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Transcript of Exploring the role of identity in videogame music, with relevance to the player, the composer and...
Undergraduate Name: Andrew O Grady
Title of Dissertation: Exploring the role of identity invideogame music, with relevance to theplayer, the composer and the in-gamecharacter
Degree Title: Bachelor of Arts in Irish and Music
Subject Title: Music
Undergraduate Name: Andrew O Grady
I.D Number: 10140921
Title of Dissertation: Exploring the role of identity invideogame music, with relevance to theplayer, the composer and the in-gamecharacter
Internal Supervisor: Dr. Michael Murphy
External Supervisor: Dr. Paul Everett
Degree Title: Bachelor of Arts in Irish and Music
Subject Title: Music
Date: 27/01/2014
Word Count: 9,489
ii
Acknowledgments
Firstly I would like to thank my family for their continuous
support over the past year in preparing this dissertation.
Without their support this would not be completed.
Secondly I would like to thank Dr. Michael Murphy, Mary
Immaculate College Limerick, for all his help, criticism and
continuous questioning which helped me think outside the box
and to re- examine different aspects of video game music.
Finally, I would like to thank my friends for keeping me
motivated when times got tough and they were able to provide
support to encourage me to keep going. Thank you.
iv
AbstractThis dissertation will examine the role of identity in video
games with the player, the composer and the in-game character.
This work will show how video game companies try to get the
players to immerse themselves in the games. Firstly it will
demonstrate how the player is able to interact with the music
and how their identity is shown through video game music. It
will show us how even though with the addition of the player’s
personal music it can change the overall mood and emotion of
the game. Secondly, it will show how the composers use their
identities to compose scores for these games. It will show how
composers learn techniques and various styles to create a
particular theme for these games. Finally, this work will
highlight how the identity of the in-game character is
reflected through the music and how it is related to both the
player and the composer. It will show how the characters are
related to the music, whether it is by the title of the song,
or the compositional techniques the composer uses.
v
Table of Contents
Acknowledgments..................................................iiiAbstract..........................................................iv
Table of Contents..................................................vDeclaration.......................................................vi
Literature Review................................................viiIntroduction.......................................................1
Chapter 1: Exploring the identity of the player through video game music..............................................................3
Chapter 2: Exploring how Identity is expressed through the composer...........................................................9
Chapter 3: Exploring how video game music relates to the identity of the protagonist................................................16
Conclusion........................................................20Bibliography......................................................21
vi
DeclarationI hereby declare that this dissertation represents my own work
and has not been submitted, in whole or in part, by me or
another person for the purpose of obtaining any other credit/
grade. I agree that this dissertation may be made available by
the College to future students and research purposes.
Signature: ____________________
Date: ____________________
vii
Literature Review
Many resources provide information about identity with Role
Playing Games. There is not a lot on how identity plays a role
in the video game music and that is what this dissertation
will prove using valuable resources. This dissertation will
use scores to outline how the composers created the music.
This dissertation will examine how players are looking for a
deeper immersion and how they are able to express their
identity through the music they play. This dissertation will
also prove how the identity of the in-game character is a
combination of the player and the composer. This dissertation
will use books, websites and interviews to prove this
statement. Below are the more valuable resources used.
A. Wharton and K. Collins (2011) examine the role of immersion
in video games. They aimed to investigate how interaction in
video games plays an important role when creating video games.
They revealed in through study different application for the
addition of personal music into video games. They were able to
prove that music plays an important part in video games. This
case study will prove to be a valuable resource as it will
help explore immersion and identities in video games.
The work of W. Gibbons (2011) will prove invaluable throughout
this dissertation as he examined how the music of Bioshock (2K
Games,2007) was a mixture of original scores by Garry Schyman
and licensed popular music and as this dissertation analyses
Bioshock in detail, the work of Gibbons shall be consulted. Heviii
explored how the original scores not only provide a deep
interaction and immersion level to the game but the licensed
music can also add to the idea of a narrative element. He goes
on to declare that the music is depicting the demise of the
city and that ironically, popular music is able to maintain
the dystopian atmosphere that is recognisable throughout
Bioshock.
Collins, K. (2008) explores many different aspects related to
video game music such as commercial uses to spatial uses and
so forth. It also investigates how it can be become the
product of pressures from cultural, economic and ideological
situations. This book has raised many questions as to how the
implementation of music in video games can help to give the
player a deeper immersion and express their identity in a
number of ways. It explores what happens when the music and
the image are played together but have two different meanings.
It also focuses on future possibilities for video game music
and the production and distribution of popular music in video
games. This book covers a wide range of aspect rekated to
video game music for those who are just interested in playing
games or for others who are studying video game music. This
book is a helpful source for a general overview of video
games.
Gee. J. P (2007) explores numerous relationships between video
games and learning using electronic resources. He dives into
the world of First Person Shooters and reveals how players are
able to relate to their characters. He points out how we are
all able to lose ourselves in video games because we becomeix
attached to this fictional character. He investigates various
means of identity like virtual identity, real-world identity
and projective identity. He demonstrates the difference
between each one, and how they differ from each other, by
playing these games and trying to show his identity in the
games. He also suggests the techniques to integrate identity
work in a classroom environment as it helps to develop active
learning for particular situations. He compares different
experiences, identities contexts etc. to how a student would
assess different problems in the classroom. The work of J.P.
Gee is a significant point of reference when analysing the
integration of video game use in a school environment.
This dissertation is important because game producers are
always looking at new ways for players to interact with the
games they play. It also proves that the identity of the
composer plays a major role in scoring these games. It will
prove that the identity of the in-game character is a
combination of the player’s identity and the composer’s
identity. There is very little information about identity in
video game music and that is why this dissertation will be
valuable for further research.
x
Introduction
Expressing identity through video game music is a topic that
has not been widely researched. In today’s culture where
identity is to do with everything around us, it can shape who
you are as a person and can often prove to be very significant
towards companies promoting their products to get the customer
to buy them. It helps to differentiate between more than one
identity in a particular situation. For example the music a
person listens to, this music is made available worldwide, yet
not everyone will appreciate it. This is all down to identity
and how people react to it. It is the exact same with video
game music and how a person can tailor the music they listen
to in the game to represent them and also to bring them on to
another level of playing. Composers not only create music for
video games but also films, TV etc broadening their career
opportunities. They spend years learning different styles and
techniques to which they can incorporate into the music they
have been commissioned to write. They begin on small scores
and slowly become recognised by production companies. They
then become confident in their abilities and begin to create
fully integrated scores which are used worldwide on various
media formats.
The 70’s saw the beginning of a new era which was “heavily
influenced by developing technologies associated with audio,
video, and data storage” (Grimshaw, Tan, & Lipscomb, 2013).
When we look back over the past 40 odd years, many
1
developments have occurred and video game producers and
designers are always looking for ways to break boundaries and
push the technology to new levels. The role of identity has
always played a role in video games as games companies want
players to be able to connect to the characters in the game
which eventually led to the First Person Shooter (FPS) and
Role Playing Games (RPG) we have today.
Chapter 1 will explore the relationship of identity within
videogame music and how the player can express their identity
through the music they play and through character
customisation. This will be demonstrated through the means of
a study that allowed users to incorporate music they listened
to daily into the game. It would also show how the gaming
experience was altered because the music didn’t match how the
character responded in the game. This chapter will also show
us how players are able to interact on a deep and personal
level to video games. The music written for games was
commissioned for a particular purpose which is meant to
release certain emotions. When the music is altered or
changed, different emotions are expressed, and these are not
always the intentions the game producers wanted.
Chapter 2 will explore how the composer expresses his identity
when creating the music for the video games. What styles he or
she has studied, researched and used and how they implemented
these techniques in the music they composed. This will be
explored through an examination of the pieces the composer
wrote and how they resemble/share similar characteristics to
other composers. This will show how composers are able to come2
up with ideas and work around them with full scale orchestras
and high quality sound effects to help create the musical idea
the game producers are looking for to apply in the video game.
Chapter 3 will explore how the music in the game represents
the identity of the characters in the game. It will
investigate how the cues in the game tell the story and the
way the story is related to the character. It will demonstrate
ways in which the music is directly linked to the character
and how the music changes to coincide with the characters
developments in the game. This chapter will demonstrate how
the player and the composer’s identity combine to give the
identity of the in-game character. This will illustrate how
the player and the composer are able to create one unique
character with each and every play of the game.
Overall, this dissertation is to demonstrate how gaming
companies emphasise the role of identity in video game music
in order to sell games and generate profits. It will
illustrate how identity plays a major role in immersion and
interaction of video games. It will show us how identity can
be expressed and the outcome these expressions have on the
overall gaming experience.
3
Chapter 1: Exploring the identity of the player through video
game music.
Identity in video games is a very prominent feature now days.
Most games on the market today have one way or another of
showing or expressing Identity. From First Person Shooters
(FPS) to Role-Playing Games (RPG) for example allow for
complete immersion. This is also made even more recognisable
with the perfect score to help bring out the identity of the
player. The music for these games has to be written to
coincide with a particular storyline or cut scene or a pre-
programmed event. This is the consideration taken before the
player even buys the game and loads it into their device. This
part has to be thought out thoroughly otherwise the music
would not have an effect on the character. The composers in
charge of writing these pieces take note of what they are
writing and also listen to each step of the process to make
sure they get the right response and right reaction from the
producers. Another consideration is what particular emotions
the player is experiencing, whether they are sympathetic
towards certain characters or are they just playing it because
they are bored. This is a tough section as music can bring
about different emotions in people. Not everyone will have the
same reaction to the same piece of music but generally they
will all be thinking of the same idea or theme. Some of these
ideas have to be thought about in order to understand the true
meaning of identity in video game music. Another consideration4
for the player and how he or she is expressing their identity
is what effect it has on the player after they have completed
a particular scene or even the game for that matter. These
entire components combine together to give us one whole form
to which we can study video game music through identity.
