An Interactive Music Game

Luke Dahl
Music 220C, Spring 2007

Goals

The goal of this project was to explore aspects of music-making and games, and through this process design an audio-based game or set of simple games.

Some of the questions and themes I hoped to address are:
As a side goal, I also wanted to get more experience in programming in Max/MSP.

Process

Games

I decided to try to make three small two-player audio games based on three of Callois' game principles:

Oscillator Details

The two synced oscillators were inspired by Ed Large's models of rhythm and pitch percpetion which are comprised of a bank of coupled non-linear oscillators.  The rhythmic oscillators I developed are not an exact translation of Large's continuous time equations, but are instead designed to have the same functionality.

Some Last Minute Snags

Results

Since two-player games are precluded by my current technical situation, I decided to combine elements of all three games into one single-player game.

The player can play modal melodies by holding the trigger and moving the controller.  Roll (pronation and suppination of the forearm) controls pitch, and the '1' and '2' buttons select different scales.  Volume is controlled by the pitch (elevation angle) of the controller. Occasionally a goal tone will occur and the user can make it go away by finding the pitch and then hitting the trigger again.

There is a bass tone which can be enabled by pressing the 'A' button.  The bass tone has distortion applied to it.  The distortion can be removed by navigating to the correct controller orientation and then releasing the 'A' button.

There are two rhythmic oscillators which can be triggered by "air hitting" either up-down (for the slow oscillator) or right-left (for the faster oscillator.)  Triggering the drum affects the tempo and also sets a note in an 8-note pattern.  After some time the notes in the pattern will cease and need to be retriggered.  Since "air hits" seem to have too much delay to be useful the 'z' and 'x' keys on the computer can also be used.

There is also a rhythmic accompaniment which varies over time.





Appendix:  Notes from earlier in the quarter

What is a game?

Answers from the class

The idea of the opponent is crucial, whether it be another player or team, some in-game sprite, or the game world as opponent (must master the world.)

An arbitrary set of rules packaged in such a way that creates the illusion of meaning.

Something to entertain and excite your mind and body without any real-life risks.

A game is a structured or semi-structured activity pursued for enjoyment (from wikipedia.)

Games are sometimes metaphorical or play situations (playing 'as if.')

Philosophers, Thinkers, Designers

Johan Huizinga in Homo Ludens (or Man the Player), 1944, discusses the importance of the play element of culture and society, and suggests that play is primary to and a necessary condition of the generation of culture.

Roger Callois, Man, Play, and Games,  1961:
Play is:
  1. Free: play is not obligatory, or it would lose its attractive and joyous quality as diversion.
  2. Separate: circumscribed within limits of space and time, defined and fixed in advance.
  3. Uncertain: the outcome is unforseeable.
  4. Non-productive: creating neither goods nor wealth
  5. Governed by Rules: these rules are different from everyday life
  6. Make-believe: accompanied by a special awareness of seperate reality.
"Every new game is a totally new beginning, since a game can neither produce nor found anything. The essence of a game is to cancel out its results."

http://onlyagame.typepad.com/only_a_game/2006/05/roger_caillois_.html

Chris Crawford: Greg Neimeyer:

"the importance of learning by playing is not in encontering new content by playing, but in testing and exploring new rules through exploration. Playing a game allows for exploration with indemnity."

Some Extant Music Games

Currently Thinking

Thinking about how to make a collaborative game.  Considering Neimeyer's Joint Balance as a possible prototype.  

Considering the role of difference.  Difference is a quality that exists nowhere except between two other values. One game goal would be for two players to create or maintain a certain difference between.

Considering how to gradually build skill and complexity.  For example, once two players collaboratively meet goals on one level we can introduce a new dimension in which they must collaborate.  Should they also maintain the relationship of the lower dimension, and if they fail they loose the ability to hear the second dimension, or should they achieve a new level from which they can't fall back?

Considering Wii-mote as a controller.  Ordered one.
Considering Max/MSP as development environment (opportunity to learn it better.)

To Follow Up On

Neimeyer & Chafe, shared vocal control of steering, Organum
Adrian Yennick (sp??), UCSD (Brook)
Wii: Jason, Ben K, etc.
Sile's blutooth controller.
Upcoming show of Neimeyer's students.
Online flash stuff (Brook.)

References

http://en.wikipedia.org/wiki/Game: