Non-looping objects play from beginning to end. They can occasionally be cut short by

    an input from the player, but if left to play through, they will not repeat, but typically be

    followed by silence or another music object.

    Some music objects are called background or location objects. These objects play

    throughout an area, level, or game environment, usually looping until something interrupts

    them or the area is left. Other objects are triggered by in-game events, such as opening a

    treasure chest, obtaining a special item, or beating a level. These objects are usually non-

    looping, though there are exceptions in certain situations. Menu objects occur when the music

    changes during menu screens, either in-game or before the game begins.

    Though not used frequently, terms describing the interactivity of music objects are

    present throughout video game music literature. Borrowing film terminology, Collins frequently

    describes music objects as diegetic and nondiegetic. Diegetic music is music which exists as part

    of the game environment, whereas nondiegetic music exists to enhance the environment, but

    does not exist within the environment. For example, the players character in The Legend of

    Zelda: Ocarina of Time can pick up and play an ocarina at various points throughout the game.

    The notes that are heard when the character plays the ocarina are diegetic. The music playing in

  • Texas Tech University, Jason Brame, December 2009

    11

    the background when the character is walking through the field is non-diegetic. Game music

    objects can also be dynamic or non-dynamic. Dynamic music can change and react to game

    conditions, such as the time of day, location within an area, or players status (character health,

    power-ups, and so forth). Dynamic music is also music that the player can interact with. Non-

    dynamic music does not change regardless of situation.9

    This paper will rarely discuss music objects in terms of dynamic capability or diegesis,

    but they do occur on occasion when referencing other writings on game music. Description of

    music objects as looping and non-looping, and their function as event-triggered or background

    objects are the most important. These terms are frequently used throughout the rest of the

    paper.

    9 Collins, Game Sound, 125-127.

  • Texas Tech University, Jason Brame, December 2009

    12

    Chapter III

    The Unique and Unifying Qualities of Video Game Music

    Any music object in a video game can be extracted an analyzed using a variety of

    theoretical tools which currently exist. However, it is the examination of all the objects in a

    video game that begins to pose a problem. To illustrate this problem, let us envision a person in

    his house. Now imagine that each room in this house has a different piece of music playing,

    heard only from that particular room. We can analyze each piece separately, but how do we

    examine the relationships between the dining room piece and the living room piece? If the

    hallway piece is connected to three different bedrooms, each with their own piece, how do they

    each interact with the piece heard from the hallway? Only the person in the house can control

    how long he stays in one room, and at what point in the piece he moves from one room to the

    next.

    The concept of non-linear time in music seems contradictory as music always is

    experienced within a linear time span. However, the music itself can be composed or conceived

    of outside a linear framework. A video game gives us a set of musical objects that are put

    together in a non-linear manner. Game music changes, interjects, and adapts with the actions

    of the player. The sequence of presentation of the objects is controlled by the player, not the

    composer. What the composer controls are the contents of the musical objects. To use our

    previous analogy, the composer cannot control when the person moves from the living room to

    the hallway, or which bedroom he goes into, but he can control what piece is playing in each

    room. The challenge is to find a way to express the structure and relationships within video

    game music and uncover a way to conduct a meaningful analysis. The idea of writing music

    within a non-linear structure, yet controlling the relationships falls between the eighteenth-

  • Texas Tech University, Jason Brame, December 2009

    13

    century practice of dice music compositions and Stockhausens twentieth-century concept of

    moment form, incorporating ideas of polyvalent formation and non-linear time.

    Eighteenth-Century Dice Music

    Well before the compositions of John Cage and his contemporaries, eighteenth-century

    composers were experimenting with the idea of chance music compositions. Though over a

    dozen of these chance pieces are known to exist, the model for many of these was the first

    dice piece, a composition by Johann Philipp Kirnberger (1721-1783) called Der allezeit fertig

    Menuettenund Polonoisenkomponist. This composition, or game as it is typically referred to10

    ,

    consists of a set of instructions and twenty-nine pages of measures that were to be cut up into a

    deck of cards with each card containing one measure of the piece. The secondary composer

    (the one playing the game) would then throw two dice. The value of the dice would reference

    a table of numbers indicating the exact measure to be used. Then the dice would be thrown

    again for the next measure. This number would again be crossed-referenced with the next line

    on the table and the appropriate measure selected. This would continue until a polonaise with

    two periods of six and eight measures respectively, or a minuet and trio of thirty-two measures

    was composed. The minuet alone had 11 to the 32nd power possible variants.

    11

    As the composer, Kirnberger controls the content of the measures. All of the possible

    first measures are built on the tonic harmony, despite the different melodic content. Kirnberger

    has no control over which measure comes next, but all of the second measure choices feature

    10

    Both sources consulted use this term, though the piece is no less a composition than any other piece of

    music. 11

    Stephen A. Hedges, Dice Music in the Eighteenth Century, Music & Letters Vol. 59, No. 2 (April 1978):

    180-181.

  • Texas Tech University, Jason Brame, December 2009

    14

    dominant harmonies.12

    He maintains a coherent tonal relationship from measure one to

    measure two by controlling the content of the measures, even though the choice of the

    measure is left up to chance. Imagine if each measure were a music object in a video game. In

    the same way as this dice composition, a composer can control the relationship between the

    various music objects in a video game by understanding the possible ways the objects connect.

