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21.
THE SOUNDTRACK OF A GENERATION
In
the summer of 2001, I attended my first sci-fi/fantasy convention.
Never having been a fan of either sci-fi or fantasy, I was there
mainly as an observer; the idea of a fan convention of any type
had always intrigued me. It was here, in the midst of confused
15 year-old boys and girls dressed as their favourite video game
or anime character, that I was introduced to the extreme popularity
of the game soundtrack. The soundtrack is a form I had never connected
to gaming as the majority of music on any console is historically
rather dull and elevatoresque. Although the introduction of 32-bit
(and above) consoles gave way to CD-quality sound, the soundtrack
market started well before, with the makers of particular games
recreating low-fi tunes as semi-sophisticated works. Recently,
a spat of concept albums and cover-bands
have emerged paying homage to the 8-bit joy of their youth. In
a similar nostalgic vein, game systems of the early 90s live online
through the free (though mainly pirated) distribution of emulators:
programs made to model the way a home console works, and play
the forgotten games of a particular system. This all suggests
that there may be a hopeful subcultural group rejecting the current
products of the industry, in favour of the more abstract and intuitive
earlier games as entertainment. Paradoxically, the mainstream
consumption of these forms is exemplary of the simultaneously
expanding and collapsing realm of personal choice as far as visual/digital
pleasure goes. While the gaming soundtrack was once an added and
rare attraction for only the most "hardcore" of gamers,
the industry has recognized the market and adapted accordingly,
occasionally marketing game music prior to and separate from an
actual game's release. As Kline et al point out,
young
people have been offered expanded zones for their leisure, yet
at the same time their free play has been subject to the enclosures
of digital commodity forms offered by the interactive entertainment
industry18.
Video
games are becoming the all-encompassing media form, satisfying
the needs of many previous entertainments: television (for their
game-show like outings, and episodic sequels); sporting events
(sports sims); movies (on account of the narrative grafted onto
cut-scenes); personal interaction (via online gaming); music (for
the abovementioned). They are the hyperreal; simulations discounting
their predecessor19.
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