The History of Video Game Music and its significance on the music industry
In 1982 president of
Arista Records Clive Davis wrote an editorial titled "you can't hum a
video game" refuting the industry fear that video games would eat into the
past time of the youth and in turn lead to decrease in consumption of music
records. Davis was correct in his main point that Video Games would not somehow
lead to the demise of the music industry with more video games using licensed music from famous artists such
as Michael Jackson and Aerosmith as well as hiring indie bands such as HEALTH to produce scores
to big budget projects. It seems that in fact the both industries utilise cross
media synergy with each other in order to attract an audience. However, Davis'
article isn't without its faults as he believed that Music will always have the
upper hand against the inferior sounds that could be produced by the machines
of the time. Many decades later and today these so-called "primitive
sounds" have given way to a new genre of music called Chiptune and has
inspired many working artists today as well as leading to its own orchestral
event. Video game music has inspired many and has made an impact on how we can
consume music and the music industry. During this study, I will be exploring
its history from its "bleepy" sounds from its more film-inspired
scores as well as the impact it has made on the music industry.
Early Games consoles
lacked the ability to play complex sounds due to technical limitations it was
only until the release of the Nintendo Entertainment System in 1983 was when
video game music started to show some complexity. Although the machine
innovated in the sounds which could be played in comparison to its predecessors
the machine could only played 4 simultaneous sounds; 3 channels for music and
one for sound effects however as time went on composers found a way to use all
for sounds for music and having one alternate between music and sound effect
when needed. The machine also allowed sound to be recorded and stored in the
machines memory however, the quality of the sound was very low but it did allow
composers to texture there pieces. These limitations forced composers to be
creative with their music. Composer for Acclaim software Mike Pummel once said
"Early on, you were just thankful to
get any sound out of the thing," he stated that there were many
challenges to overcome when working with the machine. One would assume that one
such challenge was to make a memorable piece of music that would set the tone
of the world presented to its audiences with such limited hardware. These
challenges and limited sounds however would result in memorable and catchy
melodies that would inspire many young musical artists in the future to form the
music genre known as chiptune music.
Not this, but also informing the present genre of abstract electronica which
similarly uses simple sounds to create melodies not for the purpose of dancing
to but rather for the purpose of setting moods.
One noteworthy example of
early video game music was the score to Super Mario Brothers composed by
composer Koji Kondo whose catchy melodies have performed in the Tokyo Symphony
Orchestra and more recently, Video games live in North Bethesda in the US.
Kondo's is considered a pioneer in terms of video game music helping to develop
a sense of credibility to the style as evidenced by the fact that we as
audiences can now consume video game music in an orchestra. Furthermore, the
theme has lead to numerous
remixes as well as becoming one of
the top selling ringtones in the US as of 2009 downloaded for 226 straight
weeks as well as selling over 747,900 in the United States in 2006. These
figures and videos evidences how much of an impact video game music has had on
our popular culture; on how we consume such a genre at a mass rate and how such
a genre has inspired us musically producing our own content based around such
sounds.
Although the NES is
considered the first games console with the capabilities to produce this type
of music a year before its release saw the first ever licensed music in a video
game in the arcade game super locomotive which featured a chiptune cover of Synthpop group Yellow Magic Orchestra's song
Rydeen. One could make an assumption and claim that the use of such licensed
music at the time would expose younger audiences to the works of YMO without
them realising, so much so that when said audience would listen to the groups'
actual track, said track may entice feelings of nostalgia and thus in turn draw
them to this particular artist.
In a mere seven years
time Michael Jackson seeing the potential in video games had for promoting
music collaborated with Sega to release his own title Moonwalker which featured
synthesised versions of Billie Jean and Beat It. One could suggest similar to
Super Locomotive an affect of using licensed songs in this context would also
expose younger audiences who may not be Michael Jackson fans to his works. Not
only this Jackson's name attached to the product would also help with the
promotion of the game itself using the name of a popular figure to gain
exposure among fans of Michael Jackson. From this, we can see an early example
of the music and video game industry using synergy to attract audiences for
each medium. The game to this day has achieved cult status and considered the game,
which paved the way for many artists to contribute to video games.
