Perthro
Back to blog

The long music of video games

Game soundtracks are designed to loop for forty hours, not peak for two minutes. That's why so many of us listen to them while doing everything else.

The first time I noticed that a game soundtrack had moved into the part of my life that wasn't gaming, I was on a plane, working on a slide deck, and I had Disasterpeace's Hyper Light Drifter score on, and I had already listened to it three times that flight. I was not playing the game. I had not played the game in a year. The music kept doing exactly what I wanted it to do, which was almost nothing. It kept the room quiet. It made the seat-back tray feel like a small cockpit. It was, that afternoon, the only music I could imagine working to.

This is something a film score almost never does. A film score does the opposite job. It is built to pull you up the slope of the scene and spike the feeling at the top. You can put The Dark Knight on while you write an email, but it will stop being background and start being the loudest thing in the room thirty seconds in. Game soundtracks tend not to do that. They were built to loop in a quiet town for an hour while you cleaned out your inventory, or to underlay a forest while you wandered, and they were not allowed to peak too hard because they had to be tolerable to a person who would hear them six hundred times.

That structural difference has produced some of the most interesting music being made right now, and almost nobody talks about it as music.

Music designed to be heard a thousand times

Most of what gets called "soundtrack" in 2026 is film and TV music. It is a specific, well-understood form: forty to ninety minutes of cues, each tied to a beat in a finished story, listened to once or twice as part of the experience and then occasionally as nostalgia. The contract with the listener is finite.

Game music has a different contract. The first Animal Crossing hourly themes (Kazumi Totaka's small loops) were built knowing they would play under your decisions for hundreds of hours, on and off, possibly for years. The Stardew Valley spring theme is a four-bar idea (Eric Barone wrote it himself, like he wrote everything else) that has, by now, scored more total hours of human life than most major motion pictures. Minecraft's C418 cues exist in a category that genuinely has no good name; they are not background music, exactly, because at least once a session a piano figure fades up and you stop what you're doing and listen. That has happened to a generation of people, in a single-player game, while doing chores.

The job is different. A game composer is writing music that has to be present for the player's whole evening and not wear out. That means it has to sit at a particular height in the mix. It has to repeat without accumulating fatigue. It has to handle being interrupted by combat and resumed five minutes later in a new area. It has to be moving without insisting. It is, in technical terms, music designed to coexist with your attention rather than command it, and the people who have done it well over the last twenty years are doing something that has no real equivalent in any other medium.

The vinyl gold rush is partly about this

There is, right now, a small but persistent rush of game soundtracks getting nice physical releases. Mewgenics is shipping a 3LP vinyl set with liquid-filled variants. Ghost of Yōtei's score by Toma Otowa is getting a 2LP through Milan Records this December. Slay The Spire's soundtrack is being repressed to ride alongside the Early Access of the sequel. The label Blip Blop, which exists only to reissue game music on vinyl, has an upcoming-releases page that genuinely fills a room.

Some of this is the broader vinyl revival, which has been doing the work for any soundtrack worth pressing for a decade now. Some of it is straightforward fan service. But part of it, I think, is that a particular generation has now lived long enough with this music to notice that they keep returning to it, and a record on a shelf is the natural physical artifact for music you want to keep returning to. It is not the music you cued up once at the cinema and never listened to again. It is the music you put on while making dinner, ten years after you played the game.

The Spotify "while I work" problem

If you spend any time on Spotify or YouTube, you will have noticed the entire shadow ecosystem of game-music-while-you-work playlists. Lofi Girl hosts a Lofi Gaming playlist with hundreds of tracks; GameChops runs the Video Game Study Lounge; there is a small, completely earnest indie game called Spirit City: Lofi Sessions that exists primarily to give you a cozy virtual room to sit in while a lofi loop plays.

The reason these things exist, and the reason they are not weird, is that game music was already doing this job in 1998. The town theme in Final Fantasy IX is, in functional terms, a study playlist. It was always designed to be heard while another part of your brain was doing the work of being in the world the game wanted you to be in. The "lofi gaming" playlist is not a parody of game music. It is a sincere extension of it. The genre noticed what game composers had been doing for years and built a category around it.

The category is now huge. The Lofi Girl Lofi Study 2026 playlist has more than half a million saves. People are studying for actual exams to a sound that descends, more or less directly, from JRPG towns and Animal Crossing Sundays. None of those students would describe themselves as game music fans. The music has just leaked into the broader water supply that you use to do the thing you actually have to do.

What this medium is actually like

This is the part where I want to make a small argument that connects all of the above.

The reason the music is shaped this way is the same reason games are different from films, and the same reason a one-line star rating doesn't quite work for them. Games are long. They are repeating. They share your attention with the rest of your life. Their music had to be designed for that, and so the music that came out of the medium is, almost as a side effect, the kind of music that can be lived with rather than consumed once.

A film is finished when you've watched it. The music finishes with it. A game lives in your evenings for weeks or years, and the music has to be tolerant of that. The good game soundtracks don't try to be a peak. They try to be a place. The town you keep coming back to. The save room. The spring under the trees. The empty city at four in the morning before you've turned the next quest in. They are habitable in a way that almost no other recorded music is, and that is because they were built knowing you'd be there for a while.

Why this matters for how we remember

I think this is the cleanest argument for why games belong in their own kind of journal, and not in a Letterboxd-shaped one.

A film logs cleanly. You watched Past Lives on a Tuesday in November, you wrote a paragraph, you gave it four stars, you closed the page. The relationship is finished. A game does not log cleanly. The save file from your tenth time replaying Final Fantasy IX sounds, in your head, exactly like the save file from your first time replaying it, because the music underneath has been the same music for twenty years, and the music underneath is most of what your memory of the game actually is. You played a different game each time, in a different apartment, with a different person nearby. The soundtrack stitched all of that together into one long, slowly mutating thing that is, in some honest sense, the artifact you actually carry with you.

When we built Perthro, part of what we were trying to leave room for was this. Reviews can be a sentence or three pages on purpose. You can come back two years later and add to a review you wrote in 2024, because the game got an expansion or because you replayed it with a friend and the soundtrack hit differently this time. The lists are first-class. You can have a list called games whose music I still listen to alongside the more standard ones. The TestFlight is open if you want to try it on iPhone, free, iOS 16 and up, with the invite at testflight.apple.com/join/XVxCdRcK.

But you can keep the same kind of record in any notebook. The point is to acknowledge that the music is doing more of the work of memory than the boss fights, and that the boss fights you remember are usually just the beats in a song you've already heard a thousand times. Put the record on. Write it down. The medium is long, and the music underneath was always going to be what you carried with you. The musicians knew that when they wrote it. We're allowed to know it too.