Game Ideas Unlimited: Songs
November 28, 2003 in Articles

From the title of this piece, you might expect this to be an article discussing the use of music in games. I think that’s a laudable topic, and would be very interested in something on that line–but the truth is that I never use music in my games. Part of it is that such music playback systems as I still have in working order (that is, not counting the recording equipment that is older than some of my readers and hasn’t worked for as long as they’ve been alive) is of an insufficient technology level to be effectively used for this. Part of it is that I don’t care for distractions when I’m running games, and to me both the technical side of getting the music to play and the music playing in the background would be distractions. (Remember, I was a disk jockey for a while; maybe I just overcomplicate it.) Whatever the reason, I don’t use music at all in my games. That’s probably all the better for you, as most of the music with which I’m familiar, whether it’s symphonic and choral music from Praetorius to Randall Thompson, contemporary Christian music from the early eighties, rock and pop hits from the sixties and seventies, or a few scraps of jazz, would be completely unknown to most of my readers. My musical tastes are eclectic and obscure, I’m afraid, and if I did use music in my games, you probably wouldn’t benefit significantly from knowing what music I did use. Since most of my gamers would be as unfamiliar with these as most of my readers, perhaps it is better that I don’t use it. The fact is, for better or worse, I don’t.
That fact is made the stranger by virtue of the incongruous fact that I am also a composer. I was a composer long before I was a game designer, before I was an author. I could go back to the late sixties and find pieces I’d written (none of them particularly good, but you have to start somewhere), and part of me still thinks of myself as a composer and musician above all else. I never integrated music into my games because it never occurred to me to do so, and now I’m not certain how to add it. Besides, we don’t have a stereo in the kitchen, and running music from the other room seems an unnecessary complication.
The most common question asked universally of composers is this: which do you write first, the words or the music? The usual answer to this question is the extremely uninformative response, it depends. Depends on what you ask? Well, it just depends. We can give you examples, but we can’t explain it. I can think of many songs in which I had some neat lyric ideas in search of a melody; just as commonly, I can remember dabbing out an interesting chord progression or melodic line and looking for words to fill it. There are even songs in which the words and melody, and sometimes the full orchestration, were birthed at once, as I started singing, or even singing and playing, the new idea.
Game designers perhaps get asked fewer questions. I suppose that composers have a mystique about them which game designers do not. People wish they could do what composers do, but think they cannot; on the other hand, if they wish they could do what game designers do, they generally think it’s not that tough and jump into trying to do it. That’s fine; I don’t mind people discovering that creating a game is not any easier than writing a song (and quite frankly is in some ways more difficult, given the same level of basic understanding). Yet sometimes the questions are asked, and the common one seems to parallel that asked of composers: what do you create first, the setting or the system?
The answer to this is also eerily parallel: again, it depends. I’ve designed entire games from a setting idea, but equally from a system idea. I’ve had games come together as setting and system simultaneously. More to the point, given the more limited experience I’ve had as a game designer (I’ve already forgotten over a hundred of the songs I’ve written; I’ve not yet finished a dozen game designs), I see it in the work of others. If you’ve got a great setting idea that needs its own system, then you start with the setting and build the system from it. If you’ve got a neat mechanic that would work well as part of the core mechanics of a game, you build that and expand with the setting.
And again, sometimes you find that the setting and the system spring to life together, each feeding from the other.
This makes more sense than you might expect. After all, for most composers of songs (the famous lyricist/composer teams may or may not be included in this), we’re not creating words set to music, or music with words attached, but a song. The feeling that the words express must be consonant with the mood of the melody; the emotional dynamic of the progression must be conveyed and amplified by the lyrics. We’re not writing two things that we put together; we’re writing one thing that has two distinguishable parts. So, too, the game designer isn’t creating a setting and a system most times, but a game.
If you’ll permit me to push the comparison further, those two distinguishable parts may be distinguishable in the analysis, but they are not as clearly distinct in the reality. Frequently the structure of the lyric is part of the music–word phrases are written whose strong staccato pronunciations amplify the rhythms of the music, or music is written to draw out the flow of the words. I have often said that nearly ever sentence can be teased into giving up its own melody; without too much difficulty, I could sing this article to you, improvising what the melody needs to do with each phrase, because the words and the music are inextricably tied together in a song. The words are music, and the music words.
So, too, setting and system are not as distinct as you may think. I have noticed of Multiverser since it was published that the current world setting in which the character is playing becomes part of the rules that control play, even without altering any of the rules as we understand them. Introducing a setting steeped in challenge will lead most players to play with a view to tactics, meeting the challenges, while a setting in which moral and ethical issues are a major part of the background often brings out strongly issue-oriented play, and yet another which is strange and peaceful calls for more explorative approaches. Setting is system; it is that part of system that dictates location-dependent events and encounters. System meanwhile is setting, that part of setting that controls what happens, how the world is altered. Roleplaying game theorist Ron Edwards has said that system is the equivalent of time in the game: it is the aspect of the game that controls change within the world. Thus even fully generic and universal systems become fully integrated into their settings, as system and setting are parts of the same whole, not elements in a construction kit but definitions overlaid by distinctions we’ve made. Anyone who has ever, after taking a bit of college level psychology, tried to figure out where their spirit ends and their body begins, understands this. We can see that each has a clear place that is its own, but the edges between them are too fuzzy to identify.
This all has a practical side as well. As you’re writing a song, it is often the case that the emphasis will shift. At this point, you need the lyrics to go a new direction, and that means that the music must change to support the lyrics; yet at another point it will be a need to do something different musically which demands a change in the words. In the same way, sometimes in your game design efforts it will be evident that some necessary aspect of the setting requires mechanical support, and you need to make the system work for that element of setting; but sometimes it will be apparent that the implications of your system will drive the setting in a new direction which you must pursue. You don’t do one or the other; you knit the two together even as you create them, each designed to work with the other.
I suspect that the best songs and the best games are made this way. At any rate, I have the most success when I don’t try to formulate how to do it, but just find the right starting point and move from there to whatever is needed next, until the work is complete. It is the method I recommend.
Next week, something different.
—–
M. Joseph Young is co-author of Multiverser and Vice President for Development at Valdron Inc. His many contributions to online literature are indexed for convenience, and he looks forward to discussing these things by e-mail or on our Gaming Outpost forums.