| 9:00 – 9:30 |
Registration |
| 9:30 – 11:00 |
Session 1 – Game Music Audiences and Reception
On November 29, 800 people met for sold out representations in the Cortot’s concert hall, of a chamber orchestra directed by Arnie Roth. Audiences,approximately 35 years old aged, came to hear one hour and a half of unpublished arrangement, symphonic rhapsodies, fantasy pieces, realized from original compositions byNubuoUematsu,KumiTanioka and HitoshiSakimoto. While it is known that classical music’s (Donnat, 2009 ;Babé, 2012) and jazz audiences (Lizé, 2014) are increasingly aged and more and more elitist, it is less known who are the people who go to concerts devoted to symphonic interpretation ofvideogames musical soundtracks.More than 800 quantitative analysis questionnaires make us able to draw the characteristics of these population (age, cultural practices, gaming habits, etc.). 20 interviews with some of these spectators give us qualitative information about the career of these amateurs. Is there some footbridges betweenvideogames and classical concerts? What can musicology and “cultural studies” learn from these publics?Through this sociomusical studies about “game audio outside game”, we guess that we can understand the connection of young people with classical music, and more generally the evolution of participation in the arts and music in the digital age. Through the history of video games players not just played the games as intended by the designers, they also started to play with the games and their music. Hereby a wide range of participatory practices has emerged using both as material basis, such as remixing or the creation of fan videos. These practices raise questions regarding the issue of musical meaning: During gameplay, the music is presented within the contextual frame of the game as one part of a multimodal structure of which the player has to make sense inter alia by interpreting the music. But what happens to this relationship, when players rip apart a game and its music, using sounds or songs in other contexts? In this talk an analytical approach towards such practices will be proposed that sees music as a culturally induced and learned system regarding several cultural contexts, rather than something which is just contained in the notes. A broadened concept of game musical literacy building on the approach proposed by Isabella van Elferen (2012) will be outlined and used as theoretical framework. The ‘Super Mario Bros.: The 8-Bit Opera’ by Jon and Al Kaplan will serve as a case study. The Fallout series of games presents us with a post-apocalyptic world that looks and sounds a lot like the past. Drawing heavily on the popular culture of mid-century America, it transforms cultural currency into literal currency in the form of Nuka-Cola caps, but also in the curatorial side-missions that buy and sell the American Dream in many of its forms.
The music that haunts the airwaves of this dystopian world acts as more than temporal signifier, comic relief or poignant juxtaposition; it acts as a fright of semiotic ghosts that tell the player of a past that never was and of a future that never would be. Close harmony singing groups, leading ladies of the blues, multi-instrumentalist Country and Western singers and rat pack crooner types populate the various radio stations of Fallout 3 and Fallout: New Vegas and their music paints a picture of America that is distilled and simultaneously critiqued. The optimism of Americana comes through as strongly as its dark underbelly through these radio stations that, along with the other remnants of popular culture strewn across this Wasteland, describe a view of America that goes beyond the socio-political satire of a Grand Theft Auto to the way it sees itself, its values and the American Dream. |
| 11:00 – 11:30 |
Tea & Coffee Break |
| 11:30 – 13:00 |
Session 2 – Technological Intersections
Perhaps it is no coincidence that music videos and video games became iconic audiovisual phenomena in popular culture at about the same time, and it was only a matter of time before the two blended together in various ways. Since the 1970s and early 1980s, music video games have become much more interactive, and video games have become the inspiration for music videos, and at times, have become music videos themselves.This paper explores several ways in which the boundary between music videos and video games have been blurred, such as:
- “Get Down (or Geddan)” and other glitches, tropes, 8-bit sound and imagery, or other aesthetic elements of videogames that influence visual or sonic elements within music videos.
- Machinimatic music videos, a sub-genre of machinima wherein practitioners create new music videos for commercial recordings or re-create pre-existing live-action music videos within the virtual world of a videogame, such as those featured on MTV’s Video Mods.
- 8-bit re-makes – or “demakes” – of pop music videos and video musicals, such as Levi “Doctor Octoroc” Buffum’s 8-bit game-inspired version of “Dr. Horrible’s Sing Along Blog”
- App-based concept albums or music videos that are music videogames, such as Björk’s “Biophilia,” Polyphonic Spree’s “Bullseye,” and the music game, “Inside a Dead Skyscraper,” created by Molle Industria in 2010 for Jesse Stiles’ song “The building.”
I will also discuss the relationships of these media forms to participatory/DIY cultures and fan cultures and fan labor, and possible implications regarding the political economy of music and new media. Throughout its history, MIDI technology has routinely been seen as a notation tool, a transcription of performance which can be routed to any sound module with the appropriate inputs. The emergence of a growing number of experimental practices around MIDI, however, most notably the infamous “black MIDI” subculture, have led to a resurgent interest in MIDI’s creative possibilities, particularly in the domain of gaming. While vast archives of MIDI transcriptions of classic videogames are easily available on the web today, these are not the focus of this paper, which explores instead the reciprocal relationship between gaming and MIDI technologies: on the one hand, games in which gameplay generates MIDI-based music; on the other, the use of MIDI patterns to sequence game graphics, architectures, and events in real time.
I begin by looking at the work of the Japanese game developer Toshio Iwai, whose early Famicom games such as Otocky (1987) can be seen as prototypes for more recent explorations of generative music and gaming. Iwai’s later and better-known invention, the handheld tone-matrix sequencer Tenori-on, can also be seen as a prototypical kind of game, anticipating later projects such as Electroplankton (2005). This provides the background for a discussion of more recent examples of MIDI-game convergence, including 8-bit games in which gameplay generates chipmusic; an adaptation of the early game Pong playable on the MIDI controller app Lemur; and UK game composer Will Bedford’s project The Adventures of General MIDI, which turns Apple’s DAW software Logic into a graphic game generator. I plan to interview Bedford about this project before the conference and will include excerpts from this as part of my presentation.
The paper will conclude by considering future directions for experimentation in the increasingly productive interface between MIDI and gaming technologies. Apps have become such a ubiquitous presence in most people’s lives that we no longer notice how much time we are spending on them every day. However, despite the pervasiveness of this time-consuming new media form, scholarship in this area is lacking.
This paper seeks to set the foundations for the various elements that one must consider, when studying apps with music as a primary feature. Instead of relying solely on ludomusicological texts, theories on games, interactivity, and musical instruments will help shed light on the nature of these apps. Two case studies are offered for analytical purposes: My Singing Monsters (Big Blue Bubble Inc.) and Bebot (Normalware), which each highlights certain aspects of the aforementioned theoretical areas, and which will lead to a classification of these apps as interactive interfaces, or “sound toys” (Robson, 2002; Dolphin, 2014), due to their goal-less nature and the way they put the user squarely in the role of creator. The paper will conclude by offering an interpretation of these music apps as part of a minimalist aesthetic, which, together with repetition and the concept of Zen, draws attention to how we use apps in everyday life. |
| 13:00 – 14:00 |
Lunch |
| 14:00 – 15:30 |
Session 3 – Performing and Playing
Until very recently we were forced to use special controller in video games like Guitar Hero. These times are over. Now it is possible to bring your own electric guitar, connect it to video game console or computer and turn it thus into the essential part of the game. The graphical user interfaces of these games mirror primarily the neck and strings of the guitar, while dynamically placed marks indicate what users are expected to play and what they actually do play. Users respond to the musical forms displayed on the screen, and software continuously monitors their performances with regard to timing and pitch, awarding points for successful interpretations of songs. In this sense, these games both continue the tradition of classical notation and adopt it to include new elements from video games. This presentation focuses on Ubisoft’s Rocksmith, which is the most popular example of this new video game genre. This game not only allows users to choose from a broad variety of well-known rock songs, but it also tries to match precisely the sounds of users’ guitars and the sounds of the original recordings. These new possibilities offered by sophisticated video game technology raise numerous questions: What are the obstacles with regard to the transmission of any users own instrument into virtual space and with regard to the virtualization of individual styles? What are the limits and possibilities in such methods of gamification? To what extent do guitar games represent a continuation of traditional notation and instruction? Is this kind of software able to recognize and assess virtuosity? To answer these questions on the one hand references are made to music didactics and media technology and on the other hand songs or selected riffs by guitarists such as Jimi Hendrix are presented live with electric guitar in applications such as Rocksmith. This approach will reveal the limits of guitar games, especially with regard to their discrete grids and limited presets, but also suggest the potential for gamers and musicians alike. This paper takes as its starting point my encounter of two “inappropriately epic-sounding tutti chords” in the game Diablo III (2012). What are the underlying mechanisms that can make chords stand out as “inappropriate” and “epic” at the same time? By combining and comparing several methods—reflections on an autoethnographic account, musical analysis of the score, and close readings of several video recordings of the event in question—I will show how this encounter exemplifies the myriad ways in which we hear video game music. More specifically, I will argue that a clash between two systems of expectation is at work here: musico-narratological understanding and ludic experience. This “ludo-musical dissonance” echoes Clint Hocking’s term “ludonarrative dissonance” (and more loosely Jesper Juul’s rules-fiction binary).
I will theorize this phenomenon, and attempt to encapsulate it in a broader understanding of the ways in which we hear video game music, by characterizing it as a “broken sign”, following Heidegger’s account in Being & Time. Diablo III’s chords, encountered as “unready-to-hand”, show how we experience background music in video games as a form of equipment that withdraws from our attention when it works correctly, but reveals its historical, film-musical context when it breaks down. Mozart, who allegedly composed the parts of the “Musikalisches Würfelspiel” (musical dice game) also made a quite conscious game design decision. He recognised chamber music as a participatory musical form in the need for an interactive diversion for non-musicians. Thus he introduced two dice, thrown todetermine one of many possible combinations of musical segments of waltz music played afterwards.One of the core challenges in designing musical gameplay for entertainment, and even more so for learning, is to make music accessible to people who don’t necessarily play an instrument or are literate in musical notion. In Mozart’s case he succeeded to make music more varied and introduced aparticipative mechanic. While this game mechanic is purely based on luck it still involves the audience and makes the musical result feel more personal and unique. For this purpose Mozart abstracted waltz music from continuous pieces of music to smaller segments, whichcan be rearranged freely.The proposed talk will also build on examples of commercial music-based games, serious games, sound art pieces and participative musical live performances created by the author. The common denominator of these examples is that they make aspects of playing music and composition accessible to players by abstracting from its original complexity. Designing for abstraction and finding parameters to make music interactive are the core challenges in creating musical gameplay. This is of particular relevance when games are used to trigger learning experiences. In this case the process of abstraction is even more delicate. On the one hand there is a need to reduce and abstract complexity to make a game playable, on the other hand the complexities and intricacies of musical play must not be lost. This talk is situated in design and will use the author’s work to illustrate the balancing of these two aspects. |
| 15:30 – 16:00 |
Tea & Coffee Break |
| 16:00 – 17:00 |
Keynote 1 (David Roesner) |
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Conference Dinner at De Oude Muntkelder |