Some studies have been carried out in the field of video game
music and identity but they generally focused on “sociological
aspects of identity formation as resistance rather than
passive consumption, and on the role of the media in fixing
meaning and value” (Beard & Gloag, 2005)
But the main idea that was not mentioned or studied was how
the player finds himself or herself in the music. Another
theme than can be found within identity in video game music is
subject position. This is a term generally found in film music
in which the composers create certain pieces directly related
to the main character to try and get a closer bond between the
player and the main character within the game. Composers have
been trying to examine how they can link popular music and
identity together by analysing instrumental and vocal styles,
production techniques and other forms of identifying music.
Microsoft allows users to create their own playlist on the x-
box and play their own music while playing the video game of
their choice. (Collins, 2008) This allows for freedom with
identity allowing each player to customise the way they play
the game while their own music is playing in the background.
Even though the music doesn’t coincide with the storyline nor
has any major significance with the characters in the game, it
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gives the player more choice as to what they want to listen to
and it may even bring out a response of emotion that was not
programmed to happen. In some instances when playing a game of
your choice and listening to your own custom playlist, the
music will stop to allow a cut scene or a particular event
happen in the game and then continue on after the cut scene is
over.
Sony came up with an idea similar to that of Microsoft, with
the PS2 (Playstation 2), which also allowed players create
their own playlists and add CDs to certain games. These games
allowed the players to pause the game mid play, open the tray
and insert a CD of their choice. This only worked for certain
games which became problematic. Every time a player would open
the tray to load a disk, the game would freeze, and inserting
a new disc causes the PS2 to read CD thinking it to be the
game disc thus resulting in loosing game footage and having to
start over at your last save point.
Another major development in the video game music industry
would be that of Ubisofts increasingly popular game Rocksmith
(Ubisoft, 2011). This game allows the player to directly plug
in to their gaming device via a jack lead their own guitar.
Whether it is a semi-acoustic guitar, electric guitar or even
a bass guitar, Rocksmith teaches the players how to play certain
well known songs. From beginners to the more advanced and even
expert, Rocksmith has challenges every step of the way so that
you are learning. Even though it is catered towards those who
have base their identity or have an interest in rock music, it
6
is still a great way of learning how to play the guitar and
maybe even gaining an interest in a different genre of music.
The pilot study was released in 2011 and covers various
obstacles and barriers with immersion and identity in video
games. Each participant, ranging from 19 to 30, was asked to
be involved in the study. There were mixed experiences as some
people had never played with this particular console or never
played with the particular game and others had spent a
significant amount of time playing this game and games like
it. Some of the participants brought their own music players
and one volunteer said she “found it unsettling when there was
no music at all” in particular fight scenes. (Wharton &
Collins, 2011)
Players are able to insert their own music into the console
and were given the opportunity to do this. This was to
experiment with different sounds and emotions that playing
non-scripted music would have on each participant. For the
study the researchers had pre-selected a group of 25 songs
from different genres to cater for everybody’s personal
interest. The volunteers were asked to reflect after each
checkpoint on how the music they selected affected them. This
also gave the volunteers the option to change their music
selection if they wanted. (Wharton & Collins, 2011)
This pilot study was created to examine how customization can
be used in video games. This would allow the players to
experience a deeper immersion and involvement in the game.
When the player selected their song to be played through the
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console, this allows their identity to be created through the
music. This is music they would have listened to everyday and
would be fairly tuned into what they were listening to. One
particular volunteer in the study listened to the music of the
game used even when he was at home. Was it the music in the
game that persuaded him to do this? What is to say this person
only listens to video game scores? This is his identity, it is
what he has grown up doing, playing and all the time listening
and learning.
The music chosen had a wide range of solutions on each of the
players. Their immersion and emotional state were analyzed to
truly understand what was happening to them during the video
game. Some of the volunteers found it difficult to engage with
the game because their music could be playing something happy
whilst in the game there were scenes of total mayhem. Emotions
were conflicted and did not allow them to reach the desired
level of immersion the researchers were looking for. The
players were looking for the desired music that helped them to
relate to the game, to create meaning and to understand what
was happening in the game. Many different outcomes were found
when these players were looking for this interaction. They
wanted a dynamic range of emotion, to be able to reduce their
anxiety levels and to help to improve their game play
experience. It did not help them to understand what was
happening. Moreover, a perfect quote to demonstrate this is
“One cannot imagine removing Howard Shore’s score from such a
fully integrated work as The Lord of the Rings movies and
replacing it with user defined content” (Wharton & Collins,
8
2011). This completely throws the players off and their
identity and immersion is thrown into question. They try to
find a reason for this problem but fail to find any solid
proof.
