SotA Anthology 2015-16 | Page 97

MUSI272 a better place; and guiding as their heavy reverb and growing sound suggest the openness of this new world which propels the gamer forwards to explore. However, this model of immersion theory does not take into account the use of both diegetic and non-diegetic pre-composed music. Instead, it is based on the generalisation of musical gestures as emotional cues - the musical scores for Call of Duty 4: Modern Warfare and Black Hawk Down are not identical, but both make the same musical point. Rockstar North’s Grand Theft Auto: Vice City relies heavily on pre-composed music, which Chan (2007) describes as “musical documents for cultural references to an era”; the game uses 1980s popular music as a way of contextualising the game’s setting. The player also has control over which radio station to listen to. This can both help and hinder immersion, as Crathorne (2010) suggests, “it allows the player to listen to any music he feels like at that moment, but at the same time it could be music that does not match what is going on on-screen”. If we consider Gilmore and Pine’s (1999) theory working in tandem with Crathorne’s (2010) and Chan’s (2007) suggestions, then the ability to chose the radio station elevates music from being a passive experience to an active one, and by being able to listen to their preferred genre, the player is more Fever 105: a radio station on Vice City. ©Rockstar North likely to make the emotional connection needed for ‘engrossment’; their tastes are being met and the music isn’t attempting to completely alter their current mood (Brown and Cairns, 2004). The player has made a conscious decision to listen to music that matches their current emotional state, therefore starting the game-play sequence with some level of emotional engagement. If the music does not match the onscreen action, their conscious decision to choose that particular radio station, regardless of its congruency with gameplay, can add enjoyment without detracting from immersion, as the music becomes an active part of the in-game experience. Although the player’s choice of station might not add semiotic context to the game world in the same way that the 1980s popular music tracks do, it provides reference to the player’s driving experiences in the real world, since they are granted some level of audio freedom. 97 The use of pre-composed music implemented in a noninteractive way within video games happens more widely in game trailers and nonplayable scenes. It brings with it an intertextual frame of reference that the game can either use to enhance the player’s perception of the game world, through choosing tracks whose cultural significance works in tandem with the onscreen message, or it can work in opposition, where there is a discord between the music, its semiotics, and the game world. For example, Compulsion Game’s trailer for We Happy Few uses the nursery rhyme London Bridge Has Fallen Down arranged for a glockenspiel and spoken voice. The dichotomy of music and image instantly sets the game in a dystopian world. Huiberts (2010) suggest that pre-composed music, if misplaced, can bring incorrect cultural references to the game’s setting, and that this can break immersion. However, Coulthard (2009) argues,