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Plan for John Seguin

Plan for John Seguin
Name:John Seguin
Date Posted:Nov 15, 2005
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Blog post
Working with a Composer, Part III: The Dangers of Placeholder Music
The Dangers of Placeholder Music
This week's topic is about something that if mishandled, can make getting original music in your game very difficult.

Nobody likes to test games that they have written without music. It's much more fun to see the complete picture, right? If you have already made the decision to go with canned library music, then this is no problem. You've picked out the tracks, they're yours to include and play with, you're done!

However, some people take music (sometimes even illegal music that they couldn't use anyways -- like a tune from a favorite CD) and pop it in the game to have something going on with the music side of things. The danger here is that just like smoking and reality TV, habits die hard. Your ears will actually become addicted to that music! (Granted, of course, that you aren't repulsed immediately by it!)

It is a pyschological fact that the more times you are in contact with something, the more you grow to like it. This is why people who might continuously bump into each other have a better chance of being friends, dating, etc. The more times you hear "that song" on the radio, that you might not have ever gone out on your own and grabbed, suddenly its stuck in your head 24/7!

Good songs catch you immediately, but the Best songs are those you can hear over and over, and still find interesting... even if it takes a little more time to get into it.

Now, how does this apply to placeholder music? Well, if you stick one of these tunes in your music with the *intention* of it being a placeholder, like it or not, it will be HARD to give it up when the time comes. Even if your song isn't perfect, that first time you hear the composer's creation you'll think... "hmm... but it wasn't quite what this is that I already have..."

Solutions for placeholder blues

So what's to be done? A couple of options here:

1) Buy good-quality library music and stick with it.
You won't be the first ones, but it will be far easier on you (and your potential composer) in the long-run. I recommend this however, really only if your game has very limited market appeal, or its more of a demo, etc, because of the huge risk of having your music recognized from another source. The one exception to your music being recognized is if this is ON PURPOSE and you've managed to snag the rights to use the next U2 song in your game or something.

2) Give the composer's music more of a chance.
This is a dangerous road that I can't whole-heartedly recommend, but you can TRY to just listen and relisten and test and retest your composer's music (for at least a day or two) before giving them comments back. If they are worthy of their craft, the composer has already done this and has decided that it fits well in your game. Not even taking the time to stick it in your game to play with is doing your game and your composer a disservice.

3) Get a composer involved early on.
This is by FAR your best choice. By arranging terms with a composer early on in the process, so that they are sorta on "retainer" to start work when you need them, you can get music put in your game fast, just when you need it. Really, its silly to have in-game music before there is at least basic playability functionality. Having your character just run around in the world you build is NOT gameplay functionality.

As soon as you are realisticly ready for them, then you don't have to scramble to find someone at the last minute. You'll have evaluated their work, perhaps they've done a speculative demo for you based on your requests and you approved it, and you are confident in their abilities. You are in good shape at this point, without ever needing to feel the temptation of placeholder music.

In Part IV of this series, I will discuss techniques for evaluation of your composer's work and giving them useful feedback. Also coming up -- how to record VO (voice overs) that don't suck. I welcome your thoughts and suggestions.

John Seguin
Composer/Sound Designer
jseguin@seguinsound.com
www.seguinsound.com

Recent Blog Posts
List:09/30/07 - When Orcs Attack! Audio Post-Mortem
08/29/07 - AGDC and Organizing your Sound Files
12/21/06 - Scoring the series "Hey, Shipwreck"...
11/15/06 - Music Postmortem for Venture Arctic
06/12/06 - Sound Design: A Primer
06/01/06 - How to Produce Voice Over's that Don't Suck Part IV: Editing and Post Production
03/10/06 - How to Record Voice Overs that Don
03/07/06 - Announcing the SeguinSound Forums for Game Music and Audio

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Aaron E   (Nov 15, 2005 at 16:20 GMT)
Great information -- as always. Game audio doesn't usually seem to get much attention, but it's still very important to get right.

Thank you

Rubes   (Nov 15, 2005 at 21:34 GMT)
I'm really glad you brought up the point about placeholder music...it's so true.

These are great articles, keep them up! I'm very interested in the 'useful feedback' one coming up.

Jesse (Midhir) Liles   (Nov 15, 2005 at 22:32 GMT)
I'd love to know how to record voice overs that don't sound like they're coming out of a cardboard tube =)

Mark Berry   (Nov 15, 2005 at 22:41 GMT)
It would be interesting to hear, pardon the pun, how to record enviromental effects. I live next to the sea, so maybe I want to record the sound the sea makes brushing up againts the beach. ssssshhhhhhhhhhh Static.....

Cheers, Mark.

John Seguin   (Nov 15, 2005 at 22:49 GMT)
@Mark:
Thanks for the suggestion. I do have some tips for doing that. I will put that on my "things to write about" list and you should see an article about it in a few weeks. Thanks again.

Glad you are all finding these useful!

Ajari Wilson   (Nov 16, 2005 at 21:23 GMT)
For some reason I have been lucky enough that I haven't had that "placeholder" problem yet. Even if I feel the music I was asked to inspire from is twice or even ten times as good as mine in some cases. I still have that fear every time I write music for a game. It feels like in that kind of situation that there is nothing you can do to please the client but tell them to lease the original music and put it in the game themselves. But no matter what, we should always aim to please.
-Ajari-

Matt Huston   (Nov 17, 2005 at 04:24 GMT)
Recording voice overs that don't suck sounds interesting :)

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