    This allows the music objects to relate in a way that is desirable. Unlike Kirnberger, many game

    music composers explore other variations, instead of using the same keys and harmonies in all

    music objects. For an illustration of some of these variations, let us refer back to the rooms-in-

    a-house example (diagramed in Figure 3.1).

    Figure 3.1: Simple House Floor Plan to Illustrate Possibilities in Game Music

    Let us first start with the Living Room, which is playing a piece in C Major, and is

    reflecting a calm living environment. Knowing that the living room can only transition to the

    12

    Leonard G. Ratner, Ars Combinatoria: Chance and Choice in Eighteenth-Century Music, in Studies in

    Eighteenth-Century Music, ed. H.C. Robbins Landon (London: George Allen and Unwin Ltd, 1970), 343.

  • Texas Tech University, Jason Brame, December 2009

    15

    Dining Room, or the hallway, the composer might choose to create a piece for the dining room

    in the dominant key of G major. This could reflect a constant pull to return to the Living Room

    tonally. The hallway might then have a piece in a minor, and be in a mood that might reflect

    indecision at which room to go into. The composer now has four rooms to choose from in the

    hallway. The living room is set, so it is the mood of the other three rooms that is now important

    to set, not only by the object, but the relationship to the previous object. For instance, perhaps

    the first bedroom is a very dangerous place, and might be a harsh piece in E-flat minor, a tritone

    away from the hallway key. The second bedroom could be a place that is not dangerous or

    difficult, but not a place of rest. The composer then might choose to use E major, dominant of

    the hallway key to pull the music back to the a minor hallway. Lastly, the third bedroom could

    be the final place of rest, returning back to C major. This would not only reinforce an overall

    tonic key, but identify both the living room and the third bedroom as resting points. You will

    find that the video games analyzed in chapter six exhibit many of these ideas on a more

    complicated scale.

    Polyvalent Formation

    Contemporary composers often considered the idea of composing pieces that were not

    fixed. Boulez was not averse to the idea of a serial music composed of modules that could be

    shuffled and rearranged in performance, but he was concerned that such a composition be

    designed so that the pieces would always fit, and the final result invariably makes musical

    sense.13

    Though most game music is not serial, the idea of creating a composition that makes

    sense, even when sections of the piece are left up to the performers discretion, is a primary

    13

    Robin Maconie, Other Planets (Lanham: The Scarecrow Press, 2005), 157.

  • Texas Tech University, Jason Brame, December 2009

    16

    concern of many video game composers. The idea of moving or indeterminate forms was

    coined polyvalent formation by Stockhausen.14

    There is a certain character of polyvalent

    formation in video game music: though the modules, or objects themselves are composed out,

    the placement in time relative to the other objects is largely up to the player.

    Non-Linear Time

    The experience of musical objects in video games can be considered non-linear. The

    idea of non-linear time in music has various interpretations. Kramer discusses non-linear time

    from the perspective of a piece not following a standard, logical functional scheme. For

    example, he argues that you can understand the final cadence of Beethovens String Quartet

    Opus 135 to be in measure ten. He then goes on to show how elements later in the piece all

    lead up to the final cadence, which has already occurred.15

    In Jonathan Kramers book The Time of Music he defines the idea of linear and non-

    linear time. Linearity is the determination of some characteristic(s) of music in accordance

    with implications that arise from earlier events of the piece.16

    Thus, a piece in sonata form

    follows a linear convention, where the ending is somehow based on the material of the

    beginning. Even a simple binary form is related from beginning to end by way of key

    relationships. Video game music can sometimes be thought of as linear in terms of key

    relationships or tonal motions. However, many characteristics of game music fit Kramers non-

    linear definition. Non-linearity is defined by Kramer as the determination of some

    14

    Karl H. Wrner, Stockhausen: Life and Works, trans. Bill Hopkins (Berkeley: University of California

    Press, 1973), 105. 15

    Jonathan D. Kramer, Multiple and Non-Linear Time in Beethovens Opus 135, Perspectives of New

    Music Vol. 11, No. 2 (Spring-Summer, 1973): 122-145. 16

    Jonathan D. Kramer, The Time of Music: New Meanings, New Temporalities, New Listening Strategies

    (New York: Schirmer Books, 1988), 20.

  • Texas Tech University, Jason Brame, December 2009

    17

    characteristic(s) of music in accordance with implications that arise from principles or

    tendencies governing an entire piece or section.17

    Game music objects are usually unrelated

    motivically, orchestrationally, and so forth, to that which came before them. The music objects

    are related to the game as a whole, and the section of the game where that object is heard.

    These definitions may seem abstract, but we can also understand video game music as

    exhibiting qualities of non-linear time in a more apparent way. Music objects frequently go back

    and forth; such that a player can be in an area, travel to a second area, then back to the first.

    Going forwards and backwards through the order in which the music objects are experienced is

    another interpretation of the non-linear time concept. If this is conceptualized with regards to

    Kramers definition, it is that all music objects in a game are generated from the idea of the

    game itself, and that the objects do not necessarily have to have content related to each other,

    but are all related to the idea of the game and the games environment.

