Abstract
This article considers how folklorism (i.e., artistic representations of folk culture) is aesthetically coded in the soundtrack of the commercially and critically successful The Witcher 3: Wild Hunt video game. Using the tripartite model developed by French musical semiotician Jean-Jacques Nattiez, I consider how the player encounters music and its attendant folklorism in the game (neutral level), how folklorism is embedded in the text through composer activities (poiesis), and how that folklorism can be interpreted by the game’s primarily Western Anglophone player-base (esthesis). The soundtrack’s folklorism as a stylistic musical phenomenon is also related to relevant ethnomusicological scholarship and considered within the larger cultural industry surrounding the game. In doing so, it is shown not only how The Witcher 3’s musical folklorism contributes to the game’s spatiotemporal aesthetics but also how creative musical intentions are transmitted, received, and mediated through the video game medium and its surrounding cultural discourses.
The Witcher 3: Wild Hunt is a video game developed by Polish studio, CD Projekt Red. Released on May 19, 2015, for the PlayStation 4, Xbox One, and PC gaming platforms, the game is the third and final instalment in a series based on the eponymous dark fantasy novels written by Polish author, Andrzej Sapkowski (Majkowski, 2018). In it, the player controls a scholarly mutated monster hunter, Geralt of Rivia, as he searches for his missing adoptive daughter in a fantasy world ravaged by war and famine, all the while contending with regional political intrigues and ancient prophecies. To claim that the game was decently successful would be an understatement; it sold roughly 6 million copies in the 6 weeks following its release and managed to remain one of Steam’s top 100 best sellers for 3 consecutive years (Fenlon, 2018; Purchese, 2015).
The game netted its Warsaw-based publisher, CD Projekt, around 271 million USD in sales and raised its profits with roughly 68 million USD in 2016 (CD Projekt, 2016). Compared to its predecessor in the series, The Witcher 2: Assassins of Kings (2011), it generated as much as 11 times more in sales revenue (Nelva, 2018). In terms of critical reception, The Witcher 3 was equally as successful, if not more so. On Metacritic (2018), its PlayStation, Xbox, and PC releases were given Metascores of 92%, 91%, and 93%, respectively.
The Witcher series, in particular the last instalment, is also notable for its reputation as an expression of Polish or pan-Slavic identity. Rather tellingly, on a 2011 diplomatic excursion to the United States, then Polish Prime Minister Donald Tusk presented president Barrack Obama with a copy of The Witcher 2: Assassins of Kings as a commemorative gift (Smith, 2015). This reputation emerged from certain facts regarding the series’ development. On the one hand, developer CD Projekt Red is at best a geographically peripheral studio in the North American-, Western European-, and Japanese-dominated game development landscape. On the other, the Witcher series is also based on the work of an author who—at the time of the first game’s release—was relatively unheard of outside his Polish homeland, with the first English translation of a Witcher novel only appearing on Western shelves 14 years after its initial publication in 1993 (Majkowski, 2018; superNOWA, 2018; Zackariasson & Wilson, 2012). Within the entire series, The Witcher 3 is arguably the most “Slavic.” This is due to its aesthetics deliberately drawing from Slavic folklore, more so than its predecessors. Incidentally, this folkloristic dimension of the game has also consistently been singled out for praise and can be seen as driving much of the game’s commercial and critical success (Blacha & Kubiński, 2016; Makuch, 2016; Majkowski, 2018; O’Dwyer, 2017a; Przybyłowicz & Gamemusic.pl, 2014). As video game documentarian Danny O’Dwyer (2017b) further notes “…it’s impossible to talk about The Witcher [3] without taking into account the cultural landscape that brought it about. This is a uniquely Slavic game and the company that created it is uniquely Polish, born out of decades of socialist rule [emphases mine].” In addition, the employment of folkloristic aesthetics become significant in a specific way when considering the game’s success. The Witcher 3 does not only present itself as a particularly “Slavic” game, but also as a financially successful commodification of “otherness,” fit for dissemination in a globalized, Western consumer-dominated market. That is, the promotion of the game’s “Slavic”-ness on behalf of the Polish design team can also, at the very least, be perceived by the typical Western gaming demographic as an expression of “otherness.” As composer and sound director Marcin Przybyłowicz & Gamemusic.pl, 2014) said in an interview with Gamemusic.pl: “We first and foremost are creating story-driven games…and around this story we [the audio production team] compose the whole world; the way it looks, the way it feels and so on. The fact is, that all of it is built upon the same Slavic bedrock and I personally think that this…should be presented to the global audience because for a Western recipient it’s still something new, exotic and at the same time very interesting.” In addition, in a review of the commercially released soundtrack written for the same publication, Bińczak and Broda (2015) write: “Some sort of surprise might be the fact that this music does not feel that much…exotic as one could have thought before the premiere [of the game]. Perhaps this might derive from the fact that we, as native Poles, somehow internally feel a kind of connection and approval for such folklore which on the other hand will become very interesting and new for someone else.” According to the above, game sound participates in the construction of The Witcher 3’s “other” or “Exotic”-identity as much as it does its Slavic one. For this reason, the construction of The Witcher 3’s folklorism extends well beyond the creative endeavors of its design team, resulting from a complex process of mediation between composer and player activities.