There are three main types of identities when discussing
immersion and interactivity with video game music. There is
virtual identity, real-world identity and projective identity.
This is the identity of the player and how they are developing
with the in-game character. In BioShock (2K Games, 2007), the
character of jack is portrayed through the eyes of the player.
All the decisions are helping develop the outcome of the in-
game character. For example, the player gets to choose whether
he or she decides to “harvest” the little sisters in the game
and use different power-ups to personalize how they play the
game. Each decision is entirely down to the player. They
decide how to do things their way to achieve a particular
outcome in the game.
Secondly, real-world identity is that of the player themselves
and how they manage to portray themselves outside the game
with a resemblance and reference to the character they play in
the game. A non-virtual person playing a computer/video game.
This is emphasising the real world character of the character.
In the real world, the player can have many different
identities which make them who they are. The player can be
varied from a teenager who has a particular style and taste to
that of an elderly person with completely different taste and
objectives in life. This means that it could be a teenager
looking for a new hobby or for a person with a College degree9
researching this topic because they have a keen interest in
video games or other ideas on the study of video games. These
identities become visible only when the player implements them
in their playing of the game and in fact any of these real
world identities can be portrayed through BioShock. What
identities were in question when the player decides to work on
the characters strengths and only use the wrench (used as a
weapon to kill)? What identity was clearly visible when the
player decides to spend time exploring the game and killing
splicers (game characters) even though it was not part of the
main story? When the player decided to upgrade his weapons to
the max instead of the ADAM for his special abilities? A lot
of things are going on when this happens.
Thirdly, the idea of projective identity, with two different
meanings of the word projectivity, both meaning “to project
one’s value and desires onto the virtual character” and
“seeing the virtual character as one’s own project in the
making, a creature whom I imbue with a certain trajectory
through time defined by my aspirations for what I want that
character to be and become (with limitations of his or her
capacity, and within the resources the game designer has given
me” (Gee, 2007). Games like BioShock allow players free
decisions in the formation of their virtual characters
throughout the game. This is where the player begins to wonder
what type of “person” he or she would like their character to
be and in the case of BioShock there is one perfect example. As
the main character progresses through the game, he comes
across Little Sisters and their Big Daddy. After the player
10
has beaten the Big Daddy, he or she then has the opportunity
to either harvest the Little Sister or save them. This is
where morality comes into perspective and whichever choice the
player chooses can and will affect the outcome of the game.
There are two different sequences if the player saves them and
harvests them. A really good role playing game (RPG) would
make the player think about their decisions and consider the
values of what to do and what not to do.
Immersion in video games is something game companies are
always trying to improve on. Good designers and writers have
the ability to create a world that is very well put together
so that players can have no problem losing themselves in the
virtual reality. This can be tricky as sometimes the player
just wants to escape to another world without having to be
reminded of a particular event or situation. Anything that
tells the player over and over again ruins the immersion
experience for him or her although some gamers prefer cut
scenes as “it is an obvious reminder that this is a game
rather than an alternate reality” (Marx, 2007) which gamers
require
The kind of person the player wants the character in the game
to be is his or her means of projective identity. Although
these are the goals the player wishes to produce with their
character, the projective identity is the players and that of
the in-game character. Towards the end of the game, the
objective with identity is that the player should be
comfortable with their decisions in developing and creating
the in-game character. 11
“While good video games offer players ample opportunity to
practice and even automatize their skills at various levels,
they also always build in many opportunities for learners to
operate at the outer edge of their regime of competence” (Gee,
2007, p. 68). This can cause the player to rethink their
choices and maybe even come up with a new route, thus giving
the opportunity for even more variable identities throughout
the game. It is all down to the identity of the player and how
they wish to play the game that gives it that sense of
immersion that the video game companies were trying to
achieve.
A lot of the music for BioShock was designed to help drag the
outside player into the world of the in-game character. The
composer and the game producers have done this in such a way
that every time the player picks up the controller, he or she
is transported into a new world within a matter of minutes.
The use of sound effects like the musique concrète (the
coughing, and the water) assists on another level to help the
player connect to the in-game character and also to the music
that is played.
12
Chapter 2: Exploring how Identity is expressed through the
composer.
The world in which our music is based in today has changed
greatly over the past century. Yet, there still remain hints
and particular references to those who have come before us.
Performers these days play the music of those who are deceased
in order to better their musical ability and to get an
improved understating of the music that was played around that
time. Composers themselves learn their abilities and
techniques by studying works from the past and put these
techniques and stylings into the music they create. When asked
about how they came up with a particular theme or idea,
composers would say where they got their inspiration from and
what type of techniques they would have used when creating the
music. Scholars dedicate enormous amounts of time and effort
to study these musical masters in order to better their
understanding of the piece. The game producers give the
composers a set of guidelines that they wish for them to
follow. For example in an interview with Gametrailers.com,
Garry Schyman told us the producers and directors asked him
not to use any computer generated audio. Everything he had to
create was to use a full orchestra and different techniques to
get the desired effect (Schyman, 2013). The past is ever so
evident in the world today which brings up the question of, do
composers today feel like they have to compare their work to
those greats dead and gone? Should they be compared to these13
composers even though it is their own work? Should they even
be considered in the same category of these composers? These
are the questions that will be resolved in this section.
With regards to anxiety of influence, a lot is to be
considered. Even though these composers and musicians are
trying to create something different, they are still
incorporating aspects of the past composers because they are
the influences that have helped them to become who they are in
the world today. This basically means that in order to create
a new idea, something that has never been seen or heard of
before, one must resist all the temptations of the past and
focus on what you, as a composer/ artist, are trying to create
without trying to borrow ideas from previous composers. If
you take the two words separately, a better meaning is
understood. Anxiety is defined as “a feeling of worry, nervousness,
or unease about something with an uncertain outcome” and
influence is defined as “the capacity to have an effect on the
character, development, or behaviour of someone or something,
or the effect itself” (Oxford Dictionaries, 2013) When we
combine these two words together we get an overall sense of a
crushing weight which must be resisted and protested to make
space for a new idea or vision.
With regards to video game music, it is a harder subject to
talk about. Do we compare these composers to the greats even
though the music they create is for video games and not for
open air performances? In the beginning of the 70s and 80s
there was recognisable difference between the music over a
hundred years ago and that which was being played through the14
video game consoles. The music of video games was based on 8-
bit and 16-bit formats and the music was specifically written
in that format for these particular games. Now that video game
music has become more involved with the use of full orchestras
and a wide range of instruments, one begins to see an
overlapping of ideas from music that was composed over 100
years ago and the music one can see in video games today. One
of those pieces is Cohens Scherzo no.7 from the game BioShock.
Written by Garry Schyman in the year 2007, it incorporates
different styles and techniques. In his interview for
Gamefront.com he says “a piano solo that I wrote in the style of the late
romantic composers with a touch of modernism from the early 20th century”. (Game
Front, 2007) He does say that he incorporated styles and
techniques from specific composers but does not state what
composers and from what era.
Composers like Schyman have tried to reconnect with these
thoughts but they cannot escape their past. Composition
becomes a struggle which leads to composers taking ideas and
motifs from other composers and swapping them, mixing them, or
even as little as changing the rhythmic pattern, but no matter
how many changes they make, the main idea can still be heard.
This further reinforces that this older form is getting harder
and harder to move away from. We see a lot of composers these
days implementing techniques of composers from the past, but
saying that they are unable to produce music due to anxiety of
influence from these composers is too extreme to tell. For
example, that is like saying musicians these days are trying
to create something different to what has not already been
15
created. Another example would be the king of pop Michael
Jackson. He invented the dance pop video and to see where it
led his is career is extraordinary. These days, new artists
coming into the spotlight are trying to do all these fancy
moves in their videos but are still unable to match his
artistic capabilities. The same can be said about composers
for film and general music. Some would be of the opinion they
are reproducing what composers have used in the past but just
in different ways. Even though music for video games is still
in its infancy, there are a lot of techniques composers can
use to try and emulate new styles whilst incorporating
different computer generated sounds and styling’s to produce
different effects.
Even though we can see Schyman used similar techniques to
Chopin, it is still considered an original piece. He did not
directly copy the piece; one could say that it is a variation
of the original with added 20th century techniques to create
something different and unique for the game. Schyman did say
that he did use techniques from older composers and techniques
from the 20th century to create this piece but to say that it
is a complete copy is not true. Schyman has studied 20th
century composition and knows a lot about it to try and write
in that particular style. So does it bring in to question that
fact he suffers from anxiety of influence? Maybe, we just
don’t know. He has set out to create a piece from a certain
period to replicate within the game that coincided to what the
producers of the game wanted. So does it make it fair for us
to call it a replication or a copy?
16
Perhaps the most memorable piece of music to come from BioShock
is “Cohen’s Masterpiece” This piece appears halfway into the
game. Schyman drew ideas from composers such as Rachmaninoff
and Chopin to create and use different aspects of their
compositions. He used Rachmaninoff because of who he was as a
composer and the music he wrote. Considered the last romantic
composer of his time, almost like a ghost of those before him,
Rachmaninoff always looked for ways to get people more
involved in his music. Schyman used these particular struggles
when he was writing the music. The idea behind it was if
anyone was to play it, it would sound as if they were
struggling to play it and that the frustration would take over
and win. Schyman took a couple of days it was very intense,
complex let alone hard to play. Schyman drew inspiration from
Frederic Chopin’s etude.