    Moment Form

    Most musical forms rely on the idea that musical material is based on that which came

    before it. In moment-form works, every present moment counts, as well as no moment at all;

    a given moment is not merely regarded as the consequence of the previous one and the prelude

    to the coming one, but as something individual, independent and centered in itself, capable of

    existing on its own.18

    A moment-form work strings together a series of moments that are

    experienced in a linear manner, but the moments themselves are part of something else. It is

    the moment itself that is important in this form, and it disregards any connection to previous

    17

    Ibid., 20. 18

    Quoted in Seppo Heinkinheimo, Electronic Music of Karlheinz Stockhausen: Studies on the Esthetical

    and Formal Problems of its First Phase, tr. Brad Absetz, Acta Musicologica Fennica 6 (Helsinki:

    Musicological Society of Finland, 1972), 120.

  • Texas Tech University, Jason Brame, December 2009

    18

    moments. Heikineimo states that this concentration on the present moment on every

    present moment can make a vertical cut, as it were, across horizontal time perception,

    extending out to a timelessness I call eternity.19

    Each moment is just a glimpse at a segment of

    music that has been ongoing for some time. For Stockhausen, these moments did not begin or

    end:

    I have made a strict difference between the concepts of beginning and starting,

    ending and stopping. When saying beginning, I imply a process, something that

    rises and merges; when saying ending I am thinking about something that ends,

    ceases to sound, extinguishes. The contrary is true with the words start and stop,

    which I combine with the concept of caesurae which delineate a duration, as a section,

    out of a continuum.20

    It is as if multiple pieces are being performed in different concert halls, and the audience travels

    from one hall to the other experiencing moments of pieces that are ongoing, before and after

    the experience.21

    Momente, one of Stockhausens early moment-form works, provides a great example of

    many aspects of moment-form and polyvalent formation. Moment form employs three

    different types of moments that can be grouped in a variety of ways. These moments are based

    on melody (M), duration (D), and timbre (K, for Klang). The I moments are neutral and serve to

    connect the different moment groups together. The various moments will borrow qualities of

    19

    Heikinheimo, 120-121. 20

    Quoted in Jonathan D. Kramer, Moment Form in Twentieth Century Music, The Musical Quarterly Vol.

    64, No. 2 (April 1978): 180. 21

    Wrner, 108.

  • Texas Tech University, Jason Brame, December 2009

    19

    other moments. For example, the M(d) moment will be a melody-based moment with elements

    of duration, while a K(m) moment will be focused primarily on timbre elements, while

    containing fragments of melodic material.22

    Figure 3.2 shows the structure of Momentes

    moments.

    Figure 3.2: Structure of Moments from Momente.23

    This is where we can see the polyvalent formation qualities in this piece. The K group of

    moments is in the center, but the performer can decide on which side of K that the M and D

    groups go. This rotation around a central moment continues through the branches. For

    example, K(d) and K(m) can rotate about K; MD(k) and MD can rotate about M(d). Momente

    combines the ideas of moment-form and polyvalent formation, but this is rather uncommon for

    moment-form works. His other moment-form compositions such as Carr and Kontakte consist

    of moments strung together, but there is no variation in the order of the moments from

    performance to performance.

    Stockhausens moment-form works were composed with a sense of non-linearity. It is

    the discontinuity of the moments that made the form what it is. Video game music is similar to

    22

    Karlheinz Stockhausen, Stockhausen on Music, compiled by Robin Maconie (London: Marion Boyars,

    1989), 64-67. 23

    Maconie, 242.

  • Texas Tech University, Jason Brame, December 2009

    20

    a moment-form work in many ways. Video game music is experienced in moments, with each

    moment having a different and unique character. Though each moment is usually heard as

    having a clear beginning, the moments rarely have a clear ending, unless they are non-looping

    objects. Background objects can even be thought to always exist in the background of an area,

    even when the player is not in that area. This parallels Stockhausens idea of taking part in a

    moment of an object that is infinite in both directions.

    Kramer explains moment time as a piece or section where the moments may be

    related (motivically, for example) but not connected by transition.24

    Kramer discusses

    discontinuity as part of a piece that exhibits moment-forming. He believes that discontinuity is

    most profoundly felt in tonal music which has natural tendencies of motion and time. To

    interrupt this continuity is believed to be a principal element of moment-form music.25

    However, we will see that video game music, while exhibiting qualities of moment-form music,

    is largely continuous from moment to moment, creating a continuity throughout the game.

    Moment form works are often analyzed moment by moment, then considered as a

    whole.26

    This pattern will continue in this paper, as video game music will be analyzed object by

    object, then considered as a whole. However, unlike Kramers admiration of discontinuity in

    moment-form, this thesis will focus on the formal aspects of video game music, uncovering

    continuity and structure in a video game. Like in moment-form, game music composers

    concentrate on creating self-contained moments, or music objects, but like in dice music, they

    are concerned with the relationship from one measure, or music object, to the next. These

    24

    Kramer, The Time of Music, 50. 25

    Kramer, Moment Form: 177-179. 26

    See analysis of Kontake in Heikinheimo, p. 151-215.

  • Texas Tech University, Jason Brame, December 2009

    21

    relationships are designed to function in an environment of non-linear time where the player is

    constantly reordering the polyvalent formation of the game music.

  • Texas Tech University, Jason Brame, December 2009

    22

    Chapter IV

    Formalizing Structure: Conceptualizing a Video Games Score

    What is the Score?