This article will examine how prominent Slavic and Exotic aesthetic notions of folklorism are embedded in The Witcher 3’s soundtrack. 1 As will be explained, folklorism within The Witcher 3’s soundtrack is considered to be a complex web of interrelated musical significations which emerge from both composer activities and player interactions within the game. It stands to reason that musical semiology—itself concerned with the encoding, transmission, and decoding of musical symbols—might make for a compelling analytical lens. However, any analytical framework applied to video game music must also engage with the medium’s interactive nature. In what follows, I blend approaches to musical semiology with game music study (ludomusicology) more generally to tease out folkloristic significations in The Witcher 3’s soundtrack.
A World Gripped by White Frost: Composing the Northern Realms
Game music and sound become part of the game experience in that composers and sound designers continuously consult with other departments during a game’s development to ensure that game sound “makes sense” within the various contexts it is encountered. In other words, game sound is intentionally meant to help the player “…interpret information from any one of the elements through its association with the others” (and presumably vice versa; Hart, 2014). Sound effects can indicate whether the player’s character is near death and needs healing, or whether a blow landed on an adversary. When wandering a forest, a change to more sinister background music can cue the player to imminent danger outside their field of view, like a group of bandits waiting in ambush. A tranquil bucolic flute melody accompanying the player through their exploration of a nearby village could perhaps indicate the unlikelihood of being attacked (Grimshaw, 2008). Game sound thus acquires a functional attribute in that it is meant to be directly receivable, easily interpretable, and prescriptive of context-appropriate responses (Hart, 2014).
It is clear that this type of theorizing limits itself to analyzing sound effects and the functional meanings of music in video games. However, in a brief discussion of L.A. Noire (Team Bondi, 2011), a game set in 1940s Los Angeles with a jazz-inspired soundtrack, Hart (2014) acknowledges the potential for video game music to represent or evoke a certain spatio-temporality in line with its visual or narrative aesthetics (much like cinematic media), as well as the ways in which a player’s sociocultural milieu may influence the perception of certain game elements. These two ideas are not explored in much detail. Instead, he returns to a functionalist analysis, showing how “a specific jazz tune within the game indicates a particular event is about to take place” (Hart, 2014). While this narrowing of scope is not necessarily wrong, it would be reductive merely to consider the functional aspects of video game music.
With this in mind—and considering Przybyłowicz’s remarks on writing a “Slavic”-inspired soundtrack—there operates a tension in video game music between representational aesthetics and the functional requirements dictated by gameplay. Put differently, if game music is fundamentally composed with the intention of influencing player behavior, can it simultaneously communicate other less perceivable ideas (i.e., folklorism) as well? Hart’s apparent hesitation to expound in much depth on the representational capabilities of video game music might be because it could place his analysis too close to the domain of film musicology, confounding attempts at theoretical independence. Focusing on the functional value of video game music would establish the independence of ludomusicological analysis and allow future analysts to consider the medium on its own terms. 2 Yet video games are still audio-visual media; the act of playing a game requires the simultaneous processing of congruent visual and auditory stimuli, much like cinematic media. Thus, it could be argued that asking questions regarding the representational capabilities of video game music should not necessarily intuit a conflation with film music, but rather provide an opportunity to investigate how these capabilities are transmitted through the formal, content, and audience-receptive idiosyncrasies of the medium.
Thus, to understand how ideas of folklorism are communicated in The Witcher 3’s soundtrack, a more flexible approach is required, one that accounts for music’s multivalent semantics. The work of Nattiez (1990) on musical semiotics furnishes just such an approach. Nattiez takes Jean Molino’s semiotic tripartition as a point of departure for analysis. This tripartition consists of three distinct dimensions, coined by Molino as neutral (or trace), poiesis, and esthesis, respectively (Hart, 2014, p. 286). Nattiez (1990) defines neutral as the object of analysis, poiesis as “…acts of composition” which “have engendered [the object],” and esthesis as “…acts of interpretation and perception” to which the object gives rise.
In what follows, I turn to the analysis of folklorism in The Witcher 3’s soundtrack in light of the approach briefly introduced above. The analysis will be structured according to Nattiez’s musical semiotic tripartition, starting with the Neutral and following in turn with Poiesis and Esthesis.
Semiotics of Folklorism in The Witcher 3’s Soundtrack
Neutral
This level of analysis is concerned with describing how The Witcher 3 is structured as a text and how music functions within it. Put another way, in this section, it will be investigated how and in which contexts the player hears encounters in the game. The Witcher 3’s entire soundtrack essentially comprises a collection of individual tracks written by the game’s composers. 3 These individual tracks are implemented in the game in both interactive and noninteractive contexts. Interactive contexts within the case of The Witcher 3 refer to interrelated in-game geography, the in-game time of day, and combat states. Noninteractive contexts refer to the game’s cutscenes.
Since the player hears the soundtrack in The Witcher 3 alongside their interactions with and within the game’s world, it would be useful to describe how this world is constructed and how the gameplay leads the player to navigate it.
The Witcher 3’s playable game world is set in the fantasy province of Temeria, which split into five distinct playable areas: the small human settlement of White Orchard and its surrounds, the Royal Palace at the embattled Temerian capital of Vizima, the swamplands of Velen, the entire city of Novigrad and its surrounding countryside, and the old Witcher citadel of Kaer Morhen. The Skellige Archipelago is a group of six islands all of which are explorable by the player, and is settled by a society inspired by ancient Scandinavian and Celtic populations (Przybyłowicz & Stroiński, 2015). While White Orchard, Vizima, Kaer Morhen, and Skellige have their own individual maps, Velen and Novigrad share a map. As a result, Geralt can traverse seamlessly between these two regions. The player can also orient themselves in each region through pausing the game and selecting the “Map” icon in the pop-up menu. This brings up a topographical map which shows Geralt’s current location and nearby points of interest, such as village Notice Boards, undiscovered activities (indicated with a white question mark), merchants, armorers, and blacksmiths.
Velen, Novigrad, and Skellige, being the larger maps, feature numerous small settlements as well as a varied array of notable landmarks dotted around each. Velen’s landmarks, for instance, comprise among others Crow’s Perch, the stronghold of Phillip Strenger (a local warlord), and Crookback Bog, a mysterious, dangerous marsh near the map’s eastern border. White Orchard and Kaer Morhen are considerably smaller, possess some landmarks, but feature no settlements. Exploration in Vizima, by contrast, is restricted to the main chambers of the Royal Palace. The game-world simulates weather conditions and the passing of time, with automatic transitions from daytime to nighttime. The player can also pass in-game time manually through letting Geralt meditate for a selected number of hours.
In terms of interacting with the game world, the player is free to explore the larger maps mentioned above on foot, horseback, or boat. As such, each map has at least one looping “exploration theme” (“overworld theme” in gaming parlance), which is meant to immerse the player into the location Geralt is currently exploring. The most prominent instruments heard in the overworld themes are the kemençe (a type of bowed string instrument), the bağlama saz (a type of lute), and davul (a knee-mounted drum hit with a mallet; During et al., 2001; Grove Music Online, 2001; Morris, 2001).
The Novigrad-region has an overworld theme for each of the city’s districts, the surrounding countryside, and Oxenfurt, the latter a small, single district university town located to the southeast of Novigrad City. Novigrad and Oxenfurt’s overworld themes also change depending on the time of day. This is not true of the wilderness and its settlements; the overworld themes in Velen remain the same regardless of the in-game time. It should also be mentioned that transitions from one overworld theme to another are designed to be seamless, so as to be nearly imperceptible. It is thus possible for the player to “hear” themselves in Oxenfurt only minutes after entering the city’s surrounds.
Geralt will also encounter small groups of busking musicians in the streets of Oxenfurt, Novigrad City, and taverns in each of the numerous human settlements in the wilderness. These arguably provide the only source of diegetic music in the playable game world; whether the player hears them at all and the volume at which they are heard depend on their proximity to Geralt. The musician NPCs play one of two different tracks: “A Story You Won’t Believe” and “Drink Up, There’s More,” each of which is characterized by an upbeat recorder melody with percussion accompaniment. When the player hears them, these tracks are laid over the current overworld theme. However, whenever a tavern is entered, the music occupies both diegetic and nondiegetic roles: The player can see the musicians performing the tracks in the tavern, while hearing their current performance as the nondiegetic “tavern theme.”
Geralt’s adventure is not without its hardships. The player will inevitably run into adversity in the form of either human or nonhuman foes. When approached by enemies (intentionally or unintentionally), Geralt will automatically assume a fighting stance and draw one of his swords (“Silver for Monsters, Steel for Humans”). This situation is known as a combat encounter, and the player is dynamically presented with two choices: either fight or flight. The change from an exploration to combat state is reflected in the music as well; the generally placid overworld theme changes to a more upbeat battle theme. However, this musical transition is dependent on Geralt’s proximity to the potential foes, quite possibly triggered by his drawing of his swords. By contrast, flight simply involves running away until Geralt covers enough distance for his assailants to give up pursuit. He will then sheathe his weapons and the battle theme will transition back into the overworld theme. It should also be mentioned that the battle themes, much like the overworld themes, have “regional variants.” The player will thus “hear” himself fighting in White Orchard as opposed to “hearing” himself fighting in Gildorf, Novigrad City’s wealthy district.
“Steel for Humans” and “Song of the Sword Dancer” are examples of some of the game’s battle themes. In actuality, both are arrangements of extant Central European folksongs. “Steel for Humans,” Crookback Bog’s battle theme, is a version of the Bulgarian wedding song, Oj Lazare, Tuka Ni Sa Kazali. “Song of the Sword Dancer” appears to be a traditional Belarusian carol, Biehla Staroža and is heard while engaged in combat in Novigrad’s countryside (Percival, 2007). Yet as they are meant to inform the player of proximal danger, the battle themes are distinguished from the overworld theme at an expressive level. Whereas the overworld themes are relatively slow, gentle, and melancholic, the battle themes are quick and rich in suspense. The two examples mentioned above can further be distinguished by Percival’s female vocalists, Joanna Lacher and Kristina Bogdanova, who each sings with an aggressive, guttural vocal delivery. The transition between the two themes thus clearly signals to the player that danger is afoot, and to prepare for battle.
Other originally composed battle themes do exist. However, the examples mentioned above are some of the most significant contributors to the game’s folkloristic aesthetics, and will be examined in the below discussion of the soundtrack’s poietics.
Despite the fact that Geralt is conditionally free to explore each of the playable maps, in order to reach The Witcher 3’s end, the player must guide him on a series of quests. These quests serve as the primary mechanisms which drive the main plot forward. For example, in the opening hours of the game, Geralt and his fellow Witcher companion, Vesemir, arrive at the small settlement of White Orchard, searching for Yennefer of Vengerberg, who is a former lover of Geralt. Geralt learns from the commander of a nearby military encampment that Yennefer did indeed pass through the area, but in order to learn more, he is required to rid White Orchard of a royal griffin terrorizing the countryside. This information is delivered via noninteractive cutscenes, showing the relevant characters interacting with each other and providing the motivation for the player to continue the narrative. The quest itself is divided into multiple tasks that must be accomplished, from finding the monster’s nest to brewing a lure, and, finally, slaying the griffin and returning to the commander with its head as proof of the kill. The player is free to abandon the quest at any point and to explore the map. Unless the quest is not resumed and completed at a later stage, Geralt will not learn from the commander that Yennefer is in Vizima, and ultimately fail to progress the narrative through unlocking the next quest.
The events that transpire in quests often feature tracks that aren’t heard in the player’s traversal of the game world. Quest-related cutscenes are often underscored with music suiting the scene’s atmosphere (Przybyłowicz & Remington, 2017). In Geralt’s cutscene interactions with the Three Crones of Crookback Bog, for instance, “Ladies of the Wood” evoke the eerie, mysterious nature of the witches. Other times, a quest’s task will restrict Geralt to a certain area until the relevant objective is completed. These sections are accompanied by music not generally encountered in the game world, perhaps to highlight the “narrativity” of this moment. The track, “Eyes of the Wolf,” is one such example. In the “King’s Gambit” quest, Geralt must save attendees at a banquet held at Kaer Trolde—a castle on one of the Skellige Isles—from an onslaught of enchanted bears. The music that is heard as Geralt fights the beasts is characterized by a driving beat provided by percussion, saz, and kemençe instruments, with aggressive, guttural chanting from Percival’s female vocalists, and high-pitched shrieks punctuating the music at random intervals.
Poiesis
For The Witcher 3 to rely on Eastern European folk or folklorically coded music as a means to evoke a folklorically Slavic world would seem an obvious choice. After all, as Bohlman (2002) writes: “In many different ways, folk music proclaims rather loudly that it is about place” (p. 71). Thus, to understand the Slavic referentiality in The Witcher 3’s soundtrack, it would be worth considering the particular ways in which the sound design team encoded place into the game’s soundtrack. To accomplish this, the term “Slavic music” will be problematized with reference to extant ethnohistorical and ethnomusicological scholarship on the subject and how it applies to the structure and style of The Witcher 3’s soundtrack.
Up to this point, the term “Slavic” has been purposefully used in its most conventionally understood sense: that is denoting or pertaining to modern geographically adjacent nation states which make up the majority of Central and Eastern Europe. These countries, stretching from the Balkans to western parts of Russia, have traditionally been grouped together in opposition to “Western Europe.” The term has also been used as a broad ethnic classification, often serving multiple political agendas. The idea of a unified ethnic “Slavdom” coincided with the rise of nationalist thought in many Eastern European states throughout the 19th century (Zlatar, 2007). This was also eventually used in expansionist Pan-Slavic narratives espoused by imperialist Russia and later by the Soviet Union, justifying the forcible absorption of weaker adjacent nations on the basis of shared ethnic heritage (Curta, 2004; Majkowski, 2018). As with most ideological conceptions of ethnic unity, the reality is considerably more complex. While it might be true that there was a prehistoric “Proto-Slavic” people, by the 10th century, internal patterns of migration had been responsible for their dispersion across the Eastern European region into roughly three broad linguistic groups. These would eventually become the ancestors of populations which today are considered the East Slavs (Russians, Ukrainians, and Belarusians), the West Slavs (Poles, Czechs, and Slovaks), and South Slavs (Bulgarians, Serbs, Croats, and Slovenes; Gimbutas, 2005). In addition, each Slavic family has since also been subject to much cultural and linguistic cross-fertilization, in no small part due to repeated subjection to imperial conquests, most notably by the Ottoman Turks and Mongols. This accounts for much of the diversity found within Eastern European folk music (Nettl, 1973).
