By Winifred Phillips
Winner of the worldwide tune Award Gold Medal for a good ebook within the box of music · Winner of the nationwide Indie Excellence ebook Award · Winner of the Nonfiction e-book Award (Gold Winner) · Winner of the once a year online game song Award (Best Publication)
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Additional resources for A Composer’s Guide to Game Music
Brian Schmidt, for reading the manuscript and offering his wisdom and guidance. Senior editorial assistant Virginia Crossman of the MIT Press, for her helpful feedback. MIT Press associate editor Katie Helke Dokshina, catalog manager Susan Clark, and all of the editorial and marketing staff members of the MIT Press, for their invaluable support. A special note of gratitude to Karen Collins, who paved the way for game music scholarship and set the standard for writing about game audio. The members of the music press who continue to support game music by reviewing game soundtrack releases and interviewing game composers, thereby helping to spread awareness of the vibrant world of game music.
In recent years, some game developers have begun to recognize this problem and have included special settings that ease the difficulty level for new players. In an article for game industry site Gamasutra, editor Simon Parkin observes, 舠It is, almost without exception, preferable to design a game in such a way that beginners can find enjoyment on the low hanging branches, while those with ability to climb to the top of the tree are free to do so, and reap the rewards for their efforts舡 (2011). Ideally, we should not only be gamers, but game fans.
The fact that our industry has come such a long way in such a relatively short time is an indication of the rapid rate of innovation and advancement. Video game graphics started with simple geometrical shapes in a two-dimensional environment. Fifty-five years later, game graphics are now depicting complex and realistic objects containing tens of thousands of polygons, and environments that can be fully explored in all three dimensions. The simple physics calculations of early games have now matured into sophisticated systems incorporating such object characteristics as density, buoyancy, and friction in order to create environments that behave in realistic ways when manipulated and disintegrate realistically when destroyed.
A Composer’s Guide to Game Music by Winifred Phillips