    In his paper titled The Game Environment from an Auditive Perspective, Alex

    Stockburger defines the games score as a number of sound objects that belong to the non-

    diegetic part of the game environment.27

    While this is the beginning of a definition, it ignores a

    long list of important music objects which should be considered part of the score. Non-diegetic

    sounds in video games are almost always music objects, and should be considered part of the

    score, yet there are a number of diegetic objects that should also be considered. Going purely

    by Stockburgers definition, the music of Guitar Hero (Activision, 2005) is not part of the games

    score, nor is the ocarina in The Legend of Zelda: Ocarina of Time (Nintendo, 1998).28

    Excluding

    these music objects from the score is equivalent to saying the on-stage band at the end of Bergs

    Wozzeck is not part of the operas score. I am certain that this is not the case, and in most

    circumstances, a games composer has as much control of the diegetic music objects as he does

    the non-diegetic objects.

    It is also important to think of the games score as the music for the entire game, and

    not a collection of scores that just happen to be connected through a games action. This is a

    notion that is included in Stockburgers definition. It is understood that a films score

    encompasses the music from start to finish, and that excerpts from a film score are not the

    same thing as the score itself. As it will be shown later, the composer of a well composed game

    score demonstrates awareness of the entire score when composing its various music objects.

    27

    Alex Stockburger, The Game Environment From an Auditive Perspective,

    http://www.audiogames.net/pics/upload/gameenvironment.htm. 28

    The latter here would, by Stockburgers definition, would be considered an Effect sound object.

  • Texas Tech University, Jason Brame, December 2009

    23

    Therefore, a formal definition of video game score is better stated as follows: a video

    game score is the collection of music objects contained within a video game, the transitions

    from one music object to the other, and the arrangement of the music objects within the games

    action. The games action is used to generalize the various types of game progressions that exist,

    such as the level progress of a fighting game versus the world exploration of a role-playing

    game.

    How can we distinguish music objects from other sound objects? While most music

    objects are clearly identified, there will be occasions, especially with older games, when the line

    between sound effects and music objects becomes unclear. Music objects should contain a

    discernable motive, as defined by William Drabkins definition of motive: A short musical idea,

    melodic, harmonic, rhythmic, or any combination of these three. A motif may be of any size, and

    is most commonly regarded as the shortest subdivision of a theme or phrase that still maintains

    its identity as an idea.29

    A music object is not only a motive, but must be a part of the larger

    game music landscape. This can include two-second music objects which signal some game play

    event. This would not include objects like one or two note blips that are heard when collecting

    common game objects, such as coins. These objects stand apart from the music objects because

    they are extremely short, have no rhythmic or key context, and occur within most every major

    music object within a game. They may be motives, but do not have structural implications on

    the games score. In the end, it will be up to the analyst to decide if a sound object has enough

    musical credence to be included in a games score.

    29

    William Drabkin, "Motif," In Grove Music Online, Oxford Music Online,

    http://www.oxfordmusiconline.com/subscriber/article/grove/music/19221.

  • Texas Tech University, Jason Brame, December 2009

    24

    Representing a Games Score

    Video game music is set apart from other, more static musical forms because of its

    interactivity. Understanding the possibilities in a games progression is important in

    conceptualizing the score. Depending on the type of game, the games actions may occur in a

    set order, or in any order. It is unknown how long a player will linger in one area of the game or

    where the player will travel. A games entire world could be interconnected, allowing a player to

    roam free between different areas with many possible music object transitions. Various in-game

    events can trigger adaptations in certain music objects. In some games, background music can

    be randomly selected from a set of music objects, and related only to some non-musical

    element of the game, or not related to anything at all. With all these possibilities and more,

    theorists need a way of conceptualizing the potentially complex relationships between music

    objects.

    A graphic representation of the score allows analysts to view and understand the score

    as a whole, providing a useful tool for analyzing the more subtle nuances of a video game score.

    A video game score graph has two main components: music objects and transitions. In the

    graphs explored here, music objects will be enclosed in either an ellipse or rectangle. Elliptical

    figures represent objects that loop endlessly. In video games, many music objects will repeat, or

    loop, endlessly, either in whole or in part. For example, the Overworld object in The Legend of

    Zelda (Nintendo, 1986) begins with a four-bar introduction that is never repeated, though the

    remainder of the object loops until it transitions to another object. On occasion, a game will call

    for a more interactive looping object, in which case the ellipse will be varied in some way,

    usually with a dashed outline, to indicate the objects adaptability within game play. This will be

    indicated on the score graph with a legend.

  • Texas Tech University, Jason Brame, December 2009

    25

    A rectangular figure indicates a non-looping object. These objects do not repeat, and

    are usually immediately followed by a different music object. It is important to differentiate

    between looping and non-looping objects because the latter have a clear beginning and end.

    Having a definitive final cadence can affect the interpretation of an object as opposed to an

    object that never has a clear ending (usually using an unstable cadential figure to loop back to

    the objects beginning).

    The second criteria for a game score are the transitions. Transitions must be indicated

    in the game score graph to show which object can transition to which, and how the transition

    occurs. It is important to show whether the object transitions hard or softly. A hard transition is

    when a stinger is used to abruptly end the object to go to another one. A hard transition can

    just be a hard cut, the most common transition in the 8-bit era. A soft transition can either be a

    simple cross-fade, where one object fades out as the next one fades in, or the use of a transition

    matrix, where the computer had predetermined points to transition from one object to the

    next, making a smooth and musical connection. Solid line arrows are used to indicate hard

    transitions while dotted lines are for soft transitions. I leave it up to the individual analysis

    whether or not it is important to break down the transition indications even further on a game

    score graph. However, the most important in this paper is the direction indication. The way a

    game score graph is laid out is determined by the type of game score being created. There are

    two very distinct ways to construct a video game score graph: a real-time game score graph, and

    an object-relation graph.

