AHRC Videogame Research Networks

ahrc-logo-forwebAs many in the UK will no doubt be aware, the AHRC recently released a press release entitled ‘Game changing research networks for the Video game industry’. The research council is now supporting six new research networks dedicated to videogames, including Guitar Heroes in Music Education? Music-based video-games and their potential for musical and performative creativity, led by David Roesner at the University of Kent. The press release states that:

The network seeks to investigate the impact of music-games on how we define music-making, creativity and identity and what opportunities this provides for artist and teachers. In order to do so, the network will connect relevant arts and humanities academics with both game designers and musicians, who have embraced the soft- and hardwares of gaming for creating new ways of composing and performing. The network also seeks to explore the creative potential and influence these games will have on future game design and how these could be implemented in music education.

This is unquestionably an excellent sign for the development of the field, and we look forward to seeing the fruits of their labour.

Narrative and Audiovisual Interactivity

Kyle Edward Roderick (Texas Christian University, Editor-in-chief of Musicology Memes)

It seems to me that all of art, at its core, is a link between the imaginations of the author and the reader. With modern film making techniques, virtually any set of images and sounds, which I refer to as the “audiovisual landscape,” can be presented to the reader. The film, therefore, represents the epitome of authorial authoritarianism. The intent of the film is to invade the imagination of the viewer and immerse them in its rigid narrative.

The modern video game finds itself in a similar situation. With increasing levels of “realism” in the visuals, and functional equivalency of the sounds, the audiovisual palette available to the game designer is, for all intents and purposes, the same as that of the film director. The notion of interactivity is of course that which distinguishes games from films. At the most basic level, the player takes the reins as the protagonist, moving the narrative along at his or her own pace. At the highest level are those games where the designer hands over as much authorial power over to the player as possible.

In the purest form of these so-called “sandbox” games, the narrative is whatever the player makes it. In a sense, there is no story, but that which exists in the imagination of the player. But the audiovisual landscape remains under the control of the designer. Minecraft, for example, forces the player to see the world through “blocky” goggles. The player is not so free as to see the world as made of pyramids rather than cubes.

So if film is high narrative and high audiovision, and video games are medium-to-no narrative and high audiovision, literature is, in a sense, the opposite of video games, that is, high narrative and medium-to-no audiovision.

By high and low here I mean influence of the author. In sandbox games, there is still narrative, it is simply supplied by the player. Likewise in literature, there is still audiovision, it is simply found in the imagination of the reader. The greatest influence an author can have over the audiovisual landscape of their medium is found in picture books and in avant-garde literature such as Mark Z. Danielewski’s House of Leaves.

Some sandbox game designers have expressed their desire to loosen their grip on the audiovisual landscapes of their games. In the case of Will Wright’s Spore, the player is given vast license to design many aspects of the audiovisual landscape themselves, such as the appearance and sound of their aliens, and their civilization’s buildings, vehicles, and clothing. Ironically, in the case of Spore many players found the rigid transitions between levels of play to be incongruous with the purported sandbox nature of play. While players looked forward to a game with medium audivision and medium narrative, they actually found a game with medium audiovision (they were on the whole happy with the design aspect) but with high narrative. Every species created in Spore followed the same path, whether peaceful or warmongering, from bacteria to galactic domination.

Games with high narrative that wish to appeal to the sandbox audience often throw in these false dichotomies, moral dilemmas that hardly affect the overall narrative of the game in order to afford an illusion of control. As a friend of mine put it, in many games you have the choice of either being a “saint [or an] asshole.”

An interesting case is Linden Lab’s Second Life where the “player” (if you could call him that) can not only write their own narrative and design game mechanics, but also become the painter of the audiovisual landscape by using in-game tools and by uploading images, 3D models, and audio files. Where Second Life is lacking, is that the author is divorced from the medium, and the virtual world can hardly be called a game any longer, as there is no link between an author and a reader. From this emerges many games within a virtual world, where users of Second Life are often both designers and players of games not written by the developer of the virtual world.

As this is a Ludomusicology blog, I feel compelled to mention how this all relates specifically to music in video games. When games have low narrative, that is, narrative in the hands of the player, music becomes problematic for the same reason that many other aspects of the game become problematic, and that is because the game cannot predict what the player will do. This is, perhaps, why in many games with narrative freedom, there is also musical freedom, e.g. the Fallout and GTA series. Other attempts have been made at accommodating this issue, such as the ambient scoring of Minecraft.

New Features: Facebook Comments and Guest Contributors

We are pleased to announce that we have implemented two new features to our website, the ability for Facebook users to comment on our blog posts, and a special form for submitting guest contributions (http://www.ludomusicology.org/contribute/). To comment on our posts, click on the post title to view the post in full; comments will be available at the bottom of the page. Comments will be moderated and not all guest contributions will necessarily be published, but we welcome any ludomusicologically-pertinent submissions.

We are pleased to announce that our first guest contributor will be Kyle Roderick (Texas Christian University), the Editor-in-chief at Musicology Memes.

Ludo 2014 Keynote: William Cheng

We are very excited to announce that the second keynote address at Ludo 2014 will be given by William Cheng, of Harvard University. Will’s most familiar ludomusicological work to-date is his ethnography, “Role-Playing toward a Virtual Musical Democracy in The Lord of the Rings Online,” Ethnomusicology 56:1 (2012), 31-62. His first book, Sound Play: Video Games and the Musical Imagination, is expected from Oxford University Press just weeks before the conference date.

%d bloggers like this: