PHOTO: Rudy Koppl
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“Music in Video Games:
Surpassing the Scope of Film
Scores”—that was the title of a keynote talk
given at the 2008 Game Developers Conference in San
Francisco by composer John Debney. Last year, Debney set
film work aside to score the hit video game Lair, because he
believes composing for video games is the better gig
these days. It's a surprising idea coming from someone
who has won three Emmy Awards and in 2005 was nominated
for an Academy Award for Best Original Score. There's
more: the video-game community, more so than Hollywood,
“is where a lot of the more imaginative people reside
right now.” The week before the February speech, Debney
spoke by phone from his recording studio in Southern
California to IEEE
Spectrum Senior Associate Editor Steven Cherry.
IEEE
Spectrum: I wonder if you could talk about
the differences between film music and game music
generally, and then the difference that it makes for the composer.
John Debney:
The single greatest difference between the two
disciplines that I see right now is the time frame. In
Hollywood right now, we're in an environment of
tremendous cost cutting because of technologies that
make it really easy for the director to change a film
all the way through the postproduction process. It's
really made it quite difficult for the composer.
Postproduction schedules are very much accelerated. So
the composer has to be very adept at making changes,
very quickly and at every step of the way.
For the one video game I've done so far, Lair, it was a
totally different process. The composer is hired, starts
to work, and then there are large tracts of time where
the video game is gestating, and different areas of the
game are getting finalized. It's a much longer period of
time from start to finish, more like a year, or even two
years for certain games. In the film world it's the
exact opposite—how quickly can you get it done? The
whole process has been, in the film world, scrunched down.
So the creative process in writing for games is
potentially a much more leisurely affair, a much more
creative affair, because the composer gets a longer time
to try things out or to write other kinds of melodies
for different areas of the game. So in structure they're
really quite different, although the compositional
process is what it is. It's the same in both disciplines.
Spectrum: I'm
a little surprised. I had assumed that scoring a movie
was more of a back-and-forth process, that you look at
the script, or at least the treatment, and you start
getting some ideas, and it's generally more iterative.
And then in postproduction you see much of what will be
the actual movie and fine-tune the music. But it's not
like that.
JD: It's not
like that, and I'm so glad that we're talking about
this. I think that it might be an eye-opener for many
people. I certainly wish it were more like what you're
describing. It does happen. There are certain clients
one works with, hopefully, in the film business, and it
becomes an intimate process. The composer can come on
early, can definitely be a part of the process of
reading the script, of writing music while they're
filming. But I must tell you that in my life, that might
be one time out of 10. The other 90 percent has been
much the opposite.
Hollywood, because of its belt-tightening for the last
few years now—it's truly about shrinking budgets,
shrinking time frames, coming on later in the process,
as we've said, so you're really thrown into the fire
very quickly and have to be very nimble. On top of that,
there's a new phenomenon in Hollywood, the new or
first-time director.
So it helps if you're a seasoned composer because you
can jump in, and knowing that you have four to five
weeks to write a score, you jump in and open your
individual bag of tricks—you hit the ground running.
Whereas what you're describing was once really more the
norm, truly in the past five to 10 years it has taken a
turn for the worse, in my opinion.
Spectrum: If
you were at an earlier point in your career right now,
or if you were advising a composer who was at an early
point, it sounds like this would be a big reason to go
for a game instead of a film.
JD:
Absolutely. The fact is, video games eclipse the film
business. The video-game business—I'm looking at the
statistics right now—in 2007, revenues were up 43
percent to nearly US $18 billion. Film, by contrast—I
don't want it to sound like the film business is not
doing well; it actually is—film revenue was at a record
high for 2007, that being $9.6 billion.
[Editor's note:
Industry statistics vary wildly for both games and
film. For example, the Motion Picture Association of
America has put worldwide 2007 box office revenues
at $26.7 billion, making it twice the size of
gaming. One thing is clear: games are growing much
faster than movies—more than twice as fast,
according to a recent PricewaterhouseCoopers study,
which also predicted that the worldwide video-game
market will be worth $46.5 billion in 2010.]
So when you look at both as a whole, the gaming
business is double what the film business is. And I
think most analysts think it's going to continue to
surpass the film business. Where the film business used
to drive the game business, I think it's the opposite
now. I think that the gaming business as a whole is
driving film. You're going to continue to see more and
more movies based on games, just for that reason.
Getting to your question, I think the opportunity for
young and upcoming composers is tremendous. I certainly
would highly recommend young composers see if they can
get a couple of games under their belt. It's a
tremendous training ground too. I mean, I'm hearing
wonderful scores coming out.
Spectrum: It
also sounds like the process is going to be much more
agreeable for the young composer who can't just reach
into the bag of tricks and whip out something in four weeks.
JD: Correct.
I want to make it clear: obviously, I haven't done 30
games. I've only done one. But from what I glean and
from what I hear, it's just a much different process. I
would liken the game-composing process to scoring an
animated feature. When I do a feature for Disney, I'll
go in and be writing scenes very early. Many times we'll
score one or two animated reels of a film and then
months can go by as they develop more of the film. It's
a process more similar to what the video-game process is.
Spectrum: You
mentioned wonderful game scores. Could you name a few?
JD: An old
friend of mine—actually a guy I knew, interestingly
enough, in the television arena, Garry Schyman—won an
award with the score for BioShock. I thought
it was a terrific composition. There is a team of
composers that wrote for the God of War
franchises. This newest God of War really
sounded terrific.
There are people like Jack Wall and Tommy Telerico who
are writing really, really wonderful scores. And let's
go back couple of years ago to a guy who is flourishing
now in the film business, Michael Giachinno. I was first
blown away by Michael's work in—is it Medal of Honor or
Call of
Duty? That sort of thing made me take note, a
number of years ago, that the quality of the scores was
just jumping up and getting better and better very
quickly, using live ensembles, much bigger production
values, orchestras, and live choirs. In the last 10 to
15 years, maybe even the last 10 years, the quality has
really just jumped up light-years, at light-year speed.
Spectrum: The
music industry itself is in quite a bit of turmoil.
Breaking in new acts and taking them up to the superstar
level are harder and harder nowadays. Things like film
and even television—a band can get a break by just
appearing in a Buffy episode—
JD: That's true.
Spectrum:
—so film and game composing seems like it must be more
and more important nowadays.
JD: Well, it
is. You've hit on one of the biggest problems in popular
music right now. The record companies are going by the
wayside. Technology again is transforming the whole
business. And yet where there are these tremendous new
sources of revenue for bands or for composers, I also
think there is a potential pitfall, which is that of
loss of identity and uniqueness.
So this would also be part of my advice to composers
or bands: we need to find our own voices and try to be
as unique as we can. One of the problems of the last few
years with film scoring—because of the tremendous
constraints and time pressures and budget constraints
I've mentioned—film scoring by committee has become
more popular. It has inherent in it the trap of
sameness: songs and scores sounding similar to one
another. Let's remember the creative side. Let's bear in
mind that it's also an art form.
Next: Game-composing: a
3-D puzzle