    Theses graphic systems that I am about to describe owe much of their development to

    the models for network music analysis developed by David Lewin, Richard Cohn, and their

    followers. However, there is a very important distinction to make between the graphs

  • Texas Tech University, Jason Brame, December 2009

    26

    presented here and those of Lewin and Cohn. Their network graphs are all transformationally

    based, where each arrow in the network represents not only a connection but also a

    transformational operation. The arrows in the following graphs represent the direction and

    connection between music objects only. This relationship may or may not be transformational.

    It simply indicates relationship in time and space within the games score.30

    Real-Time Game Score Graph

    The most important aspect of a real-time game score graph (RTGSG) is the layout of the

    game environment. Transition indications in a real-time score show how music objects are laid

    out in the game environment.

    As an example, I will show excerpts from the score to Sonic the Hedgehog (Sega, 1991).

    Sonic the Hedgehog (to be referred to as Sonic from here on) was published for the Sega Genesis

    System. Designed by Hirokazu Yahuhara with music composed by Masato Nakamura, Sonic is a

    side-scrolling platform adventure. Each level is divided up into three acts; at the end of the third

    act, Sonic, the player-controlled character, fights the level boss. The games action happens

    linearly, so once you have completed an act, you cannot return to that act. Various in-game

    actions, such as gaining invincibility, can trigger music objects.

    30

    For more on network graphing systems, see David Lewin, A Formal Theory of Generalized Tonal

    Functions, Journal of Music Theory 26, No. 1 (Spring, 1982): 23-60; David Lewin, Some Notes on

    Analyzing Wagner: The Ring and Parisfal, 19th-Century Music 16, No. 1 (Summer, 1992): 49-58; and

    Richard L. Cohn, As Wonderful as Star Clusters: Instruments for Gazing at Tonality in Schubert, 19th-

    Century Music 22, No. 3 (Spring, 1999): 213-232.

  • Texas Tech University, Jason Brame, December 2009

    27

    Figure 4.1: Real-Time Games Score Graph of Sonic the Hedgehog: Opening Levels

    Figure 4.1 gives us a RTGSG of the opening levels from Sonic. The first music object

    heard when you begin a game of Sonic the Hedgehog is the Title Music object. Unlike many

    games, Sonics Title Music object is non-looping. Once the player presses the start button, the

    game proper begins in the Green Hill Zone, the first level of the game. So the title screen goes

    straight into the first level, and you cannot return to the title screen without restarting the

    game. That is why the arrow in the game score graph points one direction, from the title object,

  • Texas Tech University, Jason Brame, December 2009

    28

    to the Green Hill Zone object. The arrow is solid, which indicates a hard transition, which is a cut

    in all instances of this game.

    The Green Hill Zone object is an object that is adaptable to a certain situation. This is

    indicated with a dashed ellipsis, and a Dynamic Audio key. The dynamic audio key is a box on

    the graph similar to the legend on a road map. It shows a line pattern and what it represents in

    terms of dynamic audio. In the case of Sonic, any time the players character finds speed shoes,

    the levels music object goes twice as fast. Connected to the Green Hill Zone object with a

    double-headed arrow is the Invincible Object loop. This arrow indication shows that this object

    occurs from the Green Hill Zone and goes back to the Green Hill Zone object when it is

    completed.

    At the completion of the Green Hill Zone, you hear the End Level object, a non-looping

    fanfare that can go one of two ways, either to a bonus round, or to the next act. The Bonus

    object also ends with the End Level fanfare, but is not linked with a double arrow to emphasize

    its linear nature. Instead, it is connected to another End Level object. It is not returning to the

    first end level object, but playing a new one, which occurs at a different place in the games

    actions. It is important in this type of game score graph to be clear about the direction of the

    arrows. It may be simpler to combine the objects that are the same which occur in different

    places in the game; however, that would defeat the purpose of a RTGSG: to show the elements

    of the game as they occur in the game environment and to trace a path of the actions through

    the music.

    The next act looks exactly the same. The third act has some minor differences that

    break the pattern: that is the addition of the Boss music object connected to the Green Hill Zone

    with a double-headed arrow. The music changes once the player engages the boss. When the

  • Texas Tech University, Jason Brame, December 2009

    29

    boss is defeated, the music returns to the Green Hill Zone. It is this sequence that triggers the

    continuation to a different level, and a different music object, the Marble Zone object. This

    sequence also does not have a Bonus object option.

    This pattern continues throughout the game, which would not be represented well had I

    used more double-headed arrows for closely placed music objects. Had I combined all the

    Green Hill objects into one, it would be easy to falsely show that there was a bonus option after

    the Boss object is heard, or that the boss object could happen in any of the three acts.

    A RTGSG graph has its advantages and disadvantages. It is a great way to show every

    nuance of the game and to show patterns like the one uncovered in the Sonic graph. You can

    also get a sense of distance between the different game music objects. This can be very useful

    in identifying Leitmotifs and discussing the content of closely related objects. One can imagine

    when a game composer starts writing for a game, that he already has a grasp of the action and

    environment of the game. A RTGSG represents which music object he put with which areas and

    actions of the game. The downside of this kind of graph is the size that they can become. The

    Sonic graph above, even though it only uses a few music objects, it will contain 24 or more lines,

    as there are eight levels with three acts each. Video games for later systems have over a

    hundred separate music objects, which can result in some very unwieldy graphs.

