Friday, December 6, 2013

Interview with Ben Connor, Sound Design

Foreword

I conducted a brief interview with Ben Connor, known elsewhere as Fyresale, in regards to some of his thoughts on independent games and how music is involved with them. Ben Connor mainly works with music, and is attempting to release his first album some time in December, 2013.

In Regards to Independent Games and Music

Andrew J. Wells: Salutations! I am Andrew J. Wells, and I've been writing about various aspects of game design. Could you tell us your name and what you do?

Ben Connor: Evening, Andrew! My name is Ben Connor, and I train my skills in sound engineering and music composition for various small projects, as well as practice both fields as a hobby.

Andrew J. Wells: Perfect! I've always cared for music myself, just haven't had much in the way of talent. Now, we've worked a little bit together in regards to independent game design, what are your thoughts on the field as a whole?

Ben Connor: In all honesty, I see the entirety of independent development as an excellent opportunity to show what small organizations and groups can really accomplish, given the lack of support that larger AAA development companies usually have backing them up. I've seen plenty of indie titles that have worked out marvelously, due to the ability of creative minds weaving together ideas and different talents to come up with something great. It's honestly pretty admirable in my eyes.

Andrew J. Wells: That's an opinion I tend to back as well; what even small groups or even individuals can accomplish is amazing, given the main video game industry's habit of slower innovation. You do specialize in music though, so are there any independent games that you feel really use music and/or mechanics effectively?

Ben Connor: One of my favorite examples of that is Darren Korb's work on the soundtrack for Bastion. The rustic, blues-ish feel of the music created for that game helped blend the visual style and story fantastically, in a way that I find rare to see and hear. I'm happy to give props to the people who know how to make their music hone in so well to the overall tone and design of their projects.

Andrew J. Wells: Music is certainly quite important to design, I feel that it is sometimes overlooked with regrettable results. I think you may have (but correct me if I'm wrong) played Sequence, which is a very good example of innovation in the rhythm game genre. What is your thoughts on a game that places mechanics and music at its forefront?

Ben Connor: Yep, I have played through Sequence a few times. It'll forever be one of my favorite music-based games, mostly because of how Iridium Studios designed it to revolve around an RPG-esque mechanic alongside its wonderful rhythm aspects. Sequence is an excellent example that rhythm gaming still has breath, since it did what nobody else tried to do by branching out and breaking new grounds, and the developers pulled it off really well in the long run.

Andrew J. Wells: It is a very good example of the sort of innovation you can't see elsewhere in the field. This is more of a music-oriented question, but if you have played some of Space Funeral, how would you say that the music choices made by the game's creator affects the experience?

Ben Connor: I haven't played all that much of Space Funeral, in all honesty. Even though it's been a bit of time since I tried it, I do recall the tone of the music implemented in the game. Like the rest of the game (from what I can tell so far, anyway), I'd say that the music conveys the overall tone of slight confusion and psychedelia fairly well. I'll have to get back into it and continue playing before I'm able to come up with a better impression.
Andrew J. Wells: Fair enough, though just your initial impression is a much appreciated response. That's all I need to ask, at the moment. Thank you very much for sharing your thoughts with me.

Ben Connor: Absolutely, I'm happy to do so. Thank you for the interview.

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