Wednesday, December 17, 2008

Portal Trek (or: The Internet's 5000th Article About Portal)


There was a recurring theme in Star Trek: The Next Generation of evolution to a new stage of life, consisting of some kind of psychedelic mental energy phase that transcends space and time, dissolves all borders, and lets us soup up our warp drive engines through sheer imagination. Wesley Crusher was supposedly a mutant harbinger of this future humankind. 

This aspect of the show was summed up best by Q in the last episode: "The trial never ends. We wanted to see if you had the ability to expand your mind and your horizons. And for one brief moment, you did. ...For that one fraction of a second, you were open to options you had never considered. That is the exploration that awaits you. Not mapping stars and studying nebulae, but charting the unknown possibilities of existence."

The individual storylines contributing to this subplot were not always good, and it had a kind of 60s naivete to it, but I always liked this idea and wish more had been done with it, including the oft-maligned character of Wesley.

There's times when I play the game Portal that I feel like I'm super future man Wesley Crusher. And these are the best moments. I step through a portal on ground level and emerge from a point high on the wall, about fifty feet up, and begin to fall. Approaching terminal velocity, I look down and create a portal on the floor below me. I slip through and once again emerge from the portal high above, only now I'm falling sideways. Before gravity can reassert itself and overcome my momentum, I've landed on a distant platform, having abused the fabric of space-time to create a catapult. The laws of physics shrug. All this is compulsory, and the game designers have cleverly arranged the levels so that you will discover tricks like this, but you still feel like a genius when you do.

Portal is the smartest game I've ever played. Not that it's challenging - compared to old-school puzzlers like Lolo it's a cakewalk.* But the way that every aspect of the design stretches the imagination is unparalleled. Even more amazing is the economy with which this is accomplished. There is only one character - a sinister computer, a sarcastic version of HAL 9000 that acts as narrator and adversary. The heroine says nothing and would not even need to have a face were it not for the fact that you often end up looking at yourself through the portals. A sparse but evocative story is told through your antagonist's witty comments and a handful of fascinating environments.

Over the past decade, a lot of game designers have gotten carried away in their attempts to make video games a serious storytelling medium, and mostly the result has been overwrought time-wasting nonsense. Portal, meanwhile, has maybe a minute or two of unskippable dialog, and everything else is icing on the cake.** Using extreme minimalism, Portal strikes the imagination such that you come away wondering about the implications of everything it showed you.

The typical rules of video games are also parodied and exploited in fantastic ways. One stage requires you to get past a series of obstacles using a box, a standard trope of game puzzles. But Portal's sinister computer manipulates you, providing a box with pink hearts on it, planting a suggestion that humans are known to anthropomorphize inanimate objects, and then callously forcing you to "euthanize" your box before completing the stage. World 5-3 of Super Mario Bros. 3 has a well-loved item that has to be given up at the end, but that game never implies that you should feel bad about reaching the end of the level!

Star Trek may be naively optimistic about humanity's evolution, but Portal at least justifies holding out hope for great things to come in the evolution of video games. If my wishes are fulfilled, maybe some time in the not-too-distant future I'll be writing an article here about how some game makes me feel like I'm Odo.

*As is well known by this point, the cake is a lie.

**You will be baked, and then there will be cake.

Wednesday, October 22, 2008

Autumn into Winter

Here.

This is a companion piece to Chrysalis. There's a basic chord structure in Autumn that's reversed in Chrysalis. It's emphasized most clearly during the swing-waltz sections. I started writing Chrysalis because I realized that the chords from Autumn would work just as well in reverse.

I originally wrote the first and last parts of Autumn as different pieces, but they grew and met each other in the middle. It's fun to write arpeggio-based pieces like this. You can use subtler and stranger progressions than you could with block chords.

Friday, September 5, 2008

Here is Things

New things. Yay!

I meant for the alternate version of "Hopeless Love" to be last on the playlist, but Archive.org decided to put it first for some reason. Aside from that chiptunes rendition, I've used a more new agey sound here. I think it's nice.

Click for things

Sunday, August 10, 2008

Recent Dreams

The sky beneath the water's edge
The ocean of light above my head
I stand ashore among my kind
And they listen to the rustling
of my mind.

I dreamt a day pleasantly passed
Two distant friends were joined at last
But time reversed, came yestermorning's sun
Destiny slipped and time
came undone.

The unlived days we wonder about 
Pass over us like the shadows of clouds.
I stand ashore among my kind
And they listen to the rustling
of my mind.

Wednesday, August 6, 2008

A Random Observation From A Former Self

I was googling myself and came across a comment that I wrote about one year ago. I think it's pretty accurate.

"Out of all the comic strips that aren’t funny anymore, Dilbert is the one that was funny the most recently."

Wow... With that caliber of witty pop-culture commentary, I bet I'll be appearing on VH1 any day now.

Monday, July 28, 2008

Negative Lad part 1

At first, I didn't think I would put this up. These recordings were made as a test to see if I could get a good sound out of the piano and mike. The results were mixed - I was happy enough with the sound, but the piano needs tuning and you can hear lots of noise from the keys and pedals. The performance is also easy to criticize, showing off my dumb left hand and my sociopathic glee in sustaining chords into a stew of dissonance. But nitpicks aside, there were enough "keeper" moments in this improv session that I decided to go ahead and post it.

I only added significant effects to the middle section, which was already pretty weird anyway. The first and last bits just have minor tweaks to liven up the sound.

Negative Lad
1 - I'm A Big Fish 
2 - In An Empty Pond 
3 - Better Learn To Walk

If I were a less lazy person I would devote more time to practicing piano, because I do love it as an instrument.

Ps. Negative Lad is my superhero identity. Don't tell anyone.

Thursday, July 17, 2008

Post-Awesome

And now, the post-Mannette Festival depression phase of the summer.

Bleargh.

I wonder if this is how it feels to be a washed-up rock star. It's a feeling like "Wait, life can go back to being not awesome? Didn't I prove to the world that I'm cool and therefore above all this standing in line and doing paperwork and wondering how to get money?"

Tuesday, July 1, 2008

Off to the Festival of Steel

Today I'm heading out to West Virginia to attend the Mannette Festival of Steel so I won't be updating for a couple of weeks.

The Mannette Festival is emblematic of how good it is to be involved in steelpan. Many of the world's foremost players and composers come to the festival to perform with students and amateurs.

Pan is a marvelous instrument, and a marvelous movement in culture worldwide. It is still an infant in accoustic musical instrument years, and much of its potential remains to be explored. It combines the possibilities of rhythm, melody, and harmony into a complex but accessible whole. The classical canon of pan, or the nearest thing to it, is calypso, a genre not so long gone that we can't still understand it and dance to it. Even the most intense competitions of skill on the instrument are festive occasions. All music has the power to move us, but perhaps none is so blatantly fun as steelpan.

It is probably for these same reasons that pan is not often taken seriously. In America we typically hear the instrument as a soundtrack for "Girls Gone Wild" commercials late at night, as generic Caribbean atmosphere in "Under the Sea" and "Kokomo*," and occasionally in synthesized form in the Super Mario games.** It's not that pan is even counterculture; it's simply viewed as a novelty if it's recognized at all. It is a shame for the instrument to be overlooked. It is a great way to get people into music - especially young people.

I'm reminded of how lucky I personally feel to have discovered this instrument. I spent a number of years without a direction in life or any connection to people outside of my close circle of family and friends, and pan played a big part in turning things around. I'm still looking for a way to sustain myself with my creativity, but I feel, for the first time, confidence and satisfaction(and this blog has become a significant aspect of the process).


*A song which mentions some ten different Caribbean islands yet manages to overlook Trinidad and Tobago...

**Not to say that these things are equally disreputable. In fact, as Mario stands for both fun and a high standard of quality, I don't object to that association at all.

Thursday, June 26, 2008

Fear the Groove

I haven't posted a finished electronic piece for a while, so here's a newly polished one.

Because They Fear the Groove

This tune started with a bluesy bass-line in E-flat minor. I added layers to it while consciously avoiding giving much concern to the usual rules of harmony. The result was quite cool but a little too simple for my taste, so I added a coda in B-flat phrygian dominant to spice up the overall experience. A neat trick that results is that when the "B" section reoccurs at the end, you hear it in the context of the new tonality. This ambiguity isn't fully resolved until the final chord(B-flat).

Friday, June 20, 2008

New Music

Three new things, here.

Sunday, June 15, 2008

Rediscovering The Beatles

Recently, thanks to the Purple Chick remasters, I've been listening to the Beatles a lot. I heard them in my childhood but never seriously listened to them until the recent Love album. I have an early memory of hearing songs like Rocky Raccoon and Piggies, thinking they were really about animals.

I'm more of a Pink Floyd guy - more instrumentals, more keyboards, more earnest lyrics - but there's no doubt that the Beatles were the best at what they did. Their humor often surprises me. I tend to take music at face value, so I don't immediately notice when a song is supposed to be a parody(I thought the strings in Good Night were lovely rather than comically over-the-top). Pink Floyd's humor tended to be either acidic or incomprehensible.

I think that Come Together is my favorite Beatles song, because it accomplishes so much with a cool rhythm and a small selection of modal chords, and the lyrics are so wonderfully surreal. Other times I'm more attracted to Because for opposite reasons, but the two are definitely top of my list.

One of the great things about the Beatles is that so many of their songs are one of a kind - unique within their catalog and elsewhere - and yet, if you had only the one song to go on, you might think that the band sounded that way all of the time, because they make it seem so natural and practiced. It's fun to imagine parallel universes where, for example, a song like Because might have been the basis for an entire album. I'd really like to visit those alternate worlds and bring back those albums. But then, maybe it's better to leave them to the imagination.

Thursday, June 12, 2008

Voice of Wind

For the past week or so I've been wrestling with editing an aimless 15 minute improv down to a reasonably sized collage of the best parts. Eventually I realized that I was trying very hard to turn a spontaneous event into a composition, and that perhaps this was foolish, or at least more trouble than it was worth. So I gave up on that and slapped together something new in just the past few hours.

Voice of Wind

It's three pan instruments playing in distinct ranges and each in a different pentatonic scale(adjacent on the circle of fifths). The result is more of an unchanging soundscape than my solo recordings, although paradoxically it took more planning and arrangement.

Accompanying it is a bonus track of the same piece distorted in amusing ways.

Tuesday, June 3, 2008

Devonian

My girlfriend had been saying for some time that "Devonian: The Age of Fishes" would be a good title for a piece of music. After composing the basic melody for this piece, it seemed quite old and fishy, so I used the name.

Devonian

This piece is in the Phrygian mode, which can be found by playing the natural notes from E to E. The trick to composing for modes is to find alternative ways of expressing tension and drama, because they lack the dominant function chords that most western music is based on. Here, I've used tone clusters that contrast with the sparse harmony of the rest of the piece. The hardest part was coming up with a drum part that provided the right amount of structure and syncopation without calling too much attention to itself.

Composing this was pretty quick and easy, as it's a relatively simple piece - it can be played on piano using only the white keys. I tend to be suspicious of pieces like that. I can't help thinking that people have been writing tunes like this for thousands of years, and surely someone has used "E-B,C-F" as a melody before. Then I remind myself that if I really cared about total originality, I would have to do something crazy like throw out all my instruments and design new ones around weird tuning systems. I have to believe that the things coming out of my brain have a certain flavor to them that's original even if the ideas aren't entirely new.

Trekkie Confessional

I've been revisiting Star Trek recently, following the realization that I could rent all the special features DVDs from my local public library. The Star Trek franchise is dear to me, even though it went a little off the rails toward the end. As I've been watching special features and the occasional episode, I've been contemplating things like "What went right for the character of Julian Bashir that went wrong for the character of Wesley Crusher?" and other fannish notions. I love behind-the-scenes stuff so this has been great fun for me.

It's been said many times before, but it's nice to see a future where humanity figures out the whole civilization thing and solves issues of disease and hunger. I'm a utopian at heart; I feel that it should be possible to get everyone to coexist happily if you can just kick a few close-minded people in the seat of the pants and get them to pay attention to themselves and to the world. I know, in my realist's ego, that people are too stuck in their own narrow reality tunnels to even agree on what utopia is, let along create it, but my intuition says otherwise, and it may be because Trek has defined my idea of the future.

My favorite people on Trek are the outsiders, the Stranger in a Strange Land types - Spock, Data, and Odo. Alienation sums up how I relate to most human beings, so naturally I identify with the aliens, and appreciate that they are given their place in Trek and allowed to be weird, free of judgment. And when they face some kind of threat, or discrimination, or accusation of inanimacy, their friends stand up for them. Friends who are more normal but no less open-minded.

Probably the only scifi show that strikes closer to my heart is Doctor Who, but I'll save that for another time.

Ps. Various dictionaries, via Google, are telling me that "inanimacy" is not a word, but I don't like the sound of "inanimateness."

Wednesday, May 21, 2008

The Convenience of Twelve

One thing that I find fascinating about steelpans is the arrangement of notes on the various types of instrument. Since most steelpan instruments consist of multiple drums, it's very convenient that the tuning system used by most of the world has twelve notes. You can take the factors of twelve and relate them directly to the pans and their tonalities.

2 x 6 = 12 ; Double second divides twelve notes into two whole-tone scales of six notes each.
3 x 4 = 12 ; Cello/guitar pan divides twelve notes into three diminished seven chords of four notes each.
4 x 3 = 12 ; Tenor bass and quadraphonic pans divide twelve notes into four augmented triads of three notes each.
6 x 2 = 12 ; Six-bass pan divides twelve notes into six pairs of fourths and fifths.

If there were thirteen notes in an octave, all this would be a complete mess.

The only pan that uses a single drum is the lead or tenor, which is arranged in a circle of fifths. The interesting result of this is that any melodic contour can be easily remapped into a different key by shifting the physical pattern of notes around the circle.

The Mannette Steel Drums website has pictures of the drums and their layouts here.

Tuesday, May 13, 2008

Chrysalis

Sorry I haven't posted much lately. I've been sick.

Today, I'm putting up a sort of demo version of a piece that I think is my best work in composing via computer. I've been tinkering with it, trying to find a sound that works, but that was becoming very complicated, so instead I've just put up the most recent version using the sounds that I composed it with - all bell-based synths.

Chrysalis

I hope someday to record a version of this for steelpan orchestra but in its current state I fear that the arpeggio parts are unplayable due to their speed and complexity. The cello voice is wonderful for arpeggios but the size and layout of the instrument makes it very physically demanding to play complex lines without rest.

Monday, May 5, 2008

Two New Things

Two things today.

Objects of Desire / Skin

I've taken to heart something Andy Warhol said - do something once or do it every day. And so I've been putting more work into recording and editing.

The first, boldly named piece, is based an idea that I shall definitely be revisiting at some point. Aside from a few brief diversions, it's based on just two chords, but I was able to get a lot of interesting emotional effects. The tonalities have just enough in common that they feel related, but each makes a distinct impression.

Unfortunately, there is some background noise that crept into this one, but I excised the worst of it and was too happy with the performance to throw it out.

The second piece is more of an experiment. I played lead pan with my fingers, with the microphone placed right up under the drum. It's an interesting sound, I think. The finger taps remind me of the pluck of a harp, and the muffled harmonics are remniscent of gamelan.

It's a bit difficult to play pan this way. It's hard to get a good tone from any but the lowest notes. Playing full chords as I do at the end is tough, which is why there isn't more of it. The breathless pace was also a challenge and exposed the relative lack of coordination in the fingers of my left hand.

Saturday, May 3, 2008

Climb the hill in my own way / Every day is the right day

Recently, I've been thinking that the process of developing one's musical skills is like climbing a mountain, except that everytime you think you've reached the peak, it turns out to be a small summit, and the true peak remains hidden in the clouds. For every moment that you think, "Yeah, I'm really good," there are countless moments when you think, "I'm not good enough," and this seems to remain true no matter how long you work at it.

Case in point - Making these rough, formative recordings has been a humbling experience. Most of my experience has been in playing live as part of a band, which takes a somewhat different skill set than recording. Being in a band is a social experience. You bond with the other players, and support them just as they support you. You have to be able to listen as well as play, which may seem easy and obvious, but is actually one of the elements of that nebulous concept that is talent. Recording is different. It's kind of solipsistic, especially solo recordings. There's nothing but your sound versus the empty space. And empty space has a way of making you look bad, instead of holding you up the way a good drummer does. Empty space just sits there, daring you to come up with an idea that's better than blank Zen perfection.