    Music Object Relation Graph

    Of a more manageable size, the Music Object Relation Graph (MORG) only shows each

    music object once. The arrows then indicate which objects are directly connected to each other,

    regardless of the games actions. A single-headed arrow from Object A to Object B shows that

    the object can only move from A to B, and not the reverse. A double-headed arrow shows that

  • Texas Tech University, Jason Brame, December 2009

    30

    at some point in the game A can go to B, and at some other point, B can go to A. In this type of

    score, it does not mean back and forth, but just that the possibility exists.

    Figure 4.2: Music Object Relation Score Graph of Figure 4.1

    Figure 4.2 shows the excerpt of the Sonic score reworked into a MORG. This provides a

    different way of looking at certain aspects that might be of interest to an analyst. For example,

    this chart shows us more clearly that the Invincibility object can occur adjacent to either the

    Marble Zone object or the Green Hill Zone object. While this observation may seem quite

    obvious on the Real Time Score graph, it might not be so clear with other games. Also note that

    the Bonus object only occurs between the End Level object. That can be quite significant

    depending on the music content of those objects, and could make for an interesting analytical

    point of discussion.

    This score concisely shows all the possible connections from one object to another,

    which is one of the more interesting aspects of game music analysis. The MORG can be

    misleading without the RTGSG because it alludes to possibilities that are not true. It would be

    easy to see how a misinterpretation of this graph would imply that the Green Hill Zone object

    could connect to the Invincibility object, and then go to the Marble Zone object. This path is not

  • Texas Tech University, Jason Brame, December 2009

    31

    possible as we know from the RTGSG. It is important to remember that the MORG shows

    relationships, among the objects, not possible orders of experience. This illustrates why both

    types of scores are important in analytical discussion about game music, each providing

    different types of information to the analysis.

  • Texas Tech University, Jason Brame, December 2009

    32

    Chapter V

    Form of Game Music

    Though there are many different types of video games, from action, adventure, and

    role-playing games to sports, fighting, and puzzle games, their fundamental score structures can

    be compared to uncover similarities behind different game scores. In this chapter, we will only

    look at RTGSGs when discussing form, since MORGs do not represent how the music is

    presented in the game environment. Form is an accurate representation of how music is

    experienced in a game. Though there is no clear separation of fundamental structure types in

    game scores, in this chapter I will present a number of different kinds of forms encountered in

    analyzing game scores.

    Reduction in Real-Time Game Score Graphs

    To obtain the underlying form, we have to utilize some basic reduction principles.

    Instead of removing non-essential chords and prolonging harmonies, which is the standard for

    analytical reduction in music, we will be removing non-essential music objects to uncover a

    games fundamental form. For example, take Figure 5.1.

  • Texas Tech University, Jason Brame, December 2009

    33

    Figure 5.1: Sample Real-Time Score Graph Excerpt

    It is very common to have a looping background object that is present throughout a

    section of the game, and to have this object occasionally interrupted with event-triggered

    objects, either looping or non-looping. These objects return to the ever-present background

    object when they end or the event that triggered the object ends. In theory, some video games

    can be played without any of these event-triggered objects occurring, if the player avoids them.

    While these musical objects may be avoided, the background objects cannot be avoided. These

    event-triggered objects are superseded by the more prevalent background objects. We can

    then reduce this graph down to just the background objects, as shown in Figure 5.2.

    Figure 5.2: Reduction of Figure 5.1

    This reveals the core musical components of a game score graph and will uncover the

    fundamental structure of a game score.

  • Texas Tech University, Jason Brame, December 2009

    34

    Linear Forms

    As mentioned previously, one way in which video game music is interesting is in its non-

    linearity. Every game has some aspect of non-linearity, but many games exhibit an underlying

    linear fundamental structure. A linear video game score occurs in a defined sequence. Level by

    level, and event by event, the game has only one course to follow, and the major musical

    objects can only occur in a fixed order.

    One such game is Star Wars: The Force Unleashed (LucasArts, 2008) for Xbox 360,

    Playstation 3, Playstation 2, Wii, Playstation Portable, and Nintendo DS. It was developed by

    LucasArts, lead by Haden Blackman. The score was composed by Mark Griskey, and supervised

    by Jesse Harlin, based on themes developed by John Williams. This section will reference the

    game developed for Playstation 3, though all releases are similar.

    Star Wars: The Force Unleashed (hereafter referred to as Force Unleashed) is an action

    game where the player assumes control of Darth Vaders secret apprentice, Starkiller. As

    Starkiller, the player proceeds through each level, destroying all enemies that come along. The

    game proceeds through ten separate missions, each of which is bridged with a cinematic cut

    scene that advances the story of the game.

  • Texas Tech University, Jason Brame, December 2009

    35

    Figure 5.3: Star Wars: The Force Unleashed RTGSG Reduction

    As we noted in the games construction, the levels progress one after another with no

    flexibility to the order and no choosing one level over another.31

    While unpredictable game

    elements such as the length a character stays in an area and the time certain game events take

    place are still variable, the overall form of the game is a linear pattern. This graph shows that

    after each level, a cut scene occurs, propelling the action into the next level and next music

    object. These cut scenes are of a fixed length with a fixed music object.

