Four ways of hearing video game music
Transcription
Four ways of hearing video game music
29‐4‐2015 Four ways of hearing video game music Michiel Kamp 1 29‐4‐2015 “… another layer uniqueness to that that never plays the same thing twice and I love that feeling that every play is just completely different for each person—I think there’s a little bit of magic in that actually.” (Jessica Curry, Director and Composer for Everybody’s gone to the rapture [forthcoming], The Chinese Room) 2 29‐4‐2015 Over‐the‐shoulder listening • Aleatory/dynamic composition • Poiesis (designer) vs. aesthesis (player) • “What is the player doing?” vs. “What is the player hearing?” • When do we hear musical differences? “[Considering game music as a performance of an aleatory composition] is a fascinating argument, but the problem I see with the result is that music need not have any contact with the player. One could imagine a player ‘performing’ by playing the game while an ‘audience’ listens in on headphones. By considering the musical content of a game as a kind of output, the critic has pre‐empted analysis of the game itself.” (Whalen 2007, p. 73‐4) • Musical significance 3 29‐4‐2015 Background music • Acoustemological unobtrusiveness • Ludological insignificance • Narratological insignificance • Mood music StarCraft: Brood War (1998) 4 29‐4‐2015 Background music • “Inattentive listening” psychologies • Musical ecologies in video games • (‘Hard’ and ‘soft’) Affordances • Safety and danger states or moods? Unreal (1998) 5 29‐4‐2015 Three forms of significance (Background music) Semiotic music • Hearing signs Ludic music • Playing along Aesthetic music • Moments of reflection 6 29‐4‐2015 Semiotic music • Why should the player care about the music? The Legend of Zelda: Ocarina of Time (1998) • Rules of irrelevance • Arbitrariness of signifiers • Signals and symbols Silent Hill (1999) 7 29‐4‐2015 Ludic Music • Playing along to what? • Movement, synaesthesia, and roleplaying Journey (2012) Proteus (2013) 8 29‐4‐2015 Aesthetic Music • The “music itself” • Reflection and interpretation Minecraft (2010) • Arresting qualities • Friction • Aesthetic experiences • Nostalgia • Beauty in nature The Elder Scrolls V: Skyrim (2011) 9 29‐4‐2015 Other ways of hearing? 10