Fig 1: Frederic Chopin, Etude Op. 25. No. 12.[Online]
17
Fig 2: Garry Schyman, Cohen’s Scherzo No. 7 “Andante con
Fuoco”[Online]
If we compare pieces, Cohen’s Masterpiece is similar to
Frederic Chopin’s Etude Op. 25 No. 12. These are similar
because both pieces are ascending in a rapid arpeggio
movement. Cohen’s masterpiece was written for its complexity
because the idea behind it was that whoever tried to play it
was meant to struggle and suffer and never always to strive
for perfection. Schyman was looking for a piece of music that
was highly virtuosic yet still playable for those who wished.
When we compare the two titles, we learn a lot more about why
Schyman wrote in such a similar style. Over the years Chopin’s
Etude has received the nickname “The Ocean” as it is to
resemble the waves in a storm and mimicking their movement
backwards and forwards. Schyman used this idea because it is
similar thematic idea to create the movement of waves. If one
takes another look at the titles and we can see two different
things. For the tempo marking of Chopin’s etude, we see
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“Allegro molto con Fuoco” which means lively and furious. In
stark contrast to this we have Cohen’s Scherzo with the tempo
marking of “Andante con Fuoco”. This in itself is odd as when
we translate the meanings, we are met with slow but in a fiery
manner. This is probably meant to be a joke as the title of
the piece is Cohen’s Scherzo. Scherzo in Italian means joke
but generally it is a piece that is lively almost to that of a
playful character. This resembles the identity of Sander Cohen
in the game. He is this playful character with a sick sense of
humour.
When looking at each of the pieces we see the key signature
which can also tell us a lot about the composer. Chopin’s
piece begins in C minor. This is a very dramatic key as it can
be related to tragedy and heroism all within the same key. The
Scherzo is in B flat minor which is very close to C minor.
When writing the music, Schyman was looking for some way to
connect to the character. The key represents the type of
character Cohen was. He was a character who made some
exceptional work yet made some pretty disturbing stuff. It is
a reflection of him as a character and this could say that
this is a reflection of Schyman’s identity. Always composing,
struggling and having to rewrite and re-imagine.
When writing the score for this game, Schyman tried to connect
to other composers and they would have researched and
influenced him. He used various aspects of notation and
thematic ideas to write the entire score. Leitmotifs are also
used in BioShock but in an unusual way to how they are usually
used. A leitmotif is a particular theme that repeats in19
various songs or on a different instrument. It is usually
associated to one particular character and idea or in some
cases a problematic situation. Generally in film and TV
scores, composer’s right leitmotifs to represent these ideas
and characters throughout the film or TV show, but in the case
of BioShock, the main theme, “The Ocean on his Shoulders”, is
not used again in the entire game. The techniques the composer
used are prevalent the whole way through. Interestingly
enough, this theme later on became the “Eleanor’s Lullaby” in
the sequel game BioShock 2. This second theme is used to portray
the little sister and also end the game.
Another useful technique Garry Schyman used in creating the
music of BioShock was the technique of musique concrète which
in English is known as “concrete music”. This is a technique
where the performers, composers and musical producers use
sounds from musical instruments or voices and also use
electronic synthesizers or sounds that have been recorded from
natural surroundings. The composers and musical producers pick
out what effects they want and try to use them in the project.
Possibly the most recognisable sound in BioShock is that of
flowing water. The composer and musical producers used
recordings of water to help immerse the player into a further
level of game playing. In an interview for Gametrailers.com,
Schyman said that for one particular case in the game the
character would be walking around amongst corpses and people
with physical disabilities. One of the sound effects they used
to create this was recorded elements of sick people coughing.
20
This added an eerie element to the game as it un-nerved the
player when that particular scene came into play.
Schyman took most of his musical influence from Bernard Herman
and began experimenting with different sounds and techniques.
He began experimenting with aleatoric music. This particular
technique involves chance and probability where some sections
are left up to the performer where a second section is then
written to contrast the other melody. This term became know
when lecturer Werner Meyer-Eppler used it in his teachings at
in the 1950s. He wrote “a process is said to be aleatoric...if
its course is determined in general but depends on chance in
detail” (Meyer-Eppler, 1957)
There are two different types of music used in BioShock. The
first is underscoring and the second is source music.
Underscoring is music that is heard by the player and not the
character in the film, TV or game etc. This is usually to draw
attention to particular actions or sequences happening in the
scene. Source music is music the character in the film or game
can hear. It is environmental music where either the character
interacts with something and sets it off or the character is
watching a bad play. There are many examples yet both these
musical sounding provide different experiences in the game.
This is what gives it the feeling and emotion that the game
producers are looking for.
Schyman used this technique as the music he was asked to write
for the games was music that was never written before for
games, TV or film. This was a new style which slowly crept
21
into the music industry. Every player is asked to do very
specific techniques with a wide range of latitude which can be
very frightening and he added a solo violin which became the
right style he used.
Fig 3: Garry Schyman Dancers on a String. (Only the instrument that
play the main melody)[Online]
“Dancers on a String” is a perfect example of Schyman’s use of the
aleatoric technique. The piece opens with a full ensemble
orchestra which gradually resolves to the piano and the cello
while the rest of the orchestra uses the aleatoric technique
to give it that eerie feeling of submerging underwater, that
feeling of being lost and unsure. This technique is used quiet
22
effectively in the game to draw a response from the player; it
makes the player feel uncomfortable, yet, intrigued about what
is going to happen next.
The Composers identity is prominent throughout the game from
beginning to end. He has used different styles and techniques
that he would have learned and used them in his writing. He
was also able to experiment with different techniques like
aleatoric music and musique concréte to try and give the
player a deeper immersion when playing the game.
23
Chapter 3: Exploring how video game music relates to the
identity of the protagonist.
The music which embodies the characteristics of the main
protagonist can have a varied impact on how we as players see
the character. These emotions can evolve from just listening
to the music the composer has written to try and encompass
what the main characters traits are. These emotions and sounds
can also change as the game goes along to follow a particular
storyline where the main character has a personal re-
adjustment, where they must come to terms with their new
situation and try to overcome their previous failures. They
must also make amends to those they have wronged. The previous
chapters explored how the composer was able to show his
identity in the music he created and the game chosen was
BioShock. So it is only fitting that this chapter explores the
overall music of the game to interpret what kind of character
the protagonist is.
When we first begin to play the game the music cues us into
what situation we are based in. We find ourselves as the
character floating deep underwater and we come upon a city.
The music sets an eerie scene in the beginning and gradually
builds up to a tense moment where the main character is in a
particular situation. We find the character swimming in the
ocean surrounded by debris from the plane that crashed. His
only hope of survival is to go to the lighthouse that appears
24
in the middle of the ocean exactly where the crash site is
located. With no other choice, the protagonist can only go
into the lighthouse in search of rescue and shelter from the
wreck. This is where the story begins to unfold and we learn
more about the underground city known as Rapture. We find out
who created it and for what purpose. We also learn the
downfall of the city and why it was a failure. This is where
the music becomes more prominent because it is linked to the
main character and as the story unravels so does the mind of
the character. He begins to question what is happening to him
and why it’s happening. The main theme of the game (The Ocean
on his shoulders) is prominent as it gives us a quick snippet
of what is ahead. It gradually becomes less dissonant until
the character reaches the bathysphere (under water
transportation device similar to a submarine except much
smaller) where a video begins to play in the game and tell us
what Rapture is. At this stage the music opens up, just like
the mind of the main character, together with the music the
storyline of the game unravels.
At this stage we are able to see the complexity of the main
character, as we do not know much about him; we slowly start
to uncover what kind of person he is and his true reason for
arriving in Rapture. The player slowly finds out that he
himself was a native of Rapture but was rescued and saved from
those who stayed true to the meaning of Rapture. His arrival
back to Rapture is all part of the antagonists plan to truly
control Rapture and the people still living there. This is
where the song “The Ocean on his shoulders” comes into view as
25
it represents the characters identity from the steady to the
unsteady moments. This piece gives us a true view of the type
of character the protagonist is.
The original scores for this game are very dissonant. This
shows us that it is meant to be in the game so that the player
and the protagonist question things and ponder outcomes. The
dissonance is part of the game. The player is expected to
relate to the dissonance. They are meant to hear it. It helps
the players to engage with the character and the decisions
they make together to complete the game. The dissonance
portrayed in the game helps us to evaluate what type of
character the main protagonist is and the emotions he goes
through. The ups and downs, the decisions, all end up coming
down to one particular ending. It is entirely down to the
player, the way he or she wishes to play the game and the
choices he or she makes to bring about the required ending. No
matter what choice you made in the game it all lead to the
same two endings and there was nothing the player could do to
change it.
The music in this game progressively dives into the identity
of the main protagonist and the type of character he is. The
music is very dissonant and it can be found in a wide variety
of situations and and events that alter the main characters
abilitys. For example, when the character first gets injected
with ADAM, his body is not used to it and he ends up crashing
and hitting the floor. This was an adjustment to the type of
character he is and in that, his identity changed too. He was
no longer this normal human being, he was now able to harness26
the power of electricity thanks to his injection thus changing
his identity.
