An Interview with Ben Houge
(Reprinted with the kind permission of Robin Ward at
www.videogamedesign.com.)
Name: Ben Houge
Company: Sierra
Title: Musician
Ben Houge has been composing music for about 12 years now. Recently,
he got involved in creating music for Sierra On-Line. You can hear
his work right now in Leisure Suit Larry 7, or you can wait around
until King's Quest 8 is released to hear his most recent efforts.
VGD: What type of music do you listen to in your spare
time?
BH: I listen to all kinds of things, classical, pop, jazz,
whatever. Current discs in heavy rotation on my CD player include Elvis
Costello, Bjork, James Brown, Joseph Schwantner's Percussion Concerto,
Weather Report, and the former Prince.
VGD: Is there any particular type of music that you prefer
to compose?
BH: I've at least attempted to write in most of the styles
of music I listen to. I enjoy writing pop songs because they're short
and self-contained, like little sketch books where I can explore an idea
quickly and move on. They're usually in a synth-pop idiom, with some
jazzy chord progressions thrown in here and there. Writing a larger
scale classical piece brings a different kind of satisfaction, since it
has different limitations and is generally more involved. My classical
pieces tend to show the influence of minimalism distilled through people
like John Adams. The type of music I write for games is generally
somewhere in between. Electronic music is particularly interesting to
me. Recently I tried my hand at writing a country song (it would
probably get me lynched in certain circles).
VGD: Why did you want to become a game musician?
BH: It's an interesting compositional challenge to write
music to accompany something else, a collaborative art, as opposed to
just a stand-alone piece. I've written music for dance, and a bunch of
pixels moving around on computer screens isn't all that different. Plus
there's the challenge of the indeterminate length of a computer game;
you never know how long someone's going to stay on a given screen, so
that forces one to take the interactivity of the game medium into
account. With games I get to help tell a story, in much more detail
than is possible with music alone, and it is entertainment, after all,
so it tends to be pretty light-hearted. It's an awful fun way to earn a
living, and it's taught me a lot about composition!
VGD: Where do you see video game music in the next ten
years?
BH:
It would be nice to present game music at the 44.1 kHz,
16-bit CD standard for digital audio. I would imagine games will
probably be on DVD by that time, and perhaps we'll even be able to fit
96 kHz! (Hopefully PC speakers will have evolved to allow gamers to
appreciate the difference.) It's also possible that more intelligent
ways of actually including computers in the creation of music will have
evolved, perhaps along the lines of Tod Machover's hyperinstrument
research at MIT, with the goal of allowing the average untrained person
to truly interact with the soundtrack and derive creative satisfaction
from the music making process.
VGD:
Tell us about the soundtrack to King's Quest 8. Do
you incorporate elements of the soundtrack to previous
games into your work?
BH:
The music for King's Quest 8 is really fun to write.
I'm attempting to retain the heroic aspect of the music as set forth in
previous games, as well as its medieval associations. At the same time,
this game taps some non-Western musical traditions that give it a pretty
unique sound. No themes from previous King's Quest games are directly
quoted in Mask of Eternity, but I think fans of the series will notice
an aesthetic kinship between, for example, Cassima's Theme by Mark
Seibert from King's Quest V and my Sylph Theme; or the Mask of Eternity
Main Theme, by Kevin Manthei, and the main theme from King's Quest V,
also by Mark Seibert.
VGD:
How much freedom are you given when you have to
compose music? So they say "make it sound like this,
but different", or do they let you have a lot
of freedom?
BH:
They've given me a lot of artistic freedom on this
project, as well as on Larry 7. Usually I'll discuss exactly what we're
aiming for on a given scene with the producer, Mark Seibert, and once we
share a common vision, I'll come up with something. (Mark is also a
musician, as mentioned above, which has been a great help.) Of course,
Mark or Roberta still have the final say on whether or not a certain
piece of music is working in the overall scheme of the game, but
generally they are very supportive, and my first idea usually sticks.
VGD:
Are there any genres of music that you would like to
hear more in video games? If so, which ones?
BH:
In general, I think music for computer games (and, for
that matter, film) would do well to be a bit more forward-thinking.
Rather than writing something that sounds like Mahler, why not try
something genuinely new? I think there are late-twentieth century
styles of music that would serve very well to compliment the
late-twentieth century medium of the computer game; for certain titles I
could see doing something along the lines of John Zorn, Philip Glass, or
Laurie Anderson quite effectively. Having said that, I realize that
there are certain circumstances in which a more traditional approach
works best, as in Mask of Eternity, for example, since this is a game
set in the past. Even so, I'm trying not so much to write medieval
music as medieval music filtered through a modern perspective.
Instrumentation is also an area that has room for
development. As a synthesizer player, I'm all for keyboards and
synthesizers in game soundtracks, but at the same time, it's great to
see Quest for Glory V using a live orchestra for their score. And I
think it would be wild to do a computer game score for string quartet or
a similar small acoustic ensemble.
If there's something I'd like to hear less of, it's bad
techno/electronica. I have nothing against the genre, and I've even
been guilty of it myself on occasion. The problem with it is that it's
really easy to do poorly, as evidenced by far too many games out there,
particularly in the racing vein.
VGD:
Lounge music - after Leisure Suit Larry, do you love
it or hate it? :)
BH:
I'd have to say that I don't really consider much of the
music in Larry to be "lounge music." There's a lot of classic music that
goes along with the whole cocktail culture phenomenon, in jazz and other
idioms; I think it's more of a throwback to a certain sociological
classification than a musical style of its own. It's great to see some
of that experiencing a resurgence, and some of it is probably best left
in the past. But in Larry, where all manner of cultural anachronisms
are dredged up in service of a cheap laugh, nothing's off limits, and
it's hard to hate that!
VGD:
As a video game musician, do you get much chance to
play live?
BH:
Well, no, not as a video game musician (I'm trying to
imagine someone sitting on a stage in a club, playing Leisure Suit Larry
7 while I provide live accompaniment). I definitely see my strengths
more in the realm of composition than in performance. I would like to
get out and play more, although it's difficult to do so while King's
Quest is in full swing (at least, that's my current excuse).
VGD:
What do you think to the concept of getting 'big name' musicians
in to do music for games?
BH:
I'm not aware of many projects in which getting a big
name musician has significantly bolstered sales or improved the overall
gaming experience. It has been my observation that the big names cost
an awful lot more and seem to get by with contributing less. The fact
of the matter is that there are plenty of very qualified musicians out
there, lots of them more qualified than the "big names" due to the very
fickle nature of fame, and most of them can work for less, as they don't
have Lamborghinis to maintain.
VGD:
Which Hanna Barbera cartoon would you most have
liked to do the theme tune for?
BH:
That's a toughie. I'd probably say the Jetsons; love
that lydian mode! In the realm of cartoon music, I admire Carl
Stalling, who wrote a lot of Looney Toons music, and Alf Clausen's wide
range of work on the Simpsons.
VGD:
Thanks!
Reprinted with the kind permission of Robin Ward at
www.videogamedesign.com.