Thus, the ethnic and musical heterogeneity ultimately complicates the idea of what could be considered Slavic music. One solution to this problem is to understand how The Witcher 3’s soundtrack constructs folkloric Slavism through Przybyłowicz’s collaboration with Polish folk band Percival Schuttenbach—henceforth Percival. As will be demonstrated, the aesthetic decisions resulting from collaboration delineates The Witcher 3’s geographic scope of Slavdom through use of instruments and music belonging to ethnomusicological musical-cultural areas (Nettl, 2005).
The complete soundtrack of The Witcher 3 is a combination of music borne from reworkings of existing Percival discography, Percival’s improvisatory recording sessions on folk instruments, as well as a relatively small amount of orchestral music employed for effect. The borrowed Percival music was taken piecemeal from a variety of albums. The overworld theme for the Novigrad Main Square, “Merchants of Novigrad,” is the main theme from the title track of their Eiforr album (2007). “Silver for Monsters,” the battle theme for East Velen, is a rearranged version of “Sargon” from Oj Dido (2008), albeit with more emphasis on vocalists Joanna Lacher and Kristina Bogdanova’s characteristically aggressive vocals.
However, the most significant contributions arguably came from tracks in the albums belonging to the band’s Slava trilogy (2012–2018): a set of recordings consisting exclusively of arrangements of Eastern European folksongs. While the band had previously recorded arrangements of existing regional folksongs, the Slava trilogy can arguably be read as a rough ethnography of Slavic music. The albums already conceptually divide themselves in their titles according to the three ethnolinguistic families mentioned above. The first album, released in 2009, is named Slava—Songs of South Slavs, followed in turn by Slava 2—Songs of East Slavs (2014), and Slava 3—Songs of West Slavs (2018). Each comprises a collection of folksongs, as well as songs from ethnic minorities that correspond in each instance to the geographic grouping (Percival, n.d.).
What keeps Slava from being an earnest ethnographic project, at least in an academic sense, is that the arrangements in the trilogy are stylistically homogeneous and similar to the band’s other albums, thereby sacrificing the region’s musical heterogeneity which has been documented by ethnographers such as Bela Bartók (cited in Porter, 1993), Bruno Nettl (1973), and Alan Lomax (1968). Percival’s style of arrangement can at the very least be described as eclectic, consolidating regional techniques, instruments, and styles from across Eastern Europe. Their idiosyncratic, strident, guttural vocal delivery has been identified by Lomax (cited in Nettl, 2005) as belonging to folk music performed by ethnicities corresponding to Eastern Slavs. (The instruments used in their recordings, such as the baglama saz, kemençe, and davul, all of Near-Eastern origin, are typically played in the Balkans; Grove Music Online, 2001; Morris, 2001; Percival & Śliż, 2015; Spector et al., 2001.) Considering this alongside Slava’s relatively wide-ranging selection of folksongs, it would be reasonable to conclude that “Slavism,” at least for Percival, is ecumenical—an ecumenicity which is reflected by The Witcher 3’s narrative and soundtrack (Blacha & Kubiński, 2016).
Thus, to understand ‘Slavism’ as an aesthetic category, it should be seen as operating akin to what is more popularly considered as ‘Celtism’: as music identified within its loosely defined parameters that allows its practitioners “…access to—in their own terms—a domain of [Slavdom]” (Bohlman, 2002; Chapman, 1994; Stokes, 1994).
In summary, through its ecumenicity, the musico-poietic Slavism in The Witcher 3 does not index any Slavic nation in particular, but rather evokes a vast group of lands and peoples between Austria and the Ural Mountains which, though largely heterogenous, is unified not only by adjacency, but also a shared history of musical syncretism and cross-cultural fertilization. This is interesting, considering recurring motifs in the game’s reception narrative as a particularly “Polish” creative endeavor. Nevertheless, it will be contended that The Witcher 3’s Polishness is hardly tangential or peripheral to the game’s folklorism; instead, it becomes a mediator for larger Slavic repertories to emerge and be accessed by Western players.
Esthesis
The above discussion examined how Marcin Przybyłowicz contributed to The Witcher 3’s folkloristic aesthetics, primarily through his collaboration with the Polish folk band, Percival, which drew with equal measure on extant folksong repertories and improvisation on replicas of folk instruments. Even if the folklorism falls into the broader Slavic category—as opposed to the more specific Polish—the material of the extant folksongs worked into the soundtrack still make reference to their individual points of origin by virtue of their track listing on the Slava albums. Yet it is uncertain whether musical references to the broad (Slavic) or the specific (Bulgaria, Slovenia, Belarus) are actually apprehended as such by the game’s presumably Western audience. However, Nattiez (1990) notes that, even if poietic and esthesic processes do not necessarily correspond, esthesic inapprehension does not invalidate any poietic intentions, as those are already deposited within the neutral. Yet in the majority of the cited interviews, Przybyłowicz’s remarks toward a perceptual “Exoticism” on behalf of the game’s Western audience suggest that the poiesis is constructed differently in the esthesis: The “Slavic” is perceived as the “Exotic.” As will be demonstrated, this view is not entirely without merit. The ensuing discussion will examine Exoticism in terms of its commonplace usage and applicability in the concurrent discourses of globalization and mass media in video games. The issues raised will show how the player can, in fact, perceive The Witcher 3 as an exotic game by virtue of its Slavic folkloristic aesthetics.