The identity of the main character in the game is that of
uncertainty and unease. He is a complex character to
comprehend and in order to truly figure out what type of
character he is, the game must be played with both endings.
There are two different ending for the character to choose
from and this all comes down to the player and his choices in
the game. This is where the identities are linked together as
whatever choice the player chooses to make the in-game
character will choose and together they are linked. The scores
played when these cut scenes are shown relate to the outcome
of the character and what type of person they will become at
the end of the game. For example when the player has a moral
decision to either rescue or harvest the little sisters, which
ever path he or she chooses, a different cue will play. If the
player rescues the little sister, a happy and melodic cue will
be played. However, if the player decides to harvest the
little sister for the ADAM, a release of angry, hateful music
is played. Each decision is entirely up to the player but
whatever choice they make will affect the end result of the
game. The lead up used to either harvesting or rescuing a
little sister is “This is where they sleep”. The build up gets
louder and louder with very fast movements on the string,
getting faster and faster in anticipation. Then the music
stops and we are left with what decision the player has
chosen.
27
Identity in BioShock can be found in various aspects of the
game. When we look at the player we see how the player is able
to connect to the in-game character to express their identity
through that character. The composer is showing his identity
by writing the score for the game. He shows that by writing
the music, he is linked to the in-game character. Each action
has a sound to which the composer specifically wrote to
connect to the character. The identity of the character is
shown in reverse when analysing the player and the composer.
The character is in full, a combination of the player, the
composer and the game producers’ ideas to create one being for
a particular purpose. All of these identities are explored
through the medium of music to help connect yet contrast the
identities each player, composer or character has with each
other.
The identity of the in-game character is also shown
exceptionally well buy the use of the composers techniques and
styles. “The Ocean on his Shoulders” is an extremely suitable
title for the opening scene as it can truly tell us a lot
about the character. To suggest that everything is left to
that of the character and for him to discover the world of
Rapture is an enormous goal. Everything is left to the
character to uncover the truth about Rapture and why it failed
as an underwater utopian society for the rich and famous. The
role of identity is reasonably clear to see in BioShock and
even though all three sections of identity were researched
separately, they complement each other in different ways
through various connections.
28
The song that opens the games “The Ocean on his shoulders” is
a perfect example of the identity of in-game character. Even
the title alone tells us that the main character has this
weight on his shoulders that he must live up.
Fig. 4: Garry Schyman, The Ocean on his Shoulders, Solo Violin.
[Online]
This is the single line melody while there are other
instruments playing in the background. When played it gives
the sense of being lost, confused and alone which is exactly
how the in-game character is feeling at the time. He is coming
to terms with his situation and learning to adapt in order to
survive. He is met with challenging obstacles that will test
him as a human being and ask him to question his morality.
Then the morality of the character comes into question as the
game plays on. The in-game character is left with the choice
to either kill or harvest the little sisters. The outcomes are
different in two ways. One outcome is that the character has
overcome the mental conditioning that was placed on him as a
young child. The second outcome is that of his mental
conditioning has worked so perfectly that he has managed to
destroy Rapture, return to the surface and to take over the
world.
29
Over all the in-game character is a reflection of the identity
of the player and the identity of the composer. When the
player is in control of the character, he is updating and
customising the in-game character how he would like him to be.
The identity of the in-game character is part of the composer
because he writes the score that relates to the identity of
the character. The role of identity is pretty clear to see in
BioShock and even though all three sections of identity were
researched separately, they complement each other in different
ways through various connections.
30
Conclusion
This dissertation discussed how identity plays an important
role in how video game companies influence players to buy
games and create characters. They are looking for more ways to
encourage players to become more involved within the games.
They are always looking for possible outcomes when it comes to
immersion and identity in video games.
Chapter 1 examined how the gamer/player was able to portray
themselves through the game in their choice of music and with
their character customisation. This shows us that gaming
companies spent time in developing these ideas so that they
could express identity though a virtual means. This chapter
also discussed how the player, the in-game character and the
two combined, co-exist as one sub characterisation of the
player/gamer. This proved it was the identity of the gamer in
ways he or she though fit yet they may not have like that in
person.
Chapter 2 investigated how the composer wrote the music for
the games and how he used his influences and identity to write
the music. He/she was given a storyline which they had to
create music which flowed with that of the main character in
the game. This was shown through the music of BioShock and the
way Garry Schyman created the songs to resemble the in-game
character using the techniques he learned, that formed his
identity, through the pieces.
31
Chapter 3 explores how the player and the composers identity
combine together to give us the identity of the in-game
character. This chapter explored how the identity of the in-
game character is shown through the music scored for the game.
It shows the titles of the songs are able to relate to the
struggles of the in-game character. His identity is
represented through the music, the techniques and styles the
composer used and the attributes the player has made to the
in-game character. All these come together to give us the true
identity of the in-game character.
32
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