In 1991 Nintendo releases
the SNES, which for the first time allowed programmers to import synthesizer
patches into the game allowing for the sound of the music to sound similar to
real instruments playing however, there were still limitations to what the
machine could handle. That same year the PC game Myst is released and its soundtrack
was so successful it becomes the first computer game to be given an award for
its soundtrack although it takes seven years later to the score to be released
on CD. At the time, the significance for
such an award one could say would prove to the music industry video game music
as a growing musical genre. In addition such an award would create help develop
an audience for video game soundtracks attracting those who aren't so much
video game enthusiasts to the product as well as pushing developers of that
period to push for higher quality and immersive soundtracks.
In 1995 with the arrival of Sony's CD based Playstation which
allowed 24 sampled voices music in video games had taken a large leap allowing
music composers to record much more complex and orchestral music as well as
offering more freedom to composers. Musicians now didn't have to learn about
programming or the games architecture allowing more mainstream artists to work
on these products, artists such as the Chemical Brothers, Orbital and Leftfield
who contributed work to the video game Wipeout. It is believed that the music
featured in the game was focused on more than the gameplay itself making the
game more as a vehicle for artists to target other audiences who may not be exactly
there fans as well as a way of directly targeting their audience of 18-25 year
olds. The game provides a new way for audiences to consume and to be exposed to
new artists since game allowed audiences to choose specific tracks to play at certain
levels. Unlike MoonWalker and Super locomotive, which simply had the licensed
music, playing Wipeout provided the artist names and details of each song
allowing audiences to identify each individual artist and song in the future
and purchase the works of said artist however outside of the game. Eventually
Sony would release an official soundtrack accompanying the game using cross
media synergy to promote both the game as well as the artists attached to the
product.
In terms of this games affect on the music industry, artists
featured on these games would not only gain promotion from said product but
would also collect royalties from the sale of the game thus allowing many
artists alternative ways to reach an audience as well as produce and income.
Another large change in
video game music occurred in 1998 when the game Heart of Darkness was released
which was the first game to feature its own original score produced by an
actual orchestra and in the year 2000 the National Academy of Recording Arts
and Sciences decided to let video games compete in the annual Grammy awards. A prestigious
award to highlight great achievement in the music industry, the significance of
such an award being obtainable for composers of video game music and artists as
well as the use of an orchestra in video at that point would have truly
communicated to audiences that video game music could be seen as something
complex and artistic rather than its more simpler origins. Such an opportunity
offered may have also driven some musical artists to consider working with the
game industry more to perhaps achieve said award.
As years went on the
sixth generation of Console were released with it saw improvements once again
to video game music in terms of sound quality due to upgrades in hardware. Not
only this one particular console of this generation, the Xbox featured the
ability to copy music from a CD into it hard drive and produce custom soundtracks
for each of their game thus providing more use and value for those who
purchased CD's rather than digital download, which was soon emerging around
this time. One could suggest that perhaps such a feature was implemented to
prevent digital piracy and was a way for the music industry to keep CD sales
going for a period.
One significant title of
said generation which arguably would change game music and the use of licensed
songs in video games would be the 2005 release of Harmonix's Guitar hero and
Rock Band rhythm game.
Guitar Hero/rock band
and the music industry
The guitar hero and Rock
Band series are a series of Rhythm music games developed by Harmonix systems.
Unlike other video games, which include music for immersion purposes, this
series of games rely on licensed music for the overall gameplay of the product,
getting its audience to play their favourite songs on controllers shaped as
instruments. The guitar hero series alone has sold more than 25 million units
worldwide whereas the Rock band series has netted more than $1 billion in total
sales with both franchises becoming pop culture icons as well as causing a
large impact on the music industry.
The series has been
considered to be very beneficial to the music industry in a similar way to
music videos in the 80's with both licensed and indie artists featured in the
series receiving a significant boost in sales after their inclusion in these
games. It's been stated that both record companies
and retailer have experienced increases of 200% to 300% in sales with
cases such as well established bands such as Aerosmith earned more from their
Guitar Hero spin-off Guitar Hero: Aerosmith than from any single one of the
fourteen albums they have released recently. According to Universal Music Group
President Zach Horowitz, Weezer's "My Name is Jonas," saw a saw a
tenfold increase in sales after being featured in Guitar Hero III: Legends of Rock.
Moreover, a survey
conducted by Kiri Miller from Brown university discovered that 76% of the
players of Guitar Hero bought
the music they heard in the game. From this information one may suggest that
the significance of the Rock Band/guitar hero series has allowed record
companies a new of distributing and targeting audiences through video games
which are more built around the music. Not only promoting established artists
but also possibly introducing them to a newer generation as evidenced by Weezer's
song, which was originally released in 1994 and similar to Aerosmith. A band
which originally formed in the 70's and may not hold so much relevance to more contemporary
audiences pre-guitar hero.
Guitarist Steven Van Zandt
once claimed, "in the history of rock
'n' roll, Rock Band may just
turn out to be up there with the rise of FM radio, CDs or MTV".
Clearly a comment focusing on the promotion of bands and consumption of music
these games have provided new and successful ways in reaching audiences and
exposing artists such as Indie group Bang Camaro whose recognition increased
after their song "Push Push (Lady Lightning)" appeared in Guitar Hero II. A similar effect also
happened to indie band DragonForce, whose song "Through the Fire and
Flames" is featured in Guitar
Hero III, saw a 126% increase in CD sales in the week after the release
of the game. It appears that the Guitar Hero and Rock Band games at their height
became vehicles for indie artists to gain exposure and to help develop
audiences for themselves as well as distribute their own music.
An analysis for market
research company NPD Group once stated" As the video games industry grows,
it's becoming an ever-more attractive promotional outlet for all kinds of
industries." This means that industries such as film, music and television
are now using more cross media synergy with the video game industry to
distribute and promote their products and this is certainly found in the case
of the Guitar hero/Rock Band games. The games later in the future featured a
system to allow audiences to download more of their favourite songs for their
product. If one were to think about this, it would seem that audiences would be
making double purchases; first purchasing a copy of the song outside of the
game and then buying the same song again within the game to play it on the
console. In theory, record companies would be making more profit after the initial
purchase of the song outside of the product.
The popularity of such downloadable
content for these games led to the UK Official Download Chart to consider
including these sales in their compilation of sales performance data. This further
evidence the large impact VGM has made on the music industry causing the music
industry to acknowledge video games itself as more of a distribution tool for
music to track the performance of certain types of music to find out what's in
style.
This idea of using video
games as a distribution tool isn't a completely alien idea for the music
industry with record companies and artists expressing interest in licensing
music towards these games for more exposure and distribution purposes. Martin Bandier,
executive for Sony/ATV which owns the copyrights on The Beatles works, stated
he was very interested in helping Activision bring a Beatles-themed Guitar
Hero title to the market, this eventually lead to the Beatles Rock Band
published by MTV games coinciding with the release of new, remastered compact
disc versions of The Beatles albums. Once again, what's evident here is the use
of synergy between products to reach an audience; the game released would
capture both older fans of the Beatles whilst introducing the band to younger
audiences. This introduction would serve as a gateway and would hopefully entice
this audience of both new and older fans to purchase this newly released Beatles
album.
Among remastered albums,
these games have also caused many artists to groups considering releasing more
new material for the game as a result of the popularity of their tracks with
bands. One such example would be in the case of the group Rush which released
an alternative take on one of their songs exclusively to Rock Band which was
met with so much praise and success that the group released the song for
download through iTunes, as well as eventually developing a new full album called
Moving Pictures.
Another example of this
can be found with the bang Guns and Roses who had delayed their long-awaited
album Chinese Democracy so often
that many people believed it would not even be released. However, the band
debut new material called "Shackler's Revenge" in Rock Band 2 which
was believed by audiences as a precursor to Chinese Democracy. The popularity
of the track eventually lead for a demand for the full album which as a result
of said demand was eventually released as both a standard and Rock Band Album.
It seems from this that
artists were using video games as a test platform to try to see if new material
released would appeal to their target audience and with the use of guitar
hero/Rock Band artists could directly target this test demographic in order to
see if there is any success to the products released.
