The Making of the Quest for Glory V Soundtrack


The original Quest for Glory was made in 1989, a time when games were just beginning to have scores. Did you listen to the original MIDI scores for the early games?

I did. I especially spent time with Quest for Glory IV, since it was the most recent of the series. A great deal of creativity obviously went into these games, but I was frustrated with the limitations of the technology. You have to realize that I've always worked with outstanding musicians and high-end recording studios. It was a little tough to listen to the Quest for Glory I-IV MIDI score and get enthused. However, having said that, I did find a number of wonderful themes and memorable motifs throughout.

How did you approach writing the new score?

I began by totally covering my studio walls with concept sketches from the Quest for Glory V art team. Next, I spent hours and hours with Lori Cole and Terry Robinson - picking their brains about the why's, who's, and how's behind every drawing. Finally, as I began to FEEL things about the story, the characters, the places, and so on, the music began to come out.

Working on the Quest for Glory V OvertureI started with a handful of musical sketches - rough arrangements done on synthesizers - and put them out on our Quest for Glory V website. Then, I invited the fans of the series to listen to them and give me their feedback. It was a bold move, to put something so raw out there. But people responded like crazy. I received hundreds of e-mails, and surprisingly, most were very positive.

But there was one area where I totally missed the boat, and the fans let me know about it, in no uncertain terms. My Quest for Glory V overture was not what the fans wanted, nor expected. This was primarily because I left out the traditional Quest for Glory theme. I had always planned to include the theme later in the game, but I wanted to write my own overture. The fans would have none of that self-serving nonsense! They wanted their theme in the overture, and that was all there was to it. Some of them were very explicit about it. So I re-wrote the overture, included the original theme, and sent a copy to a select group of the toughest, most critical respondents. Every single one of them wrote back to me and expressed their approbation for the new overture. When that happened, I figured it was OK to keep it.


Tell me about working with Lori Cole.

Working with Lori has been an awesome experience. There were times in the development when I would visit with her several times a day. I made myself quite a pest, I'm afraid. But I had to get inside her head. I would say things like "Tell me about going into Minos' fortress. Why am I there? Am I scared, angry, brave? Are there surprises and pitfalls waiting for me? What are they? Is Minos' wretchedly wicked, or just bad?" And so on, like this. She would then paint vivid descriptions of the actions that would take place between each character, and the emotions she wanted to convey through the game.

The reaction to the soundtrack has been overwhelmingly positive from the gaming trades. Give me an idea of the scope of the project.

My goal from the beginning was to fashion a game soundtrack that approached the quality of a film soundtrack, at least in terms of composition and fidelity. I wanted something that people would listen to and really enjoy. The gaming magazines have been most kind in judging that we have met this goal in every way.

But one of your arguments for the game music Grammy is that game music is intrinsically different from other types of music, including film scoring.

Keep in mind that the goal was to achieve the quality of a film score, not to copy the linear approach of film scoring. The computer game is an interactive animal - you have to have musical solutions to an almost endless array of possibilities. And they have to fit well together in a variety of combinations. This is a challenge that the film composer doesn't face.

Also, there's the sheer mass of a game score compared to a film score. A film typically includes 45-70 minutes of music broken into 15-20 different tracks. Quest for Glory V has over two hundred distinct cuts of music, presented in a non-linear fashion, in an attempt to cover 40-50 hours of entertaining game play. This all makes for a great deal of complex scoring. In fact, I'm still churning stuff out.


You've acknowledged that the soundtracks on many adventure games often sound repetitious and banal. How will Quest for Glory V be different?

What's the point of putting music in the game so that people will get tired of it and turn it off? We've put a lot of energy in trying to make the music in Quest for Glory V much different from the other stuff that's out there. In the end, I've come up with four different approaches to minimize banality and repetition.

First, I've developed "global music sets" for each of the major areas in the game. For example, when the character first encounters the island of Silmaria, there is a specific piece of music that "welcomes" the player to the island. As the character explores, there are twenty different variations of that piece that fade in and out. We've programmed it so that there will be no repetition. And the music disappears completely from time to time, allowing the ambient sounds of each area to speak, and giving the player's ears a welcome rest from the drone of music. During the nighttime, a completely different set of music will play, giving the same area an entirely different mood.

In several areas, such as the Dryad Woods, the Oracle Island, and the Gnome Ann's Land Inn, there are unique musical events that are designed to occur only once. These are scattered throughout the game, offering a fresh supply of musical rewards waiting to be discovered. For instance, one of the puzzles involves a woman's voice heard through the trees. As the hero unravels each part of this puzzle, a new line will be sung to form the melody of a song that is only called forth once the puzzle is completed…

Some music is scripted to play only at certain important times when the game needs to evoke a certain, specific emotion. As an example, there are a series of scenes with Katrina the vampire, each with their own different musical underscore suited to the specific mood of the scene.

Lastly, I've occasionally used the old traditional Music Loop. However, by writing in a non-rhythmic, constantly modulating, and /or ambient style I hope to make these few loops unnoticeable, or at least irrelevant. These loops are generally reserved for places and events that are not meant to drag on too terribly long...

 

Page 1 Professional Background
Page 2 The State of Computer Game Soundtracks
Page 3 The Making of the Quest for Glory V Soundtrack
Page 4 Technical Info
Page 5 Future Plans

 

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