From Skyrim to Skellige: Fantasy Video Game Music Within a Neo-Mediaevalist Paradigm

IF 0.3 0 MUSIC
Brenda Lamb, Barnabas G. Smith
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引用次数: 2

Abstract

Situated within similar digital fantasy environments, The Elder Scrolls V: Skyrim and The Witcher 3: Wild Hunt share numerous aspects of design, including geographical formations, architectural design, and cultural indicators. Music cues are also implemented in similar ways in both games, with either layered stems or complete tracks dynamically adapting to the players’ actions. While both their non-diegetic scores aim to support landscape and emotion within the gameworld, differing musical approaches see various utilizations of orchestral, vocal, and folk music elements. It is in fact the diegetic music found in each gameworld, predominantly performed by characters throughout the environments, that share the most musical commonalities in approach yet differ vastly in output. This in-game music espouses approximations of fourteenth-century and neo-mediaevalist traditions, but as creations of fantasy these musical endeavours are often historically inaccurate. This presents a compelling musical dichotomy of fantasy tropes and historical depictions, and it is these differing musical approaches that this article aims to explore.
从Skyrim到Skellige:新媒介主义范式下的奇幻电子游戏音乐
《上古卷轴V:天际线》和《巫师3:狂野狩猎》位于类似的数字幻想环境中,在设计方面有很多共同之处,包括地理结构、建筑设计和文化指标。音乐提示在两款游戏中也以类似的方式实现,分层的词干或完整的音轨动态适应玩家的动作。虽然他们的非数字乐谱都旨在支持游戏世界中的景观和情感,但不同的音乐方法看到了管弦乐、声乐和民间音乐元素的各种利用。事实上,每个游戏世界中的diegetic音乐,主要由整个环境中的角色表演,在方法上有着最多的音乐共性,但在输出上却有着巨大的差异。这种游戏中的音乐近似于14世纪和新中世纪的传统,但作为幻想的创作,这些音乐作品在历史上往往是不准确的。这呈现了一种令人信服的幻想比喻和历史描述的音乐二分法,而这篇文章旨在探索这些不同的音乐方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
0.30
自引率
0.00%
发文量
12
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