As a result of all this, it seems that with each of these recordings I make, I get more critical and demanding of myself. Which is good, really. Once I feel like I've finished with this project, I'm going to have a lot of pent-up energy ready to spend on more structured compositions.

Monday, April 28, 2008

Ten Great Games

Someone recently asked me(in real life, even) about my favorite video games. This is something I've occasionally thought about, but the question set me to mulling it over once again. Here, in alphabetical order, are ten of my favorites. The ten? Maybe. For now. I always change my mind when I re-read these lists.

Frequently cited for Best Game Ever status is Chrono Trigger, an RPG made by a "dream team" of designers from Square and Enix. A simple but charming story leads you through time and space, searching for the cause of the apocalypse in 1999. Compared to the RPGs of its era(and most RPGs of any era), Chrono Trigger is sublimely elegant and streamlined. Battles occur without any interruption, characters team up for attacks, and strategy arises from the placement of enemies. The plot keeps you glued to the screen, introducing new hooks all the time to keep you from turning the game off. And just when you think you're finished, New Game+ is unlocked, along with a variety of new possible endings. Players who manage to defeat the final boss at the very start of a New Game+ are treated to a visit to the Developers' Room, where the game's staff offer a final congratulation.

It's a perfect peanut butter <-> chocolate situation. The "job system" of the classic Final Fantasy games was cast aside, replaced by a deconstructionist philosophy that reshuffled the relationships between abilities, characters and objects in each new game. Meanwhile, the designers of Tactics Ogre had come up with a wonderfully engaging battle simulation, hampered only by the lack of an interesting system of character growth. Overlay the job system on Tactics' gameplay, and the result is Final Fantasy Tactics, the most addictively customizable game I've ever played. I should also admit that the game has its flaws - plenty of them, in fact - but that doesn't keep it off my list, as I have probably spent more time playing this than any other game. Its GBA sequel, Final Fantasy Tactics Advance, is also good, fixing many of the flaws while unfortunately sacrificing some of the depth.

One reliable source of new ideas in 3D games has been the rolling of balls. There are two examples on this list - the first is Katamari Damacy for the PS2. This is one of those occasional bursts of mad genius that arises from Japan and demands to be experienced, like sushi, Ranma 1/2, and the head-mounted toilet paper dispenser. The game's opening movie is a stunning experience in its own right, awash in rainbow colors and entheogenic imagery. The actual playing of the game is simple but captivating. You are a small, green fellow with a canister-shaped head, and you roll a ball around that gathers stuff to it like a snowball gathers snow. Anything less than a certain fraction of the ball's size attaches to it, adding to its mass, and increasing the size of objects that you can collect. That's it, except that the objects are identifiable. Ants, pencils, toilets, cats, children, cars, houses, windmills, islands, rainbows, gods - all are objects in the game, and many of them react in some way to being chased down and captured. To transform an entire world of creatures and things into one huge ball of crap is a somewhat disturbing experience, but in a good way.

Probably the greatest franchise in gaming, the Zelda series offers an embarrassment of riches. It's a challenge to decide which title in the series is the best. Is it Twilight Princess, the most realistic and refined of the 3D games? Maybe Wind Waker, which resembles a vivid cartoon more than a game? How about A Link to the Past, the best of the old 2D games, with its classic take on the light world/dark world design? Since this is a list of my favorite games, I'm going to pick the original, the shiny gold NES cartridge, The Legend of Zelda. I'm under no illusion that this is a better game than its successors, but its antiquated charm holds a special place in my heart. I particularly like the nonlinearity of the first Zelda, and wish more modern games would embrace this sort of structure. There is a prescribed sequence to the game's dungeons, but if you choose to walk away from the set path you may do so. Zelda also famously offers a "second quest" with a reorganized world and completely new dungeons. In my fan's heart I mourn the fact that modern games are too complex to make this kind of bonus feature viable in today's game industry.

In video games, unlike other entertainment media, sequels are frequently better than the original. Such was the case with the classic Mega Man 2. The first game had some good ideas but exemplified the sadistic streak of early NES games, when difficulty was equated with quality. Mega Man 2 brought the challenge down to a fair level, still tough for newbies but not dominatrix tough. It also perfects the Mega Man concept. You choose what order to complete the stages in, and gain new weapons at the end of each. The weapons you get change the nature of the game for the remaining levels, adding a lot of strategy and replay value compared to other platformers of the time. As the series continued, diminishing returns quickly manifested in the enemy and weapon designs. None were ever again as good as Mega Man 2, nor were the graphics and music as inspired. Mega Man 2 was the pinnacle of the series, and arguably, the entire NES era.

Metroid Prime is an essential title for the Gamecube, combining first-person action with Zelda-like controls and a scenario revealed through discovered data, hieroglyphs, and sensor analysis, similar to Marathon. While its deviance from normal FPS standards is jarring at first, as it lacks the direction inputs to offer full look and strafe controls, once you get comfortable with the game it offers one of the most enthralling virtual worlds yet seen in video games. Having played one too many plot-heavy RPGs(and the one too many was specifically Xenogears), the optional scenario text in Metroid Prime came as a joyful revelation to me. Here was a game in which plot and exposition never came at the expense of gameplay. Sweetening the deal, the game has lots of potential for sequence-breaking, i.e. defying the designed path of events in the game for fun and profit. This accidental feature, partially "fixed" in later releases of the game and more or less expunged from the sequels, adds a great deal of challenge and replay value.

The short but sweet Ogre Battle series merges RPG with war simulation. Instead of leading one party of heroes through a world full of randomly occuring battles, in Ogre Battle you organize an entire army of warriors into groups and send them out to fight an opposing army. The N64 sequel, Ogre Battle 64, is a step up in depth and strategic detail from the original, making it one of my all-time favorites. The task of naming fifty to two hundred characters alone is enough to make me drool with excitement, and each time I start a new game I pick a theme, like mythological gods, or characters from other video games, to add a different sense of fantasy to the experience. Sadly, once you reach the final battlefield, there's nothing really left to do, so I tend to quit in the last chapter a little bit before reaching that sad moment.

I love when a game has bonus content well beyond the norm, whether it takes the form of secrets, cheats, bonus missions, or multiplayer options, or in the case of Perfect Dark, all of the above. It's a great action game, but it's the vast array of multiplayer possibilities that make Perfect Dark almost infinitely entertaining. The game features great weapon concepts like the Laptop Gun, which can act as an AI-operated drone, or the N-Bomb, which causes visual impairment. The maps are fun and full of secret passages and crawlspaces. The game's one flaw is its potential for lag, even with the N64 RAM expansion. Avoiding explosives and the rather superfluous Hi-Res mode helps to alleviate this downside.

The N64 was an ill-fated console that failed to compete with Sony's Playstation, but you wouldn't have known it from their launch titles. The PSX launched with... Um... What did it launch with? Toshinden? Whatever it was, it was unmemorable. Meanwhile, Nintendo had converted the most famous video game character of all into 3D, and the result was Super Mario 64. There's a joy in the movements of Mario in this game that has rarely been seen before or since. The various jumps and attacks that Mario is capable of make the game endlessly entertaining, despite its simple graphics and relatively small world. About once a year I dust off this game and collect all the stars all over again.

The Gamecube, on the other hand, was lacking in launch titles, with no big franchise offerings from Nintendo(Luigi's Mansion was a decent game, but more of a one-off oddity than a real Mario title). Who should come to the rescue but... Sega? Yes, perhaps Sega's last great offering to the world was Super Monkey Ball, a masterpiece of simple game design. Roll a ball from the start of a maze to the finish, move on to the next stage. The levels get increasingly complex and difficult as you go. That's all there really is to it, but like another arcade classic, Bubble Bobble, the simple but clever nature of the design lends itself to hundreds of variations. Bubble Bobble could trust its gameplay to carry it through minimalist concepts, like a floor containing only empty space, and Super Monkey Ball is able to pull off similarly fiendish twists, like a single platform with a rapidly spinning goal. The game manages difficulty level perfectly, with easy levels for beginners and challenges that ramp up gradually to the point of pure insanity. As a welcome bonus, Super Monkey Ball includes a variety of multiplayer minigames, including the best billiards simulation I've played. Super Monkey Ball 2 is also a solid game, although I prefer the first one.

Wednesday, April 23, 2008

Arpeggioland

More noodling. If I'd thought of it, I probably would have put the album name in the ID3 tags as "noodles" when I started this project. Oh well.

Arpeggioland

With this one I've used reverb to simulate an effect like the sustain pedal on a vibraphone. This is another effect that I'd like to explore further in real-time if I can figure out how to do it. I'm imagining a plugged-in pan setup that would have effects pedals for stuff like this. Could be fun.

There was an audio glitch in this one that I had to delete, along with a very small patch of music. Hopefully it isn't too noticeable. I almost left it in, but I knew I'd be bothered by it later if I didn't fix it.

Sorry I haven't been posting in the past week, but I have an excuse: Rehearsals with Ray Holman.

Wednesday, April 16, 2008

Storytelling Troubles in Twilight Princess and Final Fantasy XII

I don't get around to playing most of the big franchise games these days, but I did make time for a couple of grade-A titles, namely Final Fantasy XII and The Legend of Zelda: Twilight Princess. Both games present the player with very convincing virtual worlds to explore, and both take their series' storylines in more realistic directions. The degree to which they succeed at this is quite remarkable, but this trend toward realism clashes with many traditional video game elements.

The realistic nature of these virtual worlds has psychological consequences - the creatures within them are so convincing that I sometimes feel a bit conflicted over killing them. Video games are famously casual about death, with the traditional value of a life being set at twenty-five cents. But as the monsters become more lifelike, the spirit of adventure no longer seems to justify slaying entire ecosystems full of wild animals. It is, of course, only a game, and anyone who thinks my rampant virtual slaughters will be echoed in the real world is a fool. But when virtual reality looks this real, it causes a certain moral dissonance. The lesson of games is that it doesn't matter; those animals you kill will reappear magically when you leave the area and return. Video games have always taken a haphazard approach to ecology, which we didn't really notice until now. The realistic illusion of Twilight Princess's world collapses when you stand in a desert and look over a small hill at a massive lake.

Both games also struggle to present more mature plots while still delivering classic gameplay in the amount fans expect. In Twilight Princess, the storyline starts strong, but becomes stagnant about halfway through. The latter half of the game is occupied mostly by a single goal, and there is minimal dialogue compared to the first half. FFXII similarly reaches a status quo early on, and while its plot keeps moving, it also seems to suffer from having a longer "laundry list" than its script. Things that make the early storyline interesting, such as conflicting goals and motivations, disappear behind the need to have all the player characters fulfill their functions in the game. In both cases, the needs of the game stretch the story to the point of absurdity.

FFXII also flirts with absurdity by having its relatively realistic characters engage in the sort of over-the-top fighting moves that have been part of the Final Fantasy formula since the seventh installment in the series. Anime-like action scenes that were consistent with characters like the spiky-haired Cloud from FF7 seem totally bizarre in FFXII. When rogue hero Balthier waves his hands in the air and conjures a tsunami, I can't help but wonder where this power came from. You can, however, see the roots of this game/story division in the earlier games, particularly the distinction between game-death and plot-death.

I expect that the next stage of evolution for video games will be to overcome issues like these. The PS2/X-Box/Gamecube era gave us convincing 3D graphics, but the design challenge of putting this technology to use still remains.

Monday, April 14, 2008

Summer

New steelpan noodling.

Summer

One of my favorite things to do when playing pan solo is to run up and down giant chords, as you can hear in this recording. The tonality is ambiguous; rather than use the diminished chord that normally occurs in major/minor keys, the chords here tend to escape into foreign areas of the circle of fifths. There's a sense of alternate major-minor-ness going on into infinity. The occasional emphasis of the Lydian #4 tonality adds further mystery.

For some reason, the images that came into my mind while I was editing this noodle were of hot summer days outside in the sun when I was young. A feeling of innocence and passing time.

Sunday, April 6, 2008

Phrygdom

Another of my musical experiments is online. More steelpan improvisation.

Phrygdom

This time, I've applied an effect that makes it sound kind of like a weird keyboard... If you played a keyboard with sticks. I like it. I need to figure out how to apply the effect in real time so I can run it through an amp and hear it as I play. It'd be a cool stunt to bring out during gigs, and it might blend with other instruments better.

The scale this time is phrygian dominant, which is heard in flamenco, klezmer, and Indian and Middle Eastern music. It's one of the most dramatic scales, as it has the dark, bold energy of the minor key dominant chord but without ever falling back to the subdued minor tonic.

My plan with these recordings is to keep doing them until I have roughly an album's worth. Since they're improvised, it's not going to be my best work, but the point is to make myself learn more about recording in Logic by doing it. I have some more electronic compositions that are nearly ready to post, too.

Archive.org derives a variety of formats for the files I post, but in the process the ID3 tags are lost, so download the 160kbps MP3. That's the format I upload it in.

Wednesday, April 2, 2008

The Pentatonic Scale

Pentatonic scales are fun, pure, simple, quick to learn and easy to remember. Their blessing is also their curse - the lack of dissonance in these scales can make them bland. They're very sweet and pleasant. They don't have the attitude of blues scales or extended chords. But they're a great tool for soloing and composing.

One handy cheat is playing the pentatonic scale of the dominant over every chord in a major key - For instance, G A B D E over C major chords. This almost always works, and avoiding the tonic note makes the scale more interesting.

If you want to get clever, you can throw chord changes back in and modulate to the pentatonic scale a fifth up from every chord that occurs. It's a tactic for going "outside" that I've been playing with recently. After playing G over C, for example, you could play D over G, bringing in the foreign note F#.

When I fool around at the piano I love to play pentatonics with big stacks of fifths for harmony. The pentatonic can be seen as five consecutive perfect fifths. The G pentatonic scale, for instance, can be organized as G D A E B. Fifths played like this on the piano create a towering open space of harmonic layers. There's a sense not of chord-ness but of ancient, natural polyphony.

Saturday, March 29, 2008

Weird Brains

Artists and shamans are both in the business of publicly exercising their abnormal brains. The difference is that shamans are considered to have practical value.

All artists worth talking about are weirdos. I think many of them would have been shamans in a different time. Maybe a shaman is just an artist who has a good scam going. Or maybe it's the other way around.

I've never felt comfortable on the dance floor. I don't understand what I'm doing there, or who I'm doing it for. When I finally got onto the stage, I found a place that made sense. The only place that makes sense, that isn't imaginary or inside a video game.

I've sometimes wondered if I would feel at home in a monastery. Some kind of Zen place, peaceful, lots of time for contemplation. Do places like that really exist? I hope the other monks don't mind if I bring drums.

Today I was sitting on a bench in the snow, near a library, and listening to the Decemberists song "Legionnaire's Lament." I like that one. I like songs with vocabulary words. I started to write down interesting words that rhyme.

Then I saw Sarah Vowell's show, and then Clusterfunk, and then I came home and wrote a rambling blog post using my weird brain.

Tuesday, March 25, 2008

Reverb = Genius

Koto-Scale Improv

I've been experimenting with recording recently, and this is the first thing that I've liked enough to put online. This is about %95 improvised. The simple theme at the beginning was planned, as was the key change, but that's it. I probably wouldn't have uploaded it, except that it sounds so spooky with the reverb.

The scale used for the first half originates with a Japanese string instrument, the koto. This scale, called In-Sen, arises from the way the koto is tuned. Interestingly, this five-note scale can be found within the seven-note scales of western music, but its attitude is quite different.

One of the most pleasant scales is the pentatonic, which can be described as a stack of five perfect fifths, for example F-C-G-D-A. Add two more notes to that stack and you get the seven-note scale of the western world, F-C-G-D-A-E-B. The first and last notes are a diminished fifth apart, and form a harmonic boundary between scale tones and the five other "outside" tones on the circle of fifths. Now, cut out the second and third notes, leaving F-D-A-E-B, and there's the In-Sen scale. It shares a sense of purity with the pentatonic, but the diminished fifth drastically changes its character.

Monday, March 24, 2008

Eris Vs. Eros

Here is my second tune to be posted to the interwebs: Eris Vs. Eros.

Three mythological names in one title may be a bit too much implicit meaning for a three-minute long computerized instrumental to live up to, but once I'd thought of the name there was no doubt that I was going to use it. Don't read too much into it. Titles are mostly a hook to catch someone's attention and give them a rough picture of the content. I feel it's appropriate that they should be only vaguely suggestive, though, because too much "meaning" up front prevents the audience from hearing the music with an open mind.

This brings to mind something that David Byrne wrote in the liner notes for the CD release of My Life in the Bush of Ghosts:

Byrne: In the West, anyway, the causal link between the author and performer is strong. For instance, it is assumed that I write lyrics(and the accompanying music) for songs because I have something I need to "express." And that as a performer it is assumed that everything one utters is naturally autobiographical. I find that more often, on the contrary, it is the music and the lyric that trigger the emotion within me rather than the other way around. By making music, we are pushing our own buttons, in effect, and the surprising thing is that vocals that we didn't write or even sing can make us feel a gamut of emotions just as much as ones that we wrote. In a way making music is constructing machines that, when successful, dredge up emotions - in us and in the listener. Some people find this idea repulsive, for it seems to relegate the artist to the level of trickster, manipulator, deceiver. They would prefer to see music as an "expression" of emotion rather than a generator of it, to believe in the artist as someone with something to "say." This queasiness is connected with the idea of authenticity as well; that, for example, musicians who "appear" down-home must be more real.

I was very happy to read that, because it matches up with my own artistic experiences and makes me feel that I'm on the right track. Writing music for me is an almost psychedelic experience. During the creative act, there is little conscious consideration of "meaning." There is instead a feedback loop of generating ideas and critiquing them, over and over again until the thing feels right and complete in its entirety. Meaning arises unconsciously, as the art that one creates tends to reflect one's feelings at the time, even if one is not aware of it.

art/life/game

A recurring issue of the day is whether video games qualify as art. Proponents point out that video games are clearly able to recreate art in any of its various forms, whether as film, music, painting, comic books, or even theater. Of course, the video game context changes things, which is where the naysayers come in. Games are defined by interactivity. Take away interactivity from a video game and the result is a very different medium, typically something like a computer-animated movie. If the audience has a choice in the outcome of the story, is it still art? Some have argued that the meaning of art disappears in this case. Another complaint is that games often offer not so much a plot as a laundry list of meaningless chores. Sort of like real life.

Let's go back to the beginning. Video games can do everything art can do and more. Even if we were to agree that interactivity destroys artistry(and it doesn't, but let it go) this point remains. Art is something that you get when you remove features from video games, or to put it more simply, video games are bigger than art. Art is a way for an artist to share his ideas about life, but ideas are ethereal. They don't have to prove themselves against the logic of the real world. Games are more real than art, with physical rules and cause and effect. Art is given significance by its distance from life, while games are trivialized by their closeness to it. Which then, are video games closer to, art or life? They are fictional, but they are a kind of existence.

A better phrase to describe video games is "virtual reality," and I think if we remember this label every time we talk about games vs. art, many things become clearer. Everything that goes on in "real" reality can be simulated in virtual reality. Our virtual realities still have practical limitations, such as the lack of full sensory input, but the only absolute distinction between virtual and real is that virtual realities will always be simpler than the reality that contains them.

Video games, then, are a bit like life and a bit like art. There's a recursive pair of aphorisms - Art imitates life, and life imitates art. Is art life? Is life a game? Are games an art? Video games both epitomize and irrelevantize the distinctions between these elements. Video games are art/life/game. There may come a time when humans forget that art/life/game was once three different things.

Saturday, March 22, 2008

Shuffle Kerfuffle

I'm stealing this idea from the Onion. Ten songs on shuffle:

1.Play Dead - Bjork
Bjork's pretty cool. I guess people have opinions about her. I dunno. She's a great singer. This song has a funky bass line. I like it.

2. Blackbird/Yesterday - The Beatles
This is from the new Love album of mashups and greatest hits. I ignored the Beatles for a long time because I figure things that are that popular probably aren't any good. Turns out, they live up to the hype. Yesterday is one of the most enjoyable songs to sing along with.

3. J-E-N-O-V-A - The Black Mages
One of the best compositions from the Final Fantasy series, in rock form. I love the key changes in this. It keeps shifting up or down a minor third. Strangely affecting.

4. Chocolate City - Parliament
In Parliament's cool guy on the radio series, this one isn't as fun as Wants to Get Funked Up, but it's still cool. And it seems particularly relevant today - "They call it the white house, but that's a temporary condition."

5. jags minns inte - psilodump
This is one of many tracks I got from 8-bit Peoples. If you like the idea of music made with primitive video game sound chips, this is the site for you. Maybe it's just nostalgia, but I love that sound.

6. Fugue #7777 - Asuka Sakai
In the video game Katamari Damacy, this is the theme of the King of All Cosmos. It's a funny synth-opera type of thing. I like having this piece of silliness show up in my shuffles, almost as much as Totaka's Song.

7. Slippery People - Talking Heads
I love Talking Heads, especially in their funky phase. I believe that David Byrne is the ultimate cool white man.

8. Lint of Love - Cibo Matto
My sister got me into this band, which is kind of like J-Pop made by Americans of Japanese descent. They have a unique attitude, and there's a lot of humor in their lyrics. I'd say Lint of Love is definitely their best song. It's both funny and musically strong.

9. Metal Man Goes Clubbing - Disco Dan
From the venerable Overclocked Remix. Like a lot of these game remixes, this one goes on a bit long for my tastes, but it's still great fun. It's almost impossible to go wrong with Mega Man 2.

10. Hanging In There - Ray Holman (Mannette Festival 2003)
Ray Holman is one of the greatest pan composers. In his lightning-quick panorama pieces, he packs more excitement into a few chords than some people manage in entire songs. And then he has tunes like Hanging In There and Since You've Gone that draw you in with impressionistic harmonies but get more emotional as they go.

Thursday, March 20, 2008

Haikus From Hell!

1
Hi, welcome to hell
See the pits of sadism
and the lava lakes
2
smoldering fires
endless torment of the damned
A nice cup of tea
3
In this dungeon dwells
Lucifer's favorite prey
Telemarketers
4
They never hang up
So steel spikes shoot from the phone
The wire strangles them
5
Grotesque and mangled
The corpses reanimate
To be killed anew
6
God's sense of humor
Nothing without irony
Hell is sarcastic
7
Cleansing satire
redemptive comedy with
a happy ending
8
The horror you see
Is just our way of showing
How we truly care
9
This concludes our tour.
Please patronize the gift shop.
Thank you for coming.

Monday, March 17, 2008

Multi-Genre Video Games

Why yes, I am indeed seeing how many different topics I can post about in my first week of blogging.

Occasionally a game comes out that consists of two different types of game neatly pasted together. The results are usually quite memorable. You'd almost think game designers would try it more often, but I suppose it means a lot of extra work. I'm not sure how many games like this have been made, but I can think of three off the top of my head.

In Sunsoft's NES classic Blaster Master, you put on a spacesuit and drive a tank into a mysterious underworld, searching for a frog. Not a frog that turns into a princess or anything like that, just a frog. The main world is a sidescrolling platform game that's a bit nonlinear. Sometimes you'll find buildings where you can exit the tank and enter a Zelda-like overhead view. All the bosses are fought in this mode, including... more frogs. Big ones.

Also appearing on the NES was The Guardian Legend, from Compile. This time, the main world that you wander around in is the Zelda-style one. When it's time for action, the anime cyborg heroine transforms into a spaceship and flies into a 2D shooter remniscent of the top-down parts of Life Force. Less frog fetishization in this one. Maybe that's why I never liked TGL nearly as much as Blaster Master. It's still a good game, though.

The last example that springs readily to mind is Actraiser for the Super NES, made by Quintet. This short but excellent game puts you in the role of a vengeful god, cleansing the world of demons and eradicating every ecosystem that your worshippers can't cope with. There are no specific references to frogs in the game, but I guess we can assume from its stance on environmentalism that it's even less frog-friendly than The Guardian Legend. Anyway, the up-close-and-personal business of demon-smiting is done in a side-scrolling format, by your sword-wielding avatar. The grander scale of the game is seen in the simulation mode, where you and your cherubic lackey guide the development of civilization. Actraiser is probably the best of these three games, although it's also the easiest and shortest.

Am I forgetting some other games that would fit this criteria? Do they have frogs in them? If my frog ran away and fell into a vast underworld I think I'd just get a new one.

Sunday, March 16, 2008

The Internet is Star Trek Technology

In the future of Star Trek, Earth is a utopia where technology satisfies everyone's needs and desires. There is no money because nothing is scarce. There is no business because nothing is exploitable. In short, Star Trek technology makes people happier while also making capitalism obsolete. On the TV show, they rarely went into much depth about this, so there are some logical holes. How does their government work? Would we ever really run out of things to buy and sell? Does Captain Sisko's father run a restaurant simply because he wants to? How do the Ferengi continue to be unapologetically capitalist when they have all the same technology? These issues aside, the premise is a sound one - technology removes limitations from our lives, and businesses which exist to exploit those limitations inevitably die off.

The internet is the Enterprise's copy machine. It makes copies of anything, for anyone, in any quantity. A lot of money was made in the 20th century by selling copies, but in the 21st, copying information is a basic fact of life. Trying to corner the market on digital copies now is like trying to corner the market on oxygen. I'm not sure what replaces the old business model, but ignoring change is not an option.

The two things to note here are A: Star Trek technology improves life for humanity in general, and B: Star Trek technology makes business models obsolete. Maybe I watched too much Star Trek, but I think it's only a matter of time before A makes us forget that we had any concerns over B.

Ps. Another good sci-fi allegory for the internet age is The Stars My Destination.

The Irrational Planet Thing

A few years ago, I was sitting in computer science 101 and thinking about music instead of paying attention. I was mentally stuck in 5/4 time, a seldom-used meter with five beats to the measure(famous examples of pieces in 5/4 include the Mission Impossible theme, Take Five by the Dave Brubeck Quartet, and a Gorillaz song simply titled 5/4*). One nice thing about being stuck in 5/4 is it makes you nigh invulnerable to earworms. After a great deal of thinking and tapping out rhythms with my pencil, I wrote in my notebook a rhythmic pattern of three dotted quarter notes and an eighth note. This would become a bass line. I chose E minor simply because I hadn't composed anything in E minor before. I added a repeating motif above the bass that would become the central theme of the entire piece. I had a random idea that the melody could be split between measures, taking up two-and-a-half beats each from the measure preceding it and the measure following. If only all my random ideas worked out so well. It would take two more years of listening, tweaking, and learning before I was able to finish the piece. I began to feel that I'd painted myself into a corner with weird overlapping rhythms and wonky chord progressions.

While listening to the tune, I had a funny notion that it might be considered dance music on some other planet inhabitated by many-legged Far Side-esque aliens(I've often thought that in a perfect world, Take Five would have inspired a dance craze instead of just a trend in jazz). So I decided that the name of the piece would reflect this idea, although it would take a lot of brainstorming to come up with the final title, Irrational Planet. And Irrational Planet: The Song Thing led to Irrational Planet: The Album Thing, and now I'm posting it on Irrational Planet: The Blog Thing. This rendition of the tune was created in Logic with software synthesizers.

Irrational Planet: The MP3



*Video game fans should also recall the Ridley boss theme from the Metroid games, the battle theme from Final Fantasy VIII, and the final overworld theme from Secret of Mana.

Friday, March 14, 2008