Showing posts with label Dragon Warrior. Show all posts
Showing posts with label Dragon Warrior. Show all posts

Monday, April 1, 2019

Behind the scenes: NACVGM 6

I wanted to take a few moments to reflect about my experience at the 6th annual North American Conference on Video Game Music, which I’m flying back from right now.  NACVGM 6 was held at the University of Hartford, Hartt School, in their beautiful Millard Auditorium.  

One of my main takeaways after seeing four NACVGMs (1, 4, 5, and 6) now is how the quality of presentations has grown.  To me that showcases the importance of a conference like this: by seeing and hearing other scholars’ work, there is a general elevation of the research and knowledge.  The conference has also grown physically as well.  I’d guess that keynotes at the first NACVGM had about 70 in attendance and that keynotes in the last two broke 100 attendees.  

Some of my favorite papers included the very first one, by Elizabeth Medina-Gray, analyzing the talking sound from the first Dragon Warrior/Quest.  Really interesting to consider this short sound that I’d only thought of as noise in relation to the key of the game, and as a musical entity.  I’ve often asked my students what the sound in the first Legend of Zelda is meant to represent— typing? talking?— so this was right up my alley.  Elizabeth's presentation really set a standard for the conference.  Two other highlights for me were Steven Reale and Isaac Hraga’s joint presentation about their work over the last year having composition and implementation lessons at Youngstown State.  Very inspiring and I’m hoping to implement some aspects of that work at U-M in the coming year.  Also, William Ayers had a paper that I found very fascinating about echolocation in video games.  While he started talking about games where players play as dolphins, most interesting to me was when he turned to the matter of horror games where the player’s in-game sight is restricted.  I show Lurking often in Video Game Music class if the students want to do horror games and I love how this sort of game design ties in the importance of sound to the gameplay mechanics.  Really awesome. 

Steve Reale and Isaac Hraga presenting

Of course the Wilbert Roget II’s keynote address was really amazing.  He presented on a history of using middleware in his game experience.  I loved this because the technology is relatively new, has changed a lot through time, and also no one has really focused on that before in a talk that I’ve heard.  Instead, usually the compositional process is the focus or how that process has changed through time more than the implementation aspect.  

Will Roget's keynote

This NACVGM was definitely memorable in another way: a lockdown on campus during lunch on the second day, related with a stabbing incident in the dorms.  Sadly, many of us are familiar with lockdowns from instances at our own institutions, so we were able to handle it fairly gracefully.  The lockdown lasted a couple of hours, and after a bit of frantic texting and communication, Elizabeth Medina-Gray and I were still in the auditorium— we never left for lunch— and as members of the conference committee, were able to restart the conference a bit late and catch up by the end of the day, still ending on time.  Ryan Thompson was a huge help too, coordinating many matters and even allowing the other members of the NACVGM committee to watch over Skype.  One issue that presenters worried about was the topic of the afternoon presentations, which had to do with first person shooters and other violence and horror in games.  However, we persevered and gave appropriate content warnings ahead of these presentations.  The lockdown was soon lifted and folks were able to return to campus, get their luggage and belongings, and rejoin us in person.  While luckily none of the NACVGM participants or attendees were hurt, our thoughts went out to the students who were injured in this incident.  

When I return to GameSoundCon in the fall to co-chair their academic branch with colleague, Dr. Dana Plank, we hope to continue to spread the word about NACVGM there and drum up more interest.  It’s clear that the conference’s future is looking strong.  Next year, NACVGM 7 will be held at Ithaca, hosted by Elizabeth Medina-Gray.  Hope you might attend!  I find NACVGM to be inspiring and motivating, making me want to move toward some publication goals I have upcoming.  Beyond that, it’s simply fun to dork out with a community that loves video games and game audio.  


Let me know if you have any questions about NACVGM.  NACVGM 5 was live streamed and many portions of it are hosted on YouTube.  A few of the virtual talks from NACVGM 6 are available as well, and were excellent: both Kaitlin Saari’s video on Breath of the Wild (she really set a new standard for these!) and Ryan Thompson's video’s on Esports were stand outs that you might be interested in checking out.  