    31

    It is possible to go to a previously completed level from the menu screen, but this requires all forward

    motion in the game to stop. The game is designed to play out in a linear narrative, therefore this ability to

    go back to previous worlds is not placed in the graph. Furthermore, the menu system in the game is void

    of music, so transition to a previous world is not musically interesting because the silence that spans the

    music objects is enough to make the transition analytically trivial.

  • Texas Tech University, Jason Brame, December 2009

    36

    Branching Forms: A Linear Subset

    A type of linear form that is more diverse is a branching form. This form has a clear

    beginning and end, but instead of one straight path there are multiple paths that branch off and

    converge at different points throughout the game. An example of this form is given in Figure

    5.4. While in this example, the player might have to visit all ten areas before completing the

    game, the player must travel through various paths in the game to reach each location. The

    music objects are not connected through any one object but branch out in several paths.

    Though the composer might choose to utilize the same music object for different areas, a Real-

    Time score graph must be representative of the order in which the objects are encountered. In

    a Branching Form, the same object can be used frequently throughout, but the lack of a central

    connecting area on the game map prohibits the graph from linking these areas together.

    Figure 5.4: Example of a Branching Form

  • Texas Tech University, Jason Brame, December 2009

    37

    Pokmon (Nintendo, 1996), a game that spawned television shows, comic books,

    collectible card games, and over twenty different video games, is a very popular version of this

    game score form. Pokmon was released in Japan in 1996 and in North America in 1998. It was

    conceived of and directed by Satoshi Taijri with music composed by Junichi Masuda. The player

    controls the lead character in a Birds-eye view adventure, traveling through towns, caves, and

    routes capturing Pokmon (player-controllable monsters) to battle other characters monsters.

    The ultimate goal is to defeat eight gym leaders in order to gain access to the final area, Victory

    Road, where the player faces the final battles of the game.

    Figure 5.5 represents the branching form as it exists in Pokmon.32

    Just after the

    beginning, there is a branch from Viridian City going to Route 2 and Route 22. Though Route 22

    takes the player to the final areas of the game, they are not accessible until first going through

    all the other areas. I consider this type of form a subset of linear, because it has some of the

    same qualities. The player must go through a particular set of music objects in order to reach a

    goal. However, the difference in this form is that the order in which the player experiences each

    music object is flexible, depending on the path that is chosen. Once all the paths are unlocked,

    the player has freedom to wander the game world, but must experience the music objects in the

    set orders defined by the branching paths.

    32

    The underground passageways that connect different musical objects through various caves have been

    omitted in order to simplify the graph.

  • Texas Tech University, Jason Brame, December 2009

    38

    !"!

    #

    $

    #%

    &'

    (

    '

    ) *+

    ,

    -%

    ..

    /

    0%

    1

    2

    0-,

    $

    ./

    )3

    .4

    Figure 5.5: Background RTGSG of Pokmon

    Centric Forms

    Linear forms are very common in games from the 8-bit era, but are less common now.

    One of the most common form types that exists in video games, especially quest-based games

    (action, role-playing, and adventure games) are centric forms. These forms resemble bicycle

    spokes, where the entire game revolves around a single music object. This object is usually an

  • Texas Tech University, Jason Brame, December 2009

    39

    Overworld map or a menu system which is connected to the games other areas. Figure 5.6

    shows a general example of a centric form score.

    Figure 5.6: Example of a Centric Form

    Centric forms can have other embedded centricities, but generally fall back to a single

    object that serves as a main crossroads for the game. For example, in Figure 5.6, Area 4 object

    is centric to the Area 5 object and the Town object, but the Area 4 object is centric to the Centric

    object along with Area 1, 2, 3 and 6. The most important thing to note about this form is that

    the centric object is directly connected to numerous other objects that exist in the game. The

    analyst can then look at the various connections and see what the relationship of this central

    object is to all the others connected to it, and how the game composer creates a sense of

    connection and unity throughout the game.

  • Texas Tech University, Jason Brame, December 2009

    40

    Figure 5.7: Background RTGSG of Super Mario Galaxy

    Super Mario Galaxy (Nintendo, 2007) is a prime example of a centric form. Published by

    Nintendo for the Wii system, this game was designed by Yoshiaki Koizumi with music by Mahito

    Yokota and Koji Kondo. The player controls the protagonist, Mario, in a three-dimensional

    platform game in a quest to collect power stars.

    Figure 5.7 shows the background RTGSG of Mario Galaxy. All the worlds in which Mario

    travels to are connected to the Comet Observatory in the center of the graph. He then can

    enter one of six hub areas to access the different galaxies in the game. The Comet Observatory

    object serves as the centric object in this game. This is connected to each of the six hub objects

    as well as twelve levels that are directly connected to the Comet Observatory. The Six hub

    objects are each connected to four or five different levels, or galaxies, each with their own

    unique object. Interestingly in this game, the Hub object is actually the same for each hub. The

  • Texas Tech University, Jason Brame, December 2009

    41

    Hub object is an ametric, atonal, ethereal object that destroys any sense of tonality from the

    Comet Observatory, allowing the connecting level objects to transition into various keys without

    regard for the Comet Observatory object.

