|1-Interview with Bjorn A. Lynne |1- Part II Continued... Do have a lot of freedom in what you create? Usually I am told quite specifically what to write. Does that ever annoy you? No. It is a nice challenge. It is not like I cannot discuss it with them. I can always say "Yeah, I agree with that, but how about this, or that". They always listen. Usually the game designer or producer has an idea. I start from that, then maybe I will suggest slight adjustments. Which do you think is more important: Sound effects or Music? Sound effects are probably more important. They are more a part of the actual gameplay. But the music is important as well. Do you enjoy doing the sound effects for games? I enjoy writing the music more. It is not as though I find doing the sound effects really boring. Doing the sound effects for Worms for example was hilarious. I did all the sound and music for the animated cut scenes. Is there any music style you would feel uncomfortable with? I think I still have a lot to learn in classical music scoring, and full orchestral arrangements. I would not say that was the only area I have more to learn in, but that is probably the most difficult way of writing music, a proper classical music score but I am working on it. Apart from that I feel fairly confident in most other things. So you wouldn't be worried if you were asked to write a heavy metal track tomorrow? No problem. I have done that! I actually played in a heavy metal band! What is your favourite platform to write for? There is no such thing as a favourite platform, but there is such a thing as a favourite music configuration. Now you can do digital audio streaming, which means the music is played more or less directly from the CD during the game. In Worms the music is played straight from CD. If you are only using the CD to load data between the levels, if you are not going to use the CD-ROM while you are playing, you might as well use it to play the music. That can be done with PC-CD and Amiga-CD, as well as the next generation consoles like the PlayStation. With these it is just like recording music for a normal CD. Then I can use all my equipment, all the memory I want, as many sound channels as I want, just do anything. Do you feel computer musicians get the credit they deserve? Yes. I bet you were expecting me to say no! In all fairness, for something like Worms, some people have been working on that game for three years. I worked on it for three or four months. I am not asking to be put on the front page or stuff like that. The guys who program and design the games usually spend so much more time on the games than the musician does. Having said that, for certain specific projects like this Witchwood game, I am doing so much music. I have been working on that in between other things for seven months. It is a huge project for me as well. Then again the programmers have been working on it for two and a half years! Eight hours a day, every day. So I think we get our fair share of credit, just as much as the programmers and stuff. Now that games like Wipeout have set the precedent, do you feel threatened by the prospect of commercial music groups contributing to soundtracks? No. I have not really thought about it that much. I do not see it as a big problem. If you are a good musician you will have work. They are a part of the music scene, so why should they be kept out just because they have released an album. I have done that myself! So no, I don't see that as a problem. You have producers from movies producing and designing computer games. There is going to be more and more of a cross-over between the computer games industry and the music and film industry. With technology improving now, games can contain full-motion video sequences, full CD soundtracks, so there is going to be a cross-over there. Now that CD-Quality sound has become the norm, do you feel there is a bigger pressure on you to produce great results? No. I feel there is a pressure on me if I am asked to produce great results using a system with limitations. I feel that is the main problem. I have no problem writing music with all my gear, it's when I have to go back and write eight-channel FM sounds that I have a problem. These days people are expecting it to sound good. When I present something within these limitations I feel that is an awkward situation. I just have to explain this to people. They often say "Bjorn, can we hear this piece you did for this or that scene in a game", and I have to say to them that it is just General MIDI or FM. I play the stuff and they say "oh, it doesn't sound very good". That is the system limitations. I feel much more comfortable actually writing the piece to CD-Quality. Is there any game that you would have loved to have written the music for? Oh plenty, lots. I am a big fan of most of the MicroProse games, like UFO, many of their simulations and stuff. I would like to work for MicroProse! Apart from Team 17, I have always admired MicroProse. I think they do really good quality stuff. Two or three years ago I thought that if I was ever going to work for a software company, it would be Team 17 or MicroProse. So you have achieved your dream then? Yeah! Now that more and more small development teams are being swallowed up by the bigger publishers, do you think there are less and less opportunities to get into the industry? No, not really. What we see normally is people starting a games development from their home. They might not have all the flashy cut scenes, full soundtrack, or professional actors, but they can design the basic game. That is what the big companies are looking for. If they do that, the big company can take these guys in, at which point they have access to all the flashy bits and actors., plus all the stuff that is needed to publish a game. That is exactly what we did with Worms actually. This guy had been writing this game in his bedroom for three years. He designed the game and everything, but there was no fancy graphics, no sound, no intros or cut scenes, but the game was there, and that was the most important thing. So we took him in here, and we gave him all these things. So does he now work for Team 17? He will be soon. He is having a long holiday at the moment. He has been working day in, day out for three years. What are your thoughts on 3D sound techniques, such as Dolby Surround and Qsound? I have not studied them that much to be honest. There is a guy coming up here next week to do a demonstration of Qsound. But the main problem I have found with it so far is that it is very heavy on the system. It takes a lot of CPU power and sound channels to get it working properly. But there is going to be more and more of it in the future. From now on we are going to seriously consider it for every game. What are your main musical influences? My first big musical influence was the Electric Light Orchestra. I loved them. Lots of pop/rock stuff, like David Bowie, and all that stuff. Just like anyone else really. Did you try to write music in that style, or did you have a go at everything straight away? I just had a go at everything straight away. I was always interested in all music. I try to keep a very open mind. It is not difficult because I like a lot of different music. Would you welcome the opportunity to work in other media's, such as film and television? Oh yeah. Very much. I am doing very small corporate videos and stuff, like presentation videos for dentists and doctors, and multimedia presentations for conferences. As I said though I think there is going to be more and more of a cross-over between the computer games industry and the film and television industry. You will have people coming from the television and film industry to the games industry. Who else in the industry do you admire? No specific names. Do you feel you are really pushing the boundaries and are ahead of everyone else, or do think you are about the same? Oh no. I think there are lots of good musicians out there, it is just that I don't know them personally. I usually do not notice the names that much. I have a few friends working for companies here and there. There is a very good friend of mine from Finland, called Sepo, or Fleshbrain from the Amiga scene. I have always really admired his work. I think he is the best. But he is not working for a software company right now. If I was a software company, I would hire him! He is, in my opinion, the best. You recorded a CD together didn't you? Yeah. That was great. That was in 1992. Was that enjoyable? Yeah. We never actually met you know. Really? Yes. He way in Finland, and I was in Norway. I did my tracks, and he did his tracks, and we sent them back and forth, suggested stuff to each other, and added little bits. We had a BBS, and were exchanging files and stuff like that. We never actually met although we made and released this CD together. Final business then. What is your favourite game of all time? That's a tough one. I think I'd have to say Worms. It is so playable, it is so enjoyable. More than any other game I have seen, it is also a social thing. You get together with a few friends and play it. It is so much fun, and you can configure the game any way you wish. Probably my all time favourite game. I love games! After the interview, Bjorn played me some of his latest soundtracks. They were AMAZING. This guy has talent. Anyway, I hope you found the interview enjoyable. Ben Thomas AKA -*{ WOoKiE of CArNaGE }*-