Wednesday, August 21, 2013

My Gaming Audio History: Dragon Warrior (1989)

Dragon Warrior may have been the first RPG I ever played.  Or perhaps I got Final Fantasy first, I'm not sure.  Either way, it began a love affair with the RPG genre.  Actually, the more I learn about this game audio stuff, the more glad I am that I loved RPGs so much.  They seem to be regarded as one of the hardest (if not the hardest) genre to work on.  At least, Alexander Brandon thinks so in his book, and I'm inclined to believe him!  I think I played Dragon Warrior a lot and just found it too hard.  I didn't want to spend so much time leveling up and didn't like the first person viewpoint.  Much later, I came back to the game and finally beat it.  I do have hardcore nostalgia for this game.  I can still remember drawings in Nintendo power of a dragon and this level up card that came with the game and showed the experience necessary for each level, when you learned what spell etc, and a large fold out map of the world!  

I watched this playthrough today.



Koichi Sugiyama.  Nicknamed the "big boss of game music."  Now that I've learned a little about him, it's no surprise that his music sounds very classical in nature.  He's a conductor and composed for film and commercials; already famous in Japan before writing music for video games, he got invited to work at Enix by writing them a fan note on a postcard.  These stories older musicians getting into game music give me hope that if I wanted to get into it later in life I could!  I love his answer about composing the main theme of Dragon Warrior in five minutes: "People are surprised when I say it took five minutes to compose.  I had 50 odd years of living experience up to that point.  You could say it took fifty years and five minutes!"  According to Wikipedia, Sugiyama organized the first ever video game concerts.  Here's another great link on Sugiyama's music and influence.  This is the only Dragon Warrior (Quest) game that I played, so I don't know his other music, but how cool to learn that someone who wrote the music to a game I played so many years ago is prolific, well respected, and inspirational!  

Here's a link to the symphonic version of the music.  The Battle music is particularly improved in the orchestrated version.  I really like these arrangements because they don't just play through the music, they give variations, pauses, and sometimes new material in with the music as well.  Plus, it's amazing to hear these pieces in orchestra, made the same year as the game!  Clearly, this man was thinking well beyond the limitations of the NES (Famicon in his cases, actually).  

Here's my usual breakdown of the track info and the link I used to hear the soundtrack: 

-Title screen: F major.  42 sec.  10 sec intro (doesn't repeat).  32 sec loop.  Intro is a trumpet call.  10 sec intro (doesn't repeat) (6) A B C D.
-Throne room: A minor.  30 sec.  A B.  Sounds very baroque with figuration and counterpoint.  
-Castle: A minor.  15 sec.  Same as the throne room music, but only the A section.  Also, a different sound is used in the melody.  
-Town: F major.  25 sec.  A B B'.  Very classical phrase structure.
-Overworld: D minor.  17 sec.  A A'  Alberti bass.  Very "classical" in sound, thus old.  
-Battle: F minor.  22 sec.  A A' B(4).  Entry music into battle is 2 sec gliss of V7 (C7).  Then 20 sec loop.  Glissandos up to each melodic tone.  
-Cave: F.  13 sec.  Very eerie sounding-- tritones.  As you go lower in the cave/dungeon, this music is transposed down and slowed.  This is to give the effect of getting more spooky and deeper into another world.  Coming back up has the reverse effect as the pitch speeds up and quickens!  It transposes by minor 3rd for a diminished feel overall:  D (14 sec).  B (15 sec).  Ab (16 sec).  F (17 sec).  D (18 sec).  B (19 sec).  Ab (20 sec.)
-Cursed: 2.5 sec.  Octave B's and Bbs, then a tritone, E, back to Bb.  Not sure what "key" to call this.
-Dragon Lord: Eb minor.  27 sec.  2 bar intro(vamp?) then 7 bar melodic phrase.  Very chromatic!  Marching minor third in the bass.  Melody plays over and then a third joins above the melody.  
-Ending: C major.  48 sec.  Intro (11 sec) doesn't repeat.  37 sec loop plays twice, then on to ending.  Intro A B C D(10) A B C D(10) A B B' E.  bVi-bVII-I.  Opening fanfare is reminiscent of the Title music.  I also like how the end of section B references the Castle/Throne room music.  My favorite part is the sequence in section C.  I also like the hemiola in section D.  This music acts almost like exit music in a show, referencing music heard earlier.  
-Game over: D minor.  4.5 sec.  
-Rainbow drop: C major.  4.5 sec.  7th chords!  
-Silver harp: G9 (11? 13?) + gliss sound that has a dominant feel.  5 sec.  
-Enemy defeated: C gliss.  2 sec.  
-Fairy Flute: Gliss and G7.  5 sec.  
-Level up: F major.  2 sec.  Quick turn around.  
-Gwaelin: F major.  5 sec.  Waltz!  
-Sleep: C major.  2 sec.