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AURAL FIXATION // YANN SEZNEC





          the technique used in the writing   note whenever they cross a tile,   of rhythm and timing can be seen as   to game design, and it shows no
          of a fugue, which involves taking a   that could get old very quickly   a truly integral part of a gameplay   sign of slowing down. Musically,
          single melody and overlapping it on   (particularly if you have to cross   experience—one that the best   it can be argued that people who
          itself in varying ways. Most fugues   that tile several times). However,   game designers may already be   would have become composers
          involve three or four voices, each   if the character triggers a different   incorporating even subconsciously.   in the past are now designing
          one playing the same core melody   note every time they cross that tile,   But it is equally important to   software and games; these days, the
          and cycling through variations. I   the player will probably not notice   note what the game world can offer   most exciting developments in music
          always like thinking of the four fugal   the connection between the tile and   music. This can be looked at both   are forms of interface, such as the
          melodies as being like four different   the playing of the note. In short, you   from a creation and an enjoyment   Monome input device, or software
          characters exploring the same   need to strike a balance that creates   level. Games are inherently social   like SOUND SHAPES for PS Vita.

          space, perhaps finding different   a strong connection between an   and fun experiences, with the vast   It should be clear by now that
          power-ups that change their speed,   action and a musical event, without   majority of people playing games   I see music and games as two
          double their power, and so on.   making it repetitive and robotic. That   without any pretense of becoming   extremely similar things. They
            In terms of a more modern   balance is what can bring rewarding   the best, or even worrying about   both have much to offer each other,
          composition technique, the   complexity to a musical game.  how good they are. It’s very rare   both conceptually and practically.
          rise of looping and sequencing                    nowadays for anyone to say that   Too often they are seen as two
          as a musical force lends itself   GENERATION      they are “not good at games”—  separate things that need to be
          quite nicely to game design.   » Many (if not most) games now   virtually everyone plays and enjoys   forced to work together, but if they
          One prototype we’ve developed   rely on some generative element,
          here at Lucky Frame is a drum-  ranging from fully generated levels   PUGS LUV BEATS.
          machine space shooter. As the   to character-name generators. This
          enemies come onscreen, they   approach should absolutely be
          generate a drum sound, and as   mirrored in the world of procedural
          they are destroyed, they play   music. If you set up a system that
          a musical tone. If the levels are   generates the musical framework
          editable, this instantly creates   within which a game is played, the
          a sequencer and drum machine   music will almost certainly have
          that is playable and remixable by   more depth and potential. In our iOS
          controlling a flying spaceship. It’s   game PUGS LUV BEATS, we approached
          really the best way to DJ (at least   this by procedurally generating the
          until it is possible to do that with   planet terrains, which controlled all
          actual spaceships, anyway).  the sound libraries. This ensured
            So, now that you’re as excited   a potentially infinite amount of

          as I am by the intersection between   musical combinations.
          music and game design, I hear
          you asking: “What are the three   REPRODUCIBILITY
          main things to be aware of?” Good   » A simple (but extremely
          question! My answer is: complexity,   important) principle of any musical
          generation, and reproducibility.  device is the idea that doing the
                                   same thing twice will result in the
          COMPLEXITY               same output. Pressing the same
          » The most basic form of   piano key in exactly the same way
          generating music in a game is to   twice will sound nearly the same.
          attach a musical event to a game   Turning the filter knob on a synth

          action, such as a character’s   will have the same effect every
          movement. This can be very   time. Without the ability to rely on
          powerful and direct, and provides   that process, the instrument would
          the player with crucial instant   be impossible to master. This is, of
          feedback, making the direct   course, very similar to game design,
          connection between action and   and as such any musical games   some form of game. There is no   are approached together they can
          music. However, music generation   need to have as much reproducibility   reason why music should not be   definitely become greater than the

          needs to have depth. This is no   as possible. The challenge with this   the same way. Playing music is   sum of their parts.
          different from an instrument;   concept is being able to retain the   something that everyone can and
          without complexity, it is repetitive   elements of mystery and challenge   should do, it should be a fun, social   YANN SEZNEC is an artist, musician,
          noise that will soon become stale   that any game needs.   activity not reserved for experts.   performer, and founder of creative studio
          (then boring, then irritating, then                 In terms of the creative side   Lucky Frame. Recent releases for iOS include
          abandoned), but if the music that   THE GAME OF MUSIC  of things, game design (and to a   the IGF-nominated PUGS LUV BEATS and the
          is being created changes too much,   » I have thus far framed many of   certain extent software design in   critically acclaimed BAD HOTEL, both of which
          the connection between the action   these concepts in the context of   general) is in many ways the most   use innovative procedural music techniques.
          and the music will be lost.  creating a musical game; music   vibrant art form in the world right   Lucky Frame is based in Edinburgh,
            For example, if a character   has much to offer game design as a   now. An enormous range of styles   Scotland, and is currently working on several
          will trigger the same musical   whole. Even the most basic concepts   and approaches are being applied   new interactive music projects.

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