What Games Can Learn From Music: The Art of Transporting Your Audience
The Moment Something Clicked
Last month I was sitting in an intimate gathering at the Grammy Museum listening to Skylar Grey talk about her career when something clicked for me about games.
Skylar Grey, for those unfamiliar, is the songwriter and producer behind some of the most emotionally devastating moments in modern music. She has worked with Eminem, Dr. Dre, and countless others, mostly invisibly. She does not chase the spotlight. She chases the feeling.
She was talking about what separates a good song from a great one. It was not about technical perfection or even the quality of the writing. It was about transportation. The best songs do not describe an emotion from the outside. They pull you completely inside it. You do not hear sadness. You feel it in your chest before you have processed a single lyric.
I have been thinking about that ever since in the context of games.
The Parallel Nobody Talks About
We spend a lot of time in the games industry talking about mechanics, monetization, retention, and engagement loops. These things matter. But I think we underlever something that music has understood for decades: the difference between a product that performs well and one that actually moves people.
The best games work exactly like the best music. They do not explain the experience. They create it.
Think about the moments in games that stay with you. They are rarely the most technically impressive. They are the ones where the pacing slowed down at exactly the right moment. Where the music swelled or dropped out entirely. Where the game trusted you enough to sit in silence. Where you felt something before you understood why.
That is not accident. That is craft.
I have received messages from players over the years telling me that a game I worked on carried them through some of the hardest periods of their lives. A divorce. A loss. A stretch of months where everything felt uncertain. They were not writing to tell me the retention mechanics were elegant. They were telling me the game made them feel something real when they needed it most. Those messages are the proof that transportation is not a metaphor. It is what the work can actually do.
What Great Games and Great Music Actually Share
Music producers talk about tension and release. The push and pull that creates emotional momentum. Build too long without release and you lose the audience. Release too early and the moment falls flat. The timing is everything.
Games operate on the same principle. The best game designers are essentially composers. They are orchestrating when to challenge you, when to reward you, when to let you breathe, and when to hit you with something you did not see coming.
Pacing in games is rhythm. Level design is arrangement. The moment before a boss fight is the tension before the drop.
The craft elements are identical. We just use different vocabulary to describe them.
And the implication for product decisions is the same one Skylar Grey was pointing at in that room. It means asking not just whether a feature retains users but whether a moment lands. It means protecting the emotional pacing of an experience the same way a producer protects the arc of an album. It means recognizing that sometimes the most powerful design decision is restraint: knowing what to take out, not what to add.
The games that become cultural touchstones are not always the most feature-rich or mechanically complex. They are the ones that made you feel something specific and true. Something you could not fully articulate but could not forget either.
Reading the Signal Underneath the Feedback
Here is where this gets practical.
Players will tell you what they want. They will fill your support tickets, flood your Discord, and leave reviews that read like instructions. Take this out. Add this back. Change this number. If you build literally to that feedback, you will often make the game worse. Not because players are wrong about what they felt. But because they are describing the symptom, not the source.
A music producer does not take listener feedback literally either. When someone says a song is too slow, they are often saying it lost them emotionally somewhere in the middle. The producer's job is to find where the tension died and fix that, not just increase the tempo.
Game product management works the same way. The job is to hear the complaint and ask: what is the desire underneath this? What is the emotional reality this player is living in right now? When someone says the rewards are not worth it, they are usually saying the game stopped making them feel progress. When someone says the matchmaking is broken, they are often saying they stopped feeling like they have a chance.
The words are feedback. The feeling is the signal.
If you want to go deeper on the mechanics of how to actually do this, I covered the practical framework in Beyond the Numbers: Using Qualitative Signals. It is the operational companion to the idea this post is making.
That form of perception, reading what is underneath rather than what is literal, is the hardest thing to teach in this work. It requires equal parts analytical discipline and genuine empathy. You need the data to know something is wrong, and you need the instinct to understand what it actually means.
I wrote about how that instinct develops in practice in How Senior Game PMs Make Decisions Without Clean Data. If this post is about what to listen for, that one is about what to do when the signal is still murky.
It is also, I think, what makes this work worth doing. Not the metrics. Not the roadmap. The moment when you understand what a player actually needs and you build something that gives it to them, and somewhere out there someone feels it before they can explain why.
That is what Skylar Grey was describing. The producers chasing the formula will always be working. The ones trying to reach people will always have something to make.
Why This Matters Beyond the Craft
Someone once told me there are three forces that shape the world at scale. Governments through laws. Finance through money. Ideas through mediums like music, film, and games.
I have thought about that framing a lot since I heard it. Laws change behavior through force. Money changes behavior through incentive. But ideas change behavior through feeling, and that is the most durable of the three. Laws get repealed. Money moves. But something that made you feel a specific way at a specific moment stays with you.
What it gave me was purpose. When you spend your days in retention curves and monetization funnels, it is easy to lose sight of what the work actually is. That framing reminded me. Games are not a category of entertainment. They are a medium through which ideas move through people. And unlike any other medium, you do not just observe the experience. You live inside it.
That is an enormous responsibility. And on the days when the pace is relentless and the metrics are moving in the wrong direction, it is the thing I come back to.