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How Video Game Music Tells Stories Beyond the Screen

Recurring themes, lyrics, musical foreshadowing, and adaptive scores let games tell stories through sound as well as images.
Length5 min Posted Quest giverVGSources Team
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Video game music can reveal who is connected to whom, hint at events that have not happened yet, make a fictional place feel lived in, and respond to what the player does. It tells those stories through recurring themes, changes in arrangement, lyrics, and shifts triggered by play—not just by matching the mood of the image.

How recurring themes connect characters and events

A recurring musical idea can link a character, place, or event to earlier moments in a game. When that idea returns, the player may recognize the connection even if the screen does not explain it directly. The meaning comes from the pattern of recurrence and the surrounding story, not from a universal musical code: a particular instrument or chord does not always mean the same thing in every game.

Liam Clark’s 2022 analysis of Mother 3 examines how leitmotif can help create a shared experience between player and character. A theme can remain recognizable while its instrumentation changes, its melody breaks into fragments, or the player encounters it in a different musical context. Recognition supplies continuity; the alteration invites the player to notice what has changed. Whether that change suggests loss, distance, or something else depends on the game’s own context. Clark’s analysis of music and shared experience in Mother 3 considers these relationships, including music in battles and the role of player agency.

How music can foreshadow what happens next

A cue can make a scene feel as if it is pointing toward an approaching event. A shift in the music may create an expectation before the game confirms what it means, giving the player a clue that comes from sound rather than a visible change.

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There is bounded experimental evidence for this technique. A 2014 peer-reviewed study by Marco Scirea, Yun-Gyung Cheong, Mark Nelson, and Byung Chull Bae examined mood-expressing, procedurally generated music used to foreshadow game narrative. The IT University of Copenhagen record reports that 30 undergraduate and graduate students participated. The authors’ statistical analyses suggested that musical foreshadowing cues improved participants’ perceived consistency between music and game narrative. The study also reported an unexpected result: false foreshadowing enhanced enjoyment. That finding belongs to this experiment; it does not establish that misleading cues reliably improve games for all players or in all genres. Read the study record.

How adaptive music makes player actions part of the score

Adaptive music changes according to rules in response to player input or the game’s current state. A transition might follow an action, a change of location, or the move from exploration into combat. The player does not necessarily choose a melody directly, but what they do can help determine what the soundtrack plays and when it changes.

Emad Saedi’s thesis, Storytelling with Music: Adaptive Music in Video Games and Beyond, examines vertical and horizontal mixing and procedural music, with Gorogoa as a case study. It discusses compatible loops and the idea of the player as composer: musical material can be combined or transitioned according to the play experience. The Toronto Metropolitan University repository record identifies the thesis as a 2021 work, posted in 2024.

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Interactivity also creates a design tension. A game may need to guide a story toward a particular moment while leaving the player free to explore, pause, or take a different route. Richard Stevens describes this conflict between directed storytelling and player autonomy in a 2021 Cambridge University Press chapter. A more reactive score is not automatically a better one: changes have to serve the experience without making the music feel incoherent or fighting the player’s freedom. Stevens’s chapter on musical interactivity addresses that challenge.

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How songs make a game world feel inhabited

Music heard within a fictional setting—on a radio, in a performance space, or on a street—can do more than establish atmosphere. Its style and lyrics can suggest a place’s culture, history, or attitudes, while the song’s words carry meaning alongside the events on screen. Unlike a non-diegetic score, which supports the player’s journey from outside the fictional world, an in-world song can also feel like something the characters themselves encounter.

Composer Ravi Krishnaswami discusses writing songs for Dishonored 2 and Wolfenstein: The New Order in the Journal of Sound and Music in Games. His account distinguishes in-world music from score and describes how musical attributes can be mapped to narrative aspects of a game world on multiple levels. That opens a storytelling channel in which a song can function as part of the setting while also contributing to what the player understands about it. Read Krishnaswami’s article.

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What reactive scoring looks like in South of Midnight

South of Midnight offers a recent production example of music tied to story, place, and player action. In an Xbox Wire interview published on March 20, 2025, Audio Director Chris Fox and composer Olivier Deriviere describe a score built around what the player does and the story being uncovered. Recurring melodies, harmonies, and lyric fragments provide hints about the wider narrative; songs build toward a performed climax and react to play. The score can respond to whether the player is exploring or entering combat while retaining its core themes. The Xbox Wire interview also describes how the team began with the creatures’ stories, which led to narrative ideas and then lyrics.

The example shows how these storytelling methods can overlap. A melody can recur to connect moments, a fragment or lyric can offer a clue, and changes in the music can follow the player’s state. Deriviere also describes melody being corrupted to reflect a corrupted world. These are choices made for this particular game, not rules that every score should follow.

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Fox recalled that the idea of tying action to music emerged after a trip to the South: “players’ actions should equal musicality.” Deriviere describes the production challenge this way: “The difficulty is that you have the technology, but you still have to have the creativity and the coherency of using the technology in the right way.” The point is not simply to make a score react as often as possible; it is to make each change musically and narratively meaningful.

What to listen for

  • Recognition: Does a melody return with a character, place, or event you have encountered before?
  • Transformation: Has the theme’s instrumentation, completeness, or arrangement changed, and what has changed in the story alongside it?
  • Expectation: Does a cue seem to anticipate a development before the visuals confirm it?
  • World-building: Is the music part of the fictional setting, and do its lyrics or style suggest something about that world?
  • Player response: Does the score shift after an action or a game-state change, and does that shift feel coherent with the music and story?

These are ways to interpret a particular game, not a decoding key. The clearest reading comes from connecting what the music does to when it recurs, where it is heard, and what the player or character is experiencing.

Quick Recap

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