Quote:
Original post by yjbrown
A good relationship is worth more than ego. Ego may get you noticed but going above and beyond earns you good will. Developers would rather go back to an audio contractor that ensures that their clients are looked after than someone who's all about the credit or even worse about the money.
I agree but I don't feel this conversation is directly about this. I feel that for whatever reason ZaphrodBeeblebrox has an organic, negative response to composers who charge more than ZaphrodBeeblebrox feels is fair or more than what others charge.
Quote:
Original post by yjbrown
I'm somewhat surprised to hear that some of your composers didn't want to provide revisions, that just reflects badly on their name. Obviously, if you're changing your mind about the style of the music written that's a spec change and time should be paid for. If you've committed to provide music for a project, it's your professional obligation to provide revisions.
Well, yes and no. I feel that there is a balance of responsibility here. Yes composers should be willing to do revisions when needed and requested by the client. The client should also do their research and have a very clear vision of what is needed so they can help guide the composer and the rest of the team. Two examples of what I mean:
Back in 2006 I worked on a space game by one of the members of GD.net. The game looked AMAZING and I was really excited to be part of it! Before starting any of the compositions I asked for any reference material to help guide me. The client wasn't a musician so I told him that referring to other game soundtracks, films, cds, anything would be helpful! He provided none. I also told him that descriptive words could help like: angry, intense, fast-paced music. He provided none. So I just started writing what I felt would work for the visuals and type of game he was making. When I'd get his feedback it was completely vague. Here's one for example:
Him: I like the piece but something about it doesn't work.
(By the way I understood he wasn't a musician so I started asking questions that could help narrow down what he didn't like about the piece.) Me: Is it something that sounds high or low in the music?
Him: I don't know.
Me: Is the music going to fast or too slow?
Him: I don't know.
Me: Ok, can you tell me where in the music, time-wise, it starts happening?
Him: No.
Me: Okay, you're not giving me very much to work with here.
After doing over six drafts and never getting any solid feedback from the client I quit the project. To date this is the only project I've ever quit.
My friend and fellow composer, Will Loconto, once said to me:
Iteration just for the sake of iteration dooms a project to failure. I completely agree! So yes I agree that a composer must be willing to make revisions, the client needs to provide the needed info to help the composer. One way I put it to my clients is
"the more info you give me now, the better I can create the perfect song for this project on the first try." It is my policy to include 3-4 revisions bundled with the original rate I charge. Any revisions beyond that cost the client extra. This does something interesting to the client: it forces them to consider the changes they're requesting. For some personality types if they know the revisions will always be free then they'll be more likely to request many changes without considering if they're really needed or not. I've witnessed this first hand. But if they know that it comes at a cost or they have a limited amount of re-dos available then they'll be more cautious with them and use them when they're really needed and valid.
On top of this, I provide updates for every 30 seconds or so of music composed. This enabled the client to get frequent updates and help keep me on track instead of reacting to a full, complete song which may or may not be what they wanted. With the exception of the game I listed above, I've never had to go beyond my revision limit.
One more example (which is shorter! :P )
I've worked on a team where they wanted to iterate with every dept all of the time. "We'll keep iterating until we get it perfect!" While this sounds good and can look good on paper it is ultimately a doom state, much like Will said. Over three years later this project is still focused on making the first small section (roughly 1.5 levels) instead of focused on the overall game. Iteration for the sheer sake of iteration doesn't make good games nor does it keep teams on schedule. You must have a clear vision of what your goal is otherwise you'll be running around in circles.