[NewMusic] art vs commerce - AKA craft
olorin at lmi.net
olorin at lmi.net
Mon Dec 31 00:09:42 PST 2007
interesting discussion and lots of excellent points brought up on both sides.
basic premise - can video game music be considered art? well, in my
opinion, only if you believe the soundtracks from excellent high
quality commercials at the superbowl are art. or perhaps howard
shore's excellent 'Lord Of The Rings' score - would that be considered
art?
to me, these are examples of high quality craft, not quite pure art
but not pablum of the cookie cutter techno or rap/RNB variety either.
video games lie on that continuum somewhere, but i'd say they tend
towards craft, not art. you might even say 'innovative craft'. the
quality is certainly improving. i've never played Myst myself, but i
cracked open an older game called Obsidian with music by thomas
dolby/headspace and it was definitely a notch up on the music quality
scale. i've certainly heard things by amon tobin in his videogame
soundtrack that are far more artistic sounding than that.
i've no doubt that those who write music or design sounds for these
games are generally passionately devoted to them - it's a shitload of
work for sure, and the newness of the medium can make it certainly
seem as if one is treading on new ground. but this is illusion, for
while the structure is more non-linear in nature than a simple movie
its content is fairly similar and must adhere to rules that would
attract its target audience.
since the early 19th century when beethoven (probably among others - i
believe you might ask mr goodheart for further details) finally made
the distinction between music made for purely artistic purposes and
music made as a 'work for hire' we have had these two distinctions
with us.
there have been composers who created output as artists, not concerned
about the audiences or money that the art would make, supporting
themselves by teaching, or conducting, or working in post offices. and
there have been composers writing for money, writing from their heart
and with passion, but doing it for money nonetheless, subjecting
themselves to restrictions but figuring out creative ways around them.
when businesses were numerous and the music jobs and needs varied and
plentiful, there was a lot of healthy cross fertilization going on.
composers often flitted back and forth between purely artistic music
and music for commercial needs and requirements. film music especially
deepened and broadened the range of what could be considered 'just
entertainment'vs art. prokofiev composed music for film for example
and bernard hermann (psycho, cape fear) brought atonality into horror
movies.
yet as the music and entertainment industry began its rise and
capitalism created fewer and fewer conglomerate corporations what was
created had less diversity - more quantity, absolutely (we're
currently drowning in it) but far less diversity and quality year by
year, decade by decade. more importantly, the gap between art and
commerce widened further as artistic expression itself became more
modern, more conceptually abstract, and less representational.
composers like ligeti, stockhausen, berio and xenakis wrote music that
would be simply alien to lovers of beethoven and bach's music, however
efficiently one can clearly trace the lineage and development. we
still got excellent crossovers from time to time - miles davis agartha
and pangea for example - but fewer and far between, the distance
becoming greater. late john coltrane, sun ra, the AACM, these all were
trying to express a world where pleasant triads and tonic dominant
relationships were not enough - textural expression really blossomed
within these musics with the use of extended techniques as well as
early synthesizers and electronics setups.
now in the 21st century, new media and technology have created some of
the most fertile crossovers yet, and we have a huge variety of
textural and orchestrational colors to be sure, but structurally,
formally, we are still largely enslaved to simple musical structures
and forms in the world of commerce. cyclical beats are king in the
video game world - IDM, techno, house, goa, trance, the list goes on.
minimal music such as reich/glass/riley fits in well with these
aesthetics, and basic orchestrational language ala 1920s prokofiev,
but the boundary between this groove based mentality and say the
rhythmic complexity and textural organization of xenakis, or the
microtonal world of phil niblock or harry partch is huge at this point.
nobody making music in the new music fields of non-idiomatic free
improvisation, or music inspired by new music like penderecki, ligeti,
stockhausen, braxton, the AACM, the FMP records scene, etc should be
under the slightest belief that they will have an audience or to able
to support themselves doing that kind of music. because of this, we
can call ourselves artists, and what we do is called 'pure' art -
which means art with NO compromises - art made at the highest
conceptual expressive level. those who make this kind of art may
rightly feel that theirs is the true artistic expression, and perhaps
that time will show that theirs was the true voice of the future.
on the other hand those who are passionate about art made for
commercial gain can come to believe that their work has artistic value
even though they had to make it with compromises, and believe that
their work will be remembered for generations to come. there is
nothing wrong with composing works for hire - its extremely common.
but no one making this uber popular stuff should be under the delusion
that such work will be considered a valuable work of art 2 or 3
decades in the future. again, that is not to say it won't be - jerry
goldsmith's score for 'chinatown' or ennio morricone's scores for
sergio leone movies are music that crosses heavily over into artistic
territory - but can they really be compared to something like mahler's
9th symphony, in the end?
as far as i can see the video game world has a LONG way to go to
approach that depth of expression and artistic excellence, much less
to start touching on structural and formal complexities covered in new
music and improvisation - but by that point companies would have to be
willing to lose tens of millions of game development money on a purely
artistic score for a purely artistic game that would make essentially
NO money.
welcome to the world of pure art.
scott
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