Locke (2010) defines Exoticism as a tendency for some cultures to evoke “…a place, people or social milieu that is (or is perceived or imagined to be) profoundly different from accepted local norms in its attitudes, customs and morals…” in its art. Suffice to say, national identity as articulated through music also inevitably forms part of exoticist discourses, as the Self needs to be as much defined in opposition to its Other (Taylor, 2007). The concept of “exoticism” crystallized (albeit with related monikers such as “orientalism”) within postcolonial studies, most notably in the work of Said (1978), in which the socio-cultural processes contributing to exoticization are examined and critiqued. As such, exoticism in its most conventional understanding is almost inextricably linked to the production and reception processes of high artistic artifacts borne from/within Western colonialism and imperialism (O’Flynn, 2007). The conventional view that exoticism is a property of the colonizer’s specious and crude representations of its colonized Others has since been complicated. Locke (2009) asserts that the “other place” specifically evoked in exoticized Western art music need not only be geographically distant or evoke a West/East binary, but can also be temporally displaced (Saint-Saëns’ opera Samson et Delila and Hindemith’s Mathis der Maler), and even be referenced across class-lines (Mozart’s Le Nozze di Figaro). The main qualifying factor for something to sound exotic, at least according to Locke, is that it is felt to be substantially “different” in terms of the subjectivities of its listeners.
In recent years, the concept of exoticism has found itself on shaky ground. This is no doubt due to the current Information Age’s metaphorical closing of the spatial gap between disparate peoples and cultures, brought about as a consequence of the accelerated globalized industrialization characteristic of 21st century Late Capitalism (Straubhaar et al., 2012). Taylor (2007) goes so far as to contend that, because of globalization, tourism is in a way redundant: “…everyone is in some sense a (post)tourist: there is very little in the world that is not accessible, whether in person or commodity form.” Most exotic encounters, while not completely obsolete, are largely mediated by ubiquitous technologies. It’s possible to stream a concert of a British folk rock band, watch a film visually and musically depicting indigenous Polynesian cultures, or indeed play video games set in magical elsewheres, all the while being located at another place entirely (Bohlman, 2002).
Discourses of globalization also suggest that the Self/Other binary collapses entirely, as seen in the destabilization of the traditional East-West divide which, hitherto, has been the raison d’etre of discourses concerned with exoticism (Locke, 2009). As such, it would be easy to dismiss nationalism and by extension exoticism as relics of a bygone age, best used to critique articulations of self and other in cultural high-art artifacts conceived before the 1950s. Pieterse (cited in O’Flynn, 2007) however disagrees, contending that issues of nationality and ethnicity not only persist—albeit with less clearly defined borders—but in fact constitute necessary components of globality. The difference between modern and postmodern conceptions of the two, however, lies in the fact that the latter is characterized by its ongoing processes of cultural flux, keeping tread with the “…increasingly ‘transnational flow’ of national identities” (O’Flynn, 2007, p. 22). Similarly, binaries of Self and Other, far from extinct, are also constantly in flux and as a result more complicated, ever linked to the fluctuating cultural conceptualizations of nationhood and national identities (Locke, 2009; Taylor, 2007). O’Flynn (2007) describes current globalized notions of musical national identity, whether real or exotic, as such: Nation-states continue to promote the idea of music as cultural symbol and/or national product, just as global markets have an interest in perpetuating and commodifying musical difference at the level of nation. Conceptions of national identity and music can range from exclusivist notions of musical essence and origin to those that celebrate diversity and hybridity.…Within this perspective, the construction of identity and difference can be seen as part of the same process. (p. 37)
The Witcher 3 can be read as exotic by geographic connotations alone, regardless of its soundtrack. From a purely post-imperialist perspective, there has been much debate in Western historiography on whether to consider Eastern Europe as part of the Western world (and its connotations as a “hotbed of imperialism”; Majkowski, 2018). Curta (2004) writes: “When Slavs come up in works on the medieval history of Europe, they are usually the marginalized, the victims, or the stubborn pagans…[and] like the Irish, appear only as the object of conquest and colonization.…” (p. 2). The conceptual division of Europe leaves the Slavs out of the main “core” of European history, though not too far from its advancing frontiers of “progress” and “civilization.” Given that exoticism is based on the perception of a peripheral culture, whether real or imagined, any Western player who is familiar with The Witcher 3’s reputation as an expression of Slavic folklorism from a Slavic development studio will most probably view it as exotic within the current Western-dominated games industry paradigm. Additionally, Locke (2009) notes that mere contextual information can automatically prime audience expectations to specifically pay attention to the putative exoticism within any artistic work.
When it comes to the actual playable text of the game itself, it’s hard to see whether exoticism can be conveyed through its gameplay or visual aesthetics alone. In terms of gameplay, The Witcher 3 is a variation on typical role-playing mechanics codified in other Western games of the genre. In terms of its visuals, its depiction of rural areas evokes more occidental, Tolkienesque associations than exotic ones. For instance, the Velen, Novigrad, and Oxenfurt countrysides, which collectively comprise the majority of the playable game world, are dominated by farms, marshlands, and small hamlets of thatched roof huts with inhabitants speaking in rustic, Northern English accents. This is not unlike depictions of rurality found in other popular “high-fantasy” games, such as The Elder Scrolls IV: Oblivion (Bethesda Game Studios, 2006) and Diablo III (Blizzard Entertainment, 2012)
The familiar visual aesthetics mentioned above therefore lends credence to Przybyłowicz’s claim that The Witcher 3’s soundtrack is one of the most important agents in constructing the game’s putative exoticism. As will be shown, the soundtrack, when considered in isolation, falls into that oft-contested and fluid category of “World Music,” which currently constitutes the most prevalent example of musical exoticism in the West. Due to its “fetishization of place,” world music quite aggressively links its musicians to their native nations through problematic repeated claims of “authenticity.” This distinction between Here and There (whether real or imagined) is also a well-known exoticist trope, perhaps magnified by world music discourse’s ubiquity (Locke, 2009). As Murphy (2007) further notes: “…world music is concerned with marking out ‘otherness,’ whether linguistic, ethnic or racial” (p. 39). As such, the world music dimension of the soundtrack, when experienced within the context of playing the game, allows the player to reinterpret otherwise familiar visual aesthetics with reference to more exotic ones.
Eastern Europe’s bid as a producer of world—and thereby exotic—music largely had its origins in the 1950s. Soviet choreographer Igor Moiseyev masterminded the exportation of folk song and dance ensembles to the West. This was done at a time where anything east of the Iron Curtain was considered to be antithetical to universal capitalist sensibilities, and therefore a clearly constructed Other. The dancers and singers were trained in a hodgepodge of regional styles, yet still received by contemporary audiences as strikingly “different” (Locke, 2009; Slobin, 2011). The idea of Eastern European music as exotic was undoubtedly consolidated by the mainstream success of the Bulgarian State Television Female Vocal Choir, marketed in the West as the Le Mystère des Voix Bulgares (“The Mystery of Bulgarian Voices,” henceforth LMVB). LMVB was conceived by a Swiss engineer, Marcel Cellier, and borne from his encounters with female choirs associated with various professional folk troupes during a business trip in Bulgaria. Recordings of the choirs, taken from both state radio archives and his private collection, were compiled on a disc, sent to an independent British label specializing in “ethnic” (read world) musics, and released with his proposed French titling. The first volume of LMVB sold at least 26,000 copies, before grabbing the attention of larger recording companies and as a result attaining even greater critical and commercial success (Lantos, 1997). Lantos (1997) describes the marketing frenzy surrounding the choir as resulting in a “…a glut of Bulgarian and other East European vocal musics in American record stores, much of it produced in Western Europe, suffused with mystical imagery, culled from the LMVB trend, titled in French, and promoted as popular culture” (p. 36). What’s more, LMVB became instrumental in constructing as well as influencing a new trend within world music, which was often employed as musical accompaniment to television advertisements in the 1980s and early 1990s. The “television ad” world music was largely characterized by soaring female or childlike vocalizers singing either melismatic vocables or gibberish choruses (in the same strident, nasal delivery done by LMVB), primitivist style percussion and flute accompaniments, and modal tonalities. This particular style of world music would eventually influence other Western world music projects like Karl Jenkins’ Adiemus albums (Taylor, 2007). What is important to note about LMVB is that contrary to world music fetishizations of locality, this new genre of world music was striking in its placelessness. That is to say, the generic world music that was inspired by LMVB’s vocal style was otherwise drawn from constructed tidbits of musical exotica rather than an actual fusion with other regional styles in order to evoke a certain type of primitiveness (Taylor, 2007). The placeless primitivist exoticism, which in this process came to be associated with LMVB’s music, led to their inclusion in soundtracks for films that depicted (usually nonspecific) Indigenous peoples. The most notable example that shows this process in action is the “transformation” scene in Walt Disney Pictures’ Brother Bear (2003). Kenai, a Native American warrior of nonspecific origin, is transformed into a bear as punishment for his hubris. The scene in question accompanies his transformation with vivid imagery of spiritual animals accosting him, all the while being accompanied by a nondiegetic chorus sung in Inupiaq (an indigenous North American language) by LMVB (Tulk, 2010). As Tulk (2010) further writes: The Bulgarian Women’s Choir illustrates an important aesthetic choice woven throughout Brother Bear, namely, ambiguity. Their sound cannot be placed when heard in the context of the film, especially since they are singing in the style they cultivate but in an Inuit language that is foreign to them. (p. 132)
Thus, even though no specific place is evoked by this style of world music, it is still perceived by a typical Western audience as being exotic, specifically in the way of evoking faraway ancient rituals and ancient lands through its cultural association with aesthetically similar media (Taylor, 2007; Tulk, 2010). As mentioned above, this “placeless exotica” is ubiquitous within Western society, usually disseminated through television ads or film. With regard to the The Witcher 3, Percival’s contribution to the soundtrack lies stylistically very close to LMVB’s “Placeless Exotic,” especially in the raspy and strained delivery of the female vocalists. Taylor (2007) remarks that in Placeless Exotic music, female voices generally connote musical associations with the natural, primal, and elemental. Given Percival’s particularly aggressive vocal delivery, it could be said that those associations are even more amplified in The Witcher 3. Locke (2009) notes that the locales evoked by exoticism still need to be rooted in some perceived familiarity, so as not to completely seem alien. In the case of The Witcher 3, this familiarity is provided by the game’s visual aesthetics, as already suggested. The soundtrack is thus the exotic membrane through which the game’s aesthetics are filtered.
