By Simon Carless

GDC, The Fantasy of Control Part VI: The Sound of Music

[In a GameSetWatch-exclusive set of blog posts covering the week of GDC 2010, Magical Wasteland blogger and Game Developer magazine columnist Matthew Burns continues his journey through the show. Previously: Part 1, Part 2, Part 3, Part 4 and Part 5.]

My thoughts are shattering into fragments before I have the chance to capture them; I’m often pausing mid-sentence to ask people what their questions were again.

The conference won’t let up just yet, though, and neither will the city itself. As if the crowd, spectacle and intellectual stimulation of GDC hasn’t reached surreal qualities already, my route to the Moscone on this late morning takes me straight into the middle of San Francisco’s 159th Annual St. Patrick’s Day Parade.

I cross to the other side of the parade route along Market Street after a pair of marching bands pass by, and see next to me a car in the motorcade carrying California State Senator and longtime anti-game advocate Dr. Leland Yee.

(In an amicus brief filed in 2009 in support of Governor Schwarzenegger’s appeal to the Supreme Court to criminalize the sale of “violent” video games, Senator Yee bizarrely claimed that among other things games are impossible for parents to check because they “can contain up to 800 hours of footage with the most atrocious content often reserved for the highest levels and can be accessed only by advanced players after hours upon hours of progressive mastery.”)

Today, however, our state senator is waving to the crowd with both hands, smiling, apparently unconcerned about the largest video game development confab in the world going on a block over. I wave back with a newfound manic energy and head to the conference for its last day, and to see Vincent Diamante and Steve Johnson describe their work creating the music and sound for Flower.

The pair are so clearly excited about the chance to share their experiences that struggle to get everything they want to say in an hours’ worth of talking. Vincent explains his carefully layered music tracks, about how most of the game is in D Major (“Beethoven said that D Major was the key of royalty”), and the jazz theory he asked to be coded into the game to inform the note next chosen for a petal pickup sound.

Steve describes the components of the different city ambiances, each individually created to reflect a certain mood that conveys the ambiguous (yet clearly present) narrative, and the wide range of tonal qualities in the game’s grass and wind. Even though Vincent had told me earlier he was worried the talk was going to be too technical and detail-oriented to draw much of an audience, the room is packed.

Sound plays an equally important role in Trauma, a game that I try in the IGF booth, and about which I have a long conversation with its creator, Krystian Majewski. It is an intense kind of adventure game, stitched together out of hundreds of haunting photographs of his native Cologne, with three-dimensional navigation reminiscent of Microsoft’s Photosynth technology and a gestural interface that heightens the emotional feel. Even what little I play of it on the bright, loud expo floor lingers in the memory.

I came away reeling at the passion and creativity on display. It is so easy to become jaded when one’s hopes and expectations crash up against the wall of reality, but the energy of others pursuing their own dream helps immeasurably. At dinner that night my companions and I talk about games– games of all genres and budgets and countries of origin: Battlefield: Bad Company 2 and one-button GAMMA IV entries, the Mass Effect franchise and Warcraft 3’s free Defense of the Ancients mod.

The last night in San Francisco ends in a way of which I have little memory. I have stayed up late all week, collapsed on floors, survived on momentum, and now I have to rush to the airport hung over, coughing, with gothic circles under my eyes and a crimson-red cut on my face that I was unaware of receiving. Video games, I think. I of course blame video games.

My waxy pall causes the gate attendant on the flight to recoil at my visage, asking me to wait until more important people have boarded before me– a first in my decades of flying. I am initially offended, but later forgive the man; how else could he react upon viewing the disreputable person I had instantly become?

People walk past me like I’m not there, and in my half-dazed stupor I feel as though I am video games, somehow, knowing deeply that I have important things to do and say, prejudged and shunned by the world around me.

The flight home, luckily, is short.

By Simon Carless

GameSetLinks: The Auteurs Of Pop (’N Music)

[GameSetLinks is GameSetWatch's semi-regular link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

As we happen upon the weekend, here's the first of a new set of occasional GameSetLinks round-ups, culled from a good few hundred RSS feeds over the past week or two. This one starts out with Clint Hocking chatting about auteurship in games, in a reasonably unmissable post, and then wanders off in lots of other areas.

I'm particularly taken by the stealth appearance of Pop N Music on Wii with super-odd licensed soundtrack - perhaps another example of how Konami, who basically originated the custom controller/instrument-based music genre in Japan, have fumbled the ball in taking it to the West. It's a shame, but hey, they have patents to console themselves, right?

Go go go:

On Auteurship in Games - Click Nothing
Further comments on _that_ NYT indie games article from Clint Hocking.

1UP's Retro Gaming Blog : The Paper Trail: VideoGames & Computer Entertainment #1
More awesome Cifaldi retro analysis for 1UP.

Indie Video Games | New Hampshire Public Radio | Word of Mouth
More good indie coverage - neat!

pop'n music (Wii) Released in North America - bemanistyle.com
Fascinating that this (Japanese casual-friendly Beatmania sister title) got released for Wii with almost nobody, including the fans, being told. Our own Danny Cowan Twittered: 'Pop'n Music for the Wii is mystifying on every possible level. 29 licensed tracks. It's Raining Men. New Kids on the Block... 'We finally found out how to sell that cutesy Japanese music game to the Americans, sir. The missing element was Motorhead.'"

Violent video games won’t corrupt anyone | Rob Fahey - Times Online
This being the crux: 'It’s stomach-churning and nasty, a bleak and incongruous sidestep in a game that otherwise progresses with the pace and bombast of a Hollywood action movie. But it is no more graphic than countless other scenes in movies and TV shows such as 24.'

Elder Game: MMO game development » Two Kinds of Developer Relations
'There seem to be two main ways that MMO developers interact with players. These two ways have serious pros and cons, but too often the choice isn’t made consciously. Instead, the choice comes from the culture and situation the team finds itself in.'

Infinite Ammo » Blog Archive » Mega-Rant: The State of Indie
'I believe that if “indie” does become just a label, as it has in many respects for indie music and indie film, that the Technicolor dreamcoat of creators, fans and frankly love that we see in the scene right now will disperse.' Hopefully not!

By Simon Carless

GameSetLinks: The Auteurs Of Pop (’N Music)

[GameSetLinks is GameSetWatch's semi-regular link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

As we happen upon the weekend, here's the first of a new set of occasional GameSetLinks round-ups, culled from a good few hundred RSS feeds over the past week or two. This one starts out with Clint Hocking chatting about auteurship in games, in a reasonably unmissable post, and then wanders off in lots of other areas.

I'm particularly taken by the stealth appearance of Pop N Music on Wii with super-odd licensed soundtrack - perhaps another example of how Konami, who basically originated the custom controller/instrument-based music genre in Japan, have fumbled the ball in taking it to the West. It's a shame, but hey, they have patents to console themselves, right?

Go go go:

On Auteurship in Games - Click Nothing
Further comments on _that_ NYT indie games article from Clint Hocking.

1UP's Retro Gaming Blog : The Paper Trail: VideoGames & Computer Entertainment #1
More awesome Cifaldi retro analysis for 1UP.

Indie Video Games | New Hampshire Public Radio | Word of Mouth
More good indie coverage - neat!

pop'n music (Wii) Released in North America - bemanistyle.com
Fascinating that this (Japanese casual-friendly Beatmania sister title) got released for Wii with almost nobody, including the fans, being told. Our own Danny Cowan Twittered: 'Pop'n Music for the Wii is mystifying on every possible level. 29 licensed tracks. It's Raining Men. New Kids on the Block