Junior Kickstart by The Go! Team

“It sounds like the fucking Singularity touched down.”Warren Ellis

Last fall, Apple did a promotion with Facebook, offering up free music samplers each week for free to anyone who was a member of the Apple Facebook group. (I’d say the promotion was successful, the group currently has a little over 411,000 members.) Each week, they covered a different genre of music, and in the process of this, I was introduced to The Go! Team through their song “Junior Kickstart”. It’s a great, energetic British band that hopefully we’ll see a lot more of. I would like to point out, however, that due to the nature of how I gained this song, I have no direct link for free download: if you want to hear it, I’m afraid you’ll have to spend a buck. Trust me when I say it’s well worth it.

“Junior Kickstart” is an entirely instrumental song, opening with an urgent guitar riff before moving into an explosion of instrumental grooves, replete with horns, drums, guitar, bass, tambourine, and harmonica (created through a blend of live instruments and excellent sampling). It’s hard to describe precisely why, but the feeling of the song feels very much like out of a soundtrack where the heroes suddenly turn things around and proceed to kick some serious ass. The pacing of the song is very energetic, and sonically there are a variety of layers for your ear to explore, or you can simply let them all fuse together into an avalanche of aural pleasure. I will say this: your enjoyment of The Go! Team increases exponentially the better your sound system. Their sound has a lot of tonal variety, so you’ll get more out of the music if you’re using a system that can really accommodate that. (Even the difference between my iPod headphones and a better set of over-ear headphones is noticeable, playing the same song at the same volume and equalization.)

If you’re looking for music that gets you excited and energized, “Junior Kickstart” is a great choice. It has a good deal of complexity to it, yet can still be enjoyed as a more simplistic amalgam. The Go! Team really delivers on the promise of blending synthetic and more traditional instruments, creating a great sound whether in the studio or live. If you haven’t heard them yet, please, go look them up.

[The Go! Team Live at KEXP Free MP3]

[Junior Kickstart on iTunes]

[The Go! Team Website]

On Childlike Innocence

It is remarkable how delightful it is to watch small children explore the world. Their perspective is fresh, and there’s a marvel in their eyes that is infectious. It is simple behavior, the nuances of discovery that makes an everyday action an adventure: opening a cabinet and discovering the treasures within becomes a noble quest.

When do we lose that sense of marvel and wonder? When does the world become mundane, a cage instead of a playground? To remain an inquisitive soul is a lofty aspiration, and one that most sadly fall short of. Once fallen, can that sense of wonder ever be truly regained? Is it fate to become inured and jaded?

Perhaps we’re not asking the right question. It is, perhaps, unreasonable to assume that a youthful blank slate is the desired state. Instead, can we hope to evolve into one who is perhaps acquainted with the trappings of reality, yet still able to appreciate the beauty of it? I suspect this is closer to the right path, the balance of awareness and innocence that leads towards enlightenment.

A lot of it comes down to seeing the cage of reality, and choosing which side of the bars you perceive yourself on. Are you trapped within reality, or are you an observer of it?

Dr. L’Ling by Minus the Bear

Today’s song was discovered via Chris, who linked me to Drilling P.O.S. REDO by Minus the Bear over at Suicide Squeeze Records. While a good song, it got me curious about the band, so I ended up browsing through the site, and found a song that I ended up liking more: “Dr. L’Ling”, which is from their new album, Planet of Ice, which is due out in mid-August.

“Dr. L’Ling” starts out quiet, with an undulating, droning guitar, then adding a staccato drum, before kicking up to full volume with another, lightly distorted guitar that is vaguely reminiscient of “Creep” by Radiohead’s heavy pre-chorus thrash. The vocals aren’t entirely my cup of tea, but don’t really detract from the overall mood of the song, which mixes a sense of urgency with a vaguely ethereal, “space-y” vibe. (“Space-y” is perhaps a bit hard to describe, but you know it when you hear it, much like ProjeKct Two’s Space Groove.) The guitar work in particular really explores the space of the song, mixing melodic long notes with a rapid, abrupt progression that reminded me heavily of “Discipline” by King Crimson. The song finally winds down with more undulation fading into the distance, which gives the total song a mental image of a space patrol, idling along, called to duty, and then returning to its long quiet patrol.

Overall, it’s an engaging song, and I really don’t mind adding it to my musical library. I’ll look forward to hearing more from this band, and see where their musical evolution takes them in their latest album.

[Dr. L’Ling by Minus the Bear]

[Minus the Bear at Suicide Squeeze Records]

Invisible by Modest Mouse

I think it will come as no surprise to most folks familiar with both me and the band that I’m a fan of Modest Mouse. I was initially turned on to them fairly late in their career, with their album Good News for People Who Love Bad News, notably their one-two punch of “World At Large” followed by “Float On,” which when combined, served as a personal mantra and definition through a very trying period in my life. I quickly rounded out my collection of their prior albums, and eagerly anticipated their latest album, We Were Dead Before the Ship Even Sank. The new album, while not exceeding my preference for Good News…, does not disappoint, with its frenetic, impassioned songs. Needless to say, I was glad to see one of these songs, “Invisible”, show up on KEXP’s Song of the Day Podcast.

“Invisible” starts with a muted drum and guitar build up, which then explodes into a sonic crescendo as the singing starts. Build-up and release seems to be a recurring theme within the song, with several points where the melody builds a sense of urgency before a staccato release of heavy, directed drums and guitar, with a bassline running throughout acting as a glue, bonding the elements together.

In short, the song rocks, and rocks hard. It engages the ear on several levels in a way that could be overwhelming if not prepared for it, combined with a pacing that can’t help but encourage a frenetic mood in the listener. “Invisible” is an excellent example of Modest Mouse’s musical style, and would be a great way to introduce the band musically to a newcomer.

[Invisible by Modest Mouse]

[Subscribe to the KEXP Song of the Day Podcast.]

Apple Pie by The Bastard Fairies

“I’m the life of the party, I’m always smiling. On the surface, I’m as happy as can be.”

You all know the people “Apple Pie” (off The Bastard Fairies’ Memento Mori) is talking about: they seem upbeat and cheerful (much like this song), but the reality is that they’re fairly shallow, and avoid dealing with their emotions, or anything too heavy or serious. It describes an individual who is shallow by choice. The mood and melody of the song encourages this image, with a relatively simple tune running through it, with only the chorus having more complexity and layers: for most of the song, it is simply a synth and lo-fi vocals. With each cycle through the chorus, however, they add more and more instruments, until the final chorus is a diverse cacophany of sounds that works well in a sonic fashion. This ties really well into the metaphor of the song, since you never run into these sorts of people alone.

I like this song, for several reasons. First and foremost, it’s a catchy tune, with a simple rhythm and lyrics that are easy to sing along to — it’s easy to end up nodding your head with the beat or even singing along. In particular when I was first introduced to this song via KEXP, I was dealing with several individuals that I found I was immediately identifying with the song: not bad people, but emotionally shallow, who’d rather sweep things under the rug than address the issues at hand. This gave it enough weight that I ended up tracking down the band online, where I discovered that they were offering their entire album available for download, free (links below). I’d definitely recommend looking them up, and giving the album a few listens, to see if it’s something you might like: especially for the price, it’s worth your time.

[“Apple Pie” [Free MP3]]

[The Bastard Fairies Website]

What MUDs Still Have to Offer to the Virtual World Discussion

There has been a lot of discussion within academic circles regarding the use of virtual worlds for the purpose of researching various forms of human and communal interaction and formation. Due to the exorbitant current cost of entry in creating an MMORPG (and the fact that they already have a population for the purposes of sampling), it seems like a great deal of the research is occurring within already established games. There’s nothing wrong with this, per se, though there will come a time when the greater degree of control over variables that comes with creating your own environments will likely become necessary. (As a case in point, while they can select which games they choose to sample, researchers tend not to have control over how the game is marketed, nor which demographics it chooses to target.)

There also seems to be a fair bit of focus on contemporary games, like Second Life, and World of Warcraft. While this certainly has merit, especially in that these games reach a certain critical mass, allowing for a greater demographic sampling for research: you are more likely to get not just core gamers, but also casuals with other interests that play as a fad (because “everyone” plays). This can only help the overall direction of research into social dynamics and interaction, and examining the social organism as a whole. However, what I’ve found is very little attention to a return to prior research, prior virtual worlds and experiments.

I think this is incredibly unfortunate. I think there is still a lot of play left in earlier models, such as MUDs (Multi-User Domains/Dungeons, the text-based precursor to the modern MMORPG). Many MUDs at this point have been established for well over a decade, which I think would offer a wealth of opportunities for seeing how a community matures and shifts as it ages. Let’s take AvatarMUD for example, since I have nearly a decade of experience with it. Over the past decade, I’ve seen the population rise to a peak population count of 190 individual players on at a given time, with a median of roughly 120 across the day, to a slow decline as players moved on, where the median is closer to 60, with a daily peak player count of around 90. Even in this, it has survived better than many MUDs.

As the player community has shrunk, so has the sense of community, which could be partially attributed to several design implementations that allowed for greater fragmentation of the player base (in addition to outside factors, such as a shift away from MUDs in general, and the increased availability of broadband allowing for more visually robust games to be played). What is particularly notable is that as the nature of the game evolved, we started adjusting and adapting more and more for “min-max” players, and hardcore players. This came at the cost of the more casual, social player. While I don’t think it is a perfect ratio, I strongly suspect there is at least a passing corollary between the reduction in population, with the prior percentage of casual and social players. What has remained are largely committed players, who have invested hundreds or even thousands of hours into their characters, and generally have considerably more than one alt. They’ve “mastered” the play mechanics of the game, and generally continue to play because of their investment in the game, and the friends they’ve made within the game, rather than continuing to find new challenges.

Due to making these adjustments in order to “keep ahead” of the “hardcore” players, the barrier of entry for new and more socially-oriented players becomes untenable unless they already have friends within the game. This is not unreasonable, since MUDs are largely populated through word of mouth: they are often labors of love, and not even allowed to charge or generate revenue, which means they tend not to have the budget to advertise. It does, however, mean that the truly new player is largely left to fend for themselves, and can become extremely frustrated until they start establishing a rapport and support group among other players. If they aren’t willing or able to devote the time and energy towards that end, that often marks the end of their time on the MUD.

This isn’t meant to be a doom or gloom forecast of things to come with AvatarMUD, and the staff remains receptive to a number of ideas on how to aid the casual player in becoming established, without sacrificing the game mechanics and design path they’re interested in pursuing. It remains to be seen how effective these ideas will prove to be, but that returns me to the point of this essay: MUDs present an opportunity to observe communities further along in the cycle, and their continued use as a sandbox for virtual worlds should not be underestimated.

Friday the 13th, 2007

While considered bad luck by many, I’ve not really found Friday the 13th to be particularly different from any other given Friday… arguably, I’ve had better luck on them than worse (which I suppose goes with my general experience with “luck”… find a 4 leaf clover, fall and skin your knee… walk under a ladder, find a quarter on the sidewalk. Don’t even get me started on my jade pendant). I slept in today, though not as late as some of the past few days, and overall I’m feeling alright.

In my daily spate of rss feeds and blogs, the inestimable Warren Ellis pointed out a fantastic post on M John Harrison’s blog, that’s worth quoting:

Every moment of a science fiction story must represent the triumph of writing over worldbuilding.

Worldbuilding is dull. Worldbuilding literalises the urge to invent. Worldbuilding gives an unneccessary permission for acts of writing (indeed, for acts of reading). Worldbuilding numbs the reader’s ability to fulfil their part of the bargain, because it believes that it has to do everything around here if anything is going to get done.

Above all, worldbuilding is not technically neccessary. It is the great clomping foot of nerdism. It is the attempt to exhaustively survey a place that isn’t there. A good writer would never try to do that, even with a place that is there. It isn’t possible, & if it was the results wouldn’t be readable: they would constitute not a book but the biggest library ever built, a hallowed place of dedication & lifelong study. This gives us a clue to the psychological type of the worldbuilder & the worldbuilder’s victim, & makes us very afraid.

I’m not sure that I entirely agree: while worldbuilding should be by no means the primary function of the story, taking the time to hammer out a core basis for the setting of your story I think can be really rewarding. I must admit that I’m a bit biased in this, in that I like thinking about the esoteric and random elements surrounding a story — how a given civilization functions, the history and struggle that caused that particular world to be formed. It’s easy to become myopic when doing this, absolutely, to start thinking about how a particular tribe in Uganda handles the dry season when your story has nothing to do with that and that knowledge will never even be mentioned. But if you are mindful of this, mindful of the lure of avoiding the story by fleshing out the world (yet another form of procrastination, seductive in its psuedo-productivity), then that elaboration can help tighten and expand your story.

That’s my opinion anyway, and I don’t exactly have any award winning publications to back it up. Unlike M John Harrison.

I kind of agree with him in some ways, though. As soon as the worldbuilding becomes even translucent (let alone opaque), you’ve bored most readers… worldbuilding should be for your own edification and cohesion as the writer. Its role in the story itself should be transparent. (I believe it was Silverberg, and I’m paraphrasing, who commented that Heinlein was one of the few others who managed to ladel on pages of exposition without boring the reader.) I do definitely agree with Mr. Harrison’s thoughts about writing, which he expounds upon here:

The notebook stage is the last time anything of mine sees paper until publication. I like to do lots of operations. Fountain pens and refurbished 1930 Underwood portables don’t cut it; digital management is the appropriate choice. Have you ever noticed how every male novelist you meet at a literary festival wears a linen jacket and is called Tim ? Tim prefers an antique Watermans, maybe his dad owned it. It keeps him pure and returns him to the sinewy prose of the giants who came before us all.

I don’t have any writing pattern. I hate being professional. I don’t write according to a schedule or an output plan; I don’t begin at the beginning and write to the end. Or rather: if I do any of those things I usually have to bin the results. Writing should be fun — absorbing, transporting, intense, whatever. It should ambush you. It should be up there with sex, drugs and irresponsible driving. It shouldn’t have anything to do with research or require a degree in finding out about lipstick colours in 1943. I can’t do it if I’m bored or depressed or feeling unconfident. Once it’s working, I can write anywhere — I’ve done stuff while hanging off an abseil rope on a sea cliff or a highrise building — but not under any conditions. If I’m sitting at my desk I hate to be cold, I hate anyone’s noise except my own. But I like working on a train.

Sounds about right to me. When I’m on a roll, it doesn’t really matter where I am, and if I’m feeling depressed, it’s like pulling teeth to get anything that isn’t simply mopey or angst-ridden out onto the screen or page. I’ve found it easy to get into that rut, and try to be mindful of it, and not letting it overwhelm other things I wish to talk about (if you’ve noticed that my posts sometimes seem varied and veer through topics with remarkable speed, now there’s perhaps a hint as to why… that, or I have the attention span of a goldfish. Maybe a bit of both). With depression, it’s remarkably easy to get stuck on depression and its related trappings, despite the fact that the answer to combatting it is do and be productive and talk about other things.

So, R Stevens linked to SBaGen via Twitter, and I decided to at least find out what the heck he was talking about. Turns out SBaGen is an open source binaural beats generator. If you’re not familiar with the concept, a quick explanation (there are whole books about this, so I definitely recommend looking into it on your own if you’re curious): binaural beats is a method to synchronize and alter your brainwave patterns, ie putting yourself into an alpha or theta (among others) state, for the purposes of meditation, focus, more restful sleep, lucid dreaming, and even (supposedly) out of body experiences. It’s kind of new age-y, but since it’s a free generator, who really cares, it cost you nothing to try it out, and if you decide it’s not worth it, you can delete it easily.

I tried out the Demo, which starts at a 200Hz cycle and slides down to 5Hz over the course of 30 minutes. It’s supposed to theoretically leave you feeling light and energized. I do feel more alert after trying it, though I would like to comment on a few things that happened with it (while I won’t necessarily be posting it on here, I do plan on keeping a journal of my observations as I experiment with this). Notably, a few minutes in, my left thumb abruptly started to feel extremely hot, and my right thumb started to feel cold. Neither was touching anything, and after another few minutes, it largely subsided (which would make sense since different wavelengths are meant to affect you differently, and that frequency changed over that period). Dunno what it all means, but it does leave me curious to find out.

Improving the Middleware Licensing Model

[Before I get into the specifics of what I’m talking about, I’d like to preface all this by saying that I am not a business analyst, nor an economist. I don’t know the realities of how feasible this is, as I have not run any numbers to check that feasibility. More than anything, I am putting this out there as an idea, in the hopes that someone with the requisite expertise can actually run the numbers and (hopefully) put them into practice. — Nabil]

As I’m sure most of you are already aware, games are generally no longer made in someone’s basement on a shoestring budget. They are developed by teams ranging in size but rarely under a dozen at this point, and for budgets that are quickly rivalling the most expensive Hollywood blockbusters. While the size and scope of game development is now on par with that of movie development, we haven’t bothered to adopt many of the business models that are used within this sister entertainment industry, and not because they couldn’t be successful, but simply because those holding the purse strings are leery of trying something new on a $20 million game. This is only going to become worse as budgets continue to escalate into the $100 million and even $200 million game. Put simply, the financiers of the industry are becoming more risk-averse, and are going to become more conservative as time continues. If we’re going to find alternative models for game development, it needs to be done now if at all. Personally, one avenue I’d like to see pursued is a royalties-based licensing model.
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Design Metaphors and Philosophies

Much like every other medium, there are really no hard and fast rules to making a good game. “Add nice graphics,” or “Make sure the gameplay is fun” is hardly a schematic for making a good game, and could be roughly equated with back seat driving, telling someone to be sure to remember to use their turn signal when their turn signal is already on. That said, there have certainly been some attempts to give a basic grounding in what design principles work or don’t work in game design, by a great many individuals. There are a fair number of similarities between these authors (which is unsurprising, since they all read each other and come from similar backgrounds in the industry), but what I personally find more interesting is the differences between different authors, and what metaphors different designers have found most effective for them.

One of the earliest books I read this semester was A Theory of Fun by Raph Koster. While not explicitly about game design per se so much as a discussion about the fundamental concepts of fun and play, Koster does also explore the method he finds most effective for game design. His metaphor is based around his theory that games are fun because the brain is constantly seeking patterns to process. With that in mind, he tries to find new patterns for the brain to process by thinking of a verb that would encapsulate an action or series of actions, and then designs the game mechanic around that verb (or if the game is expansive enough, verbs). From a ludological perspective, this is a very appealing method of design, since the game mechanic quite literally designs itself. This does not leave much room for a narrative-centric game, however.
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Narratology vs Ludology; Pictorialism Revisited

Video games are currently facing a slew of legislation attempting to ban or criminalize the representation or discussion of some topics within video games — effectively censoring what can be made in games, or even what can be defined as a game. This is hardly the first time this sort of action has come up, however, if you look back to other contemporary forms of media. In the early 20th century, photography had split into factions on the nature of photography as an art form. The division was between a style known as pictorialism, which allowed and encouraged image manipulation and pre-composition, and straight photography, which disallowed any pre or post-processing manipulation of the image. About the extent that was allowed in straight photography was some dodging and burning applied during the printing process. These two factions each had an advocate in the public fora, notably William Mortensen on the side of pictorialism, and Ansel Adams on the side of straight photography. The debates often became heated between the two, with Adams becoming the winner by default after Mortensen passed away. There was also some dirty pool played on the part of the straight photographers, who deliberately removed any but the most cursory mention of pictorialism as a photographic movement in Beaumont Newhall’s work, The History of Photography from 1839 to the Present.

My personal contention is that this turn of events has significantly marred the public view of photography as an artform, encouraging the mindset that photography is simply an objective view of what is or was (which is not the case even within straight photography). It has taken decades and a fundamental paradigm shift in the realm of photography (ie digital manipulation; Photoshop, Painter, et cetera) to even make a dent in this perception, with considerable inroads still needing to be made. This denial of the more expressive, authorial form of the medium encourages the public view of the medium as a sort of stepchild to more accepted forms of art.
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