In terms of how the music
licensing worked, five major record companies EMI Music, Hollywood Records, Sony
BMG Music Entertainment, Universal Music Enterprises, and Rhino Entertainment agreed
to lend master recordings of the artists for use in these games thus allowing
artists to and record companies to receive royalties without necessarily
recording any new content. However, some artists such as Sex Pistols, Living
Colour, and Aerosmith have rerecorded these songs offering the opportunity for
"Rock Band/Guitar Hero edition" versions of their tracks for
audiences to consume.
Other significant changes
these games have provided to the music industry include record companies
creating dedicated video game liaisons to handle the inclusions of songs in
these games. Additionally, according to Joel Peresman, president of the Rock
and Roll Hall of Fame, these games have also caused an increase in attendance
to the Rock and Roll Hall of fame particularly in families with young children.
From this, clearly these
games have had a significant impact on the industry causing the industry to
develop a specialised department to handle licensing music in video games as
well as causing an increase in younger audiences in music culture who may now
buy into more older and established artists and products linked with said
artists. Sadly however due to oversaturation in the market among other factors
the Guitar Hero and Rock Band series has currently been put on hiatus.
Video Game Music today
and the music industry
Today video game music
continues to make an impact on the music industry and how music consumed by
audiences with the industry employing famous film composers such as Hans Zimmer's
to produce scores for big budget titles such as Modern Warfare 2 and indie
bands such as Anamanaguchi producing chiptune scores for smaller titles such as
the official Scott pilgrim game. It seems the industry today is mixing the its origins
in terms of the chiptune 8 bit sounds with more orchestral music today with the
focus on conveying feelings of a grand epic situation or to entice feelings of nostalgia
in these more chiptune sounding products. Anamanaguchi's score to the game debuted
at No. 3 on Billboard's Heatseekers chart a list by music magazine
Billboard focusing on breaking and entering artists. Once again this displays
the power of video games in terms of promoting independent artists, in this
context , the brand of Scott Pilgrim already has an audience share thereby Anamanaguchi's
score for the game introduces this audience to said band and with Billboard's
endorsement the band this would further improve the bands efforts in promotion.
When thinking about music
distribution in video games and video game consoles, this generation through
technical advancements and technological convergence has allowed games consoles
to stream and download music through services such as the Playstation 3's Music
unlimited service as well as the Xbox 360's Xbox Music service which
also allows users to stream and purchase music onto their consoles. Although
not directly linked in with video games itself the use of such an app on games consoles
particularly Xbox Music allows artists to reach other audiences they are yet to
attract. particularly, Xbox Music which features a smart DJ playlist allowing audiences
to create a smart playlist based on their chosen artist as well as recommended
artists of similar genre this allows audiences to be exposed to new work whilst
is promoting artists said audience would never have found.
It seems that from this
video games have added more content to the music industry's library allowing
more styles and ways for audiences to consume music as well as creating new audiences
for other similar established genre's such as electronic music. The idea simply
is that there may be those who haven't not heard or been exposed to genres such
as electronic music however with a simple search of a chiptune song on sites
such as YouTube, YouTube implements a feature which recommends music of similar
genre to said audience. As seen in the image below.
The significance VGM
and video games have had on the music industry
Video games and video
game music have impacted the music industry in a number of ways one such way as
previously mentioned is the promotion of indie artists as well as more older
and established artists towards demographics which may have previously been neglected.
Evidence of this can be found throughout web, one particular case I would like
to draw attention to is in the case of the Grand Theft Auto franchise which
features an in game radio system filled with licensed tracks from established
and also indie artists. The effect of which according to my research on Guitar
Hero would introduce audiences to new artists as well as re introducing
established artists to younger audiences.
When looking through the
comments of Rod Stewarts song Young hearts be free most of the comments associate the song with the video game
Grand Theft Auto San Andreas which it was featured in.
The image above is a mood
board collecting comments, which refer to the GTA game being these people first
exposure to Rod Stewart providing evidence on how these games can serve as
promotional tools for artists as well as gateways for audiences to consume more
from the artist. One particular comment details how this game and this music's remind
them of childhood. It can be argued that
these games have a secondary audience of a young demographic since they are
released on a medium which can still seen as something directed towards
children, however the significance that the song reminds said consumer of their
childhood represents how these games can
re-introduce older artists to newer and younger audiences.
The latest entry into the
GTA series GTA 5 has implemented a feature allowing people to share their favourite
tracks listened to in game onto the games own social networking site the
Rockstar social club via Spotify. Furthermore, it is possible to link accounts
towards major social networking platforms such as Twitter and Facebook.
Converging with social networking video games have allowed users to promote and
share other artists with each other whilst also using the old formula
established in the grand theft auto games of in game radios to expose audiences
to other artists.
In addition the link with app Spotify allows users to find and purchase these tracks with ease further evidencing how video games can be used to distribute and sell music to mass audiences.
Video games and VGM have
also contributed to the exposure of indie artists to other fans however these
collaborations aren't always so perfect because of a "work for hire"
term these artists may have to work under meaning they are not paid in royalties
but rather up front and receive no money after the game releases. Although this
is the case, indie artist Jonathan Coulton who produced the worked on the
soundtrack for portal stated he has amassed a fan following from a song he
doesnt have the rights to. “It’s interesting. [“Still Alive”] is my most well-known song and I
don’t own it!"
Although this work for
hire policy may act as a deterrent for many of these artists, a lot of them
collaborate with video games for its artistic merits and also to reach new audiences.
Furthermore, since the market for video game music is not saturated there is
less competition and more of a chance to be exposed to both audiences and
potential employers.
Another artist who has
benefited from video games particularly the indie video game artist is indie
composer Danny Baranowsky who claims to have made ten times more money through
an online video game store than any musical outlet store. Perhaps since his
soundtrack was sold with the indie game which he produced his score for, it
seems that video games are further contributing to the distribution of musical
products by bundling them with their own products.
"Isaac was a fairly successful game, but I made
ten times as much money on the Steam bundle option as I did on Bandcamp. It
just goes to show that although Steam isn't where you would go to get music,
the reach of Steam is… it's f**king amazing."
Early VGM as mentioned
previously has also helped to inspire and pioneer genres of music. One such
direct link is the new genre of Chiptune which uses a mix of traditional
instruments and old video game consoles such as the Game boy and computers from
the 80's utilising there limited ranges of sound to produce electronic sounds reminiscent
of the retro sounds of game music.
Although not directly exposing
audiences to similar genres of music VGM and chiptune as seen here have the
potential to introduce audiences who may not have been so interested in other
types of music or music in general to other artists.
Video game music as mentioned
previously has also developed its own orchestra, which performs exclusively
video game music. Events such as video games live also have the potential to
introduce symphony music to younger audiences similar to how the rock
band/guitar Hero games introduced young demographics to old rock and rock and
roll history. According to an article produced by the TampaBay titled ''Video
Games Live' draws young crowd, interactive spirit to Florida Orchestra" it claims that very rarely that the Florida Orchestra has had such a young demographic attend; stating that
is was hard to find anyone under 30. One quote of interest is from a teenager
who commented, “Oh wow, I
just heard the violins play the Skyrim theme song.” From the article one can
assume that this young demographic attracted to this orchestra playing music
there familar with will also have a secondary effect of introducing them to
more classical music available at said orchestra. VGM has allowed people to
consume types of music some possibly completely unrelated to the style of VGM
that they would otherwise disregard.
Conclusion
In conclusion, video game
music has made an impact on the music industry in a number of ways. Introducing
new genres and styles into the market and Influencing genres and styles such as
abstract electronic. The style has also helped with the promotion of both
established and up and coming artists as well as introducing audiences to
different styles of music on offer such as orchestral music. Video Games in
general have also helped with the distribution of music products in the case of
the steam platform which bundles video game and soundtrack together as well as
the Spotify integration with the Grand Theft Auto Social Club. Finally music in
video games have also introduced younger audiences into music culture.
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This is a stunning piece of research! A thoroughly interesting read that highlights your enthusiasm for and inspiration from video game music. You should have been born in the 80s!
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