It would also be hard to overlook traditional exoticist associations linked with Percival’s music and how they’re foregrounded particularly in the game’s depictions of sexuality. Throughout the game, Geralt is given the opportunity to court the supporting characters of Yennefer of Vengerberg or Triss Merigold, as well as having the option to solicit sexual services from prostitutes in Novigrad. All three interactions typically lead to a love scene between Geralt and the relevant character. Throughout the scene, an instrumental version of the Percival arrangement of the Serbian folksong Gusta mi Magla is heard. The arrangement itself is dominated by episodes of highly embellished saz, recorder, and kemençe cadenzas in unison, heard over a davul and zither ostinato. These instruments in particular are also more commonly associated with Turkish folk music, and their appearance in Eastern European folk music owes much to historical cross-cultural fertilization, particularly between Slavs and the Ottomans (Grove Music Online, 2001; Morris, 2001; Spector et al., 2001). Furthermore, some stylistic features of the arrangement, that is, its distinct repetitive rhythmic pattern and highly ornamented “Arab-esque” melodies, have been observed by Locke (2010) to often indicate a sense of “Middle-Easternness” to Western listeners. Thus, the perceived close stylistic proximity of The Witcher 3’s Gusta mi Magla arrangement to Middle Eastern or Turkish folk music, and its employment in the game’s love scenes, makes it hard not to also perceive exoticist connotations of sensuality which have come to be associated with those repertories (Taruskin, 2005).
Conclusion
This article examined how the soundtrack of The Witcher 3: Wild Hunt can be perceived as the net product of complex interrelated significations between producers and consumers. In illuminating these significations, some pertinent issues can be pointed out with regard to the relationship between game music and Game Studies as a whole. Notwithstanding the recent fast developing and burgeoning Ludomusicology field, game music has traditionally been overlooked as a topic of study by the larger Games Studies discipline (Summers, 2016). This is more symptomatic of a nascent scholarly field’s first reckoning with the complexities of the artistic medium it purports to study, 4 rather than of neglect or willful suppression. However, as this study’s analysis hopefully proves, aside from being a powerful driving force to the complete aesthetic experience of playing a game, a soundtrack can, as much as narrative, visuals, and gameplay, form the locus from which a game’s cultural meanings are produced and received. Acknowledging this adds more dimension to video games’ ontological status as cultural artifacts and opens new ways with which Game Studies can engage with both game music and the Ludomusicology field in general (Summers, 2016).
In the case of The Witcher 3: Wild Hunt, the game’s reputation as a folklorically Slavic/Exotic game is reinforced by its critical and commercial success within a predominantly Anglophone gaming culture. The soundtrack is one of the chief contributors to that folkloric identity, as the stylistic choices made within the game’s other elements (visuals, gameplay etc.) do not convey aesthetic notions of folklorism in isolation. The game’s “Slavic folklorism” emerges from the poietic incorporation of extant Eastern European folksongs and also through its use of musicians who perform in a style which can be seen as somewhat representative of the entire Eastern European region. The local bent in the soundtrack can in turn be esthesically perceived as “exotic folklorism” by its intended Western audience. This perception of “exotic folklorism” specifically stems from Western familiarity with styles of world music which, while not overtly signifying any place, is still perceived as exotic. This “Placeless Exotic” is in actuality a combination of certain musical signifiers, such as instruments and musical style, which in Western culture have been associated with foreignness or cultural alterity. In the current Information Age, the Placeless Exotic aesthetic has become reinforced through its dissemination across current channels of ubiquitous mass media, such as film and television advertisements.
The point of this article, however, is not that the soundtrack of The Witcher 3 is reducible to either its folklorically Slavic or Exotic qualities but rather that these signifiers are deposited within the game’s Neutral level. It is rather the audience’s own cultural milieu that ultimately might determine how the folkloric connotations within The Witcher 3: Wild Hunt are perceived.
Footnotes
Declaration of Conflicting Interests
The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Funding
The author(s) received no financial support for the research, authorship, and/or publication of this article.