    Compound Forms

    Some games have more complex structures that can be classified as combinations of the

    forms listed above. I will present two such games here, The Legend of Zelda: A Link to the Past

    (Nintendo, 1991) and Super Mario Bros. 3 (Nintendo, 1988). Each of these games can be

    expressed as a compound form. The Legend of Zelda: A Link to the Past has two parallel centric

    structures connected only at a couple of points, while Super Mario Bros. 3 has multiple centric

    structures imbedded in a larger linear framework.

    The Legend of Zelda: A Link to the Past (hereafter referred to as Link to the Past) was

    published by Nintendo for their Super Nintendo Entertainment System (SNES). Produced by

    Shigeru Miyamoto with music by Koji Kondo, A Link to the Past is a Birds-eye view adventure

    game where the player controls the main character Link on a quest to rescue Princess Zelda.

    The quest involves traveling across the light world of Hyrule to three dungeons to gain access to

    the Master Sword, the only item that can defeat the evil wizard. Upon defeat, the wizard sends

    Link to the dark world, a parallel version of the light world, where he must travel to seven more

    dungeons to gain the power to seal away the evil Ganon. Travel between the dark world and

    the light world is limited.

  • Texas Tech University, Jason Brame, December 2009

    42

    Figure 5.8: Background RTGSG of The Legend of Zelda: A Link to the Past

    Figure 5.8 shows an extremely reduced version of the Link to the Past, highlighting the

    overall dual structure. Each world has its own centric structure around the Light World object

    on the left, and the Dark World object on the right. Since the map of the Light World and Dark

    World are parallel to each other, there are many similarities between the objects. For example,

    the Caves, Fairy Fountain, and Houses objects are the same in each world. The Light World and

    Dark World dungeons each have their own music object, but are mirrored in the structure.

    However, these two centric structures are only connected between the Light World and Dark

    World objects, through the Warp object. This creates an overall dual-centric structure, where

    two separate centric structures function independently of each other, but are connected at

    some level between a small number of objects

    Super Mario Bros. 3 (hereafter referred to as Mario 3), was also published by Nintendo,

    designed by Shigeur Miyamoto, and has music composed by Koji Kondo. It was originally

    released for the Nintendo Entertainment System (Famicom in Japan) in 1988. Like other games

    in the series, the player controls the protagonist Mario through a platforming adventure. This

    game is two dimensional and the action is side-scrolling.

  • Texas Tech University, Jason Brame, December 2009

    43

    Figure 5.9: Background RTGSG - Levels 1 and 2 of Super Mario Bros. 3

    Figure 5.9 is a background RTGSG of the opening levels of Mario 3. After the opening

    sequence, Mario starts out on the world one map which is connected to several different levels,

    castles, and other surprise objects, each with their own music object. Once Mario has defeated

    the Koopas Air Ship, he is then taken to the next world. This sequence is continued until

    reaching World Eight, defeating the final boss King Koopa, and saving Princess Peach. Each

    world is a centric structure, linking the brief world object to the music objects contained in each

    of the levels. Though each world object is a centric form, the worlds connect to form an overall

    linear progression from beginning to end.

    We can even take this form one step further and add in the warp aspect to our graph. If

    the player obtains the whistle object, a secret found in some of the levels, he can travel to

    World 9, the warp world, and take a shortcut to a future level. This then would create a

    branching form, where multiple paths could be taken to reach the same goal. However, in this

    game, if the warp is taken, the player cannot go back to a previously visited level, unlike the

    branching form explored in Pokmon.

    These are just some of the primary forms that exist in video game scores. Different

    genres of video games may exhibit other types of forms, but most games will fall into either a

    Linear or Branching model, or a combination of the two. Understanding a games form can help

  • Texas Tech University, Jason Brame, December 2009

    44

    discuss similarities between the construction of different video games. Within the analysis of a

    single game, the form can help shape the MORG of the game, and give us reference to an

    analytical approach. A background linear form will lead to a background analysis similar to

    diagramming the tonal scheme of a symphony, as the action happens along one directional

    plane (either forwards or backwards). A background centric score will encourage an analysis

    that focuses on networks and multiple simultaneous relationships. Both types will be explored

    in the next chapter.

  • Texas Tech University, Jason Brame, December 2009

    45

    Chapter VI

    Form and Analysis: Using Game Score Graphs as a Tool for Game Score Analysis

    Up to this point, I have discussed various methods of score construction and possible

    forms of video game scores. Using these ideas and techniques, I will examine three different

    games in depth, showing how the models discussed in this thesis are important in the analysis of

    video game scores. I will also show how analysis of the entire score can yield interesting

    information about narrative aspects of that particular game.

    The games chosen for this analysis are all from the Nintendo Entertainment System

    (NES). Aside from my familiarity with this system, these games have been chosen because they

    provide scores that are small enough to map and discuss in detail within the scope of this thesis.

    They will allow me to take a look at entire game scores, not just small areas or the reduced

    forms explored in the previous chapter. As mentioned in Chapter 2, the NES was only capable of

    four simultaneous sounds. Three of these sounds were pitched and one was unpitched, used

    for sound effects or percussion. However, even with these limitations, the games I will be

    exploring here have incredible variety.

    The analysis of Super Mario Bros. (Nintendo, 1985) will present a basic analysis of a

    simple linear game score, and explore the benefits of the RTGSG and MORG. The Legend of

    Zelda analysis will explore the narrative connections uncovered through the examination of an

    entire game score. Lastly, Final Fantasy (Nintendo, 1987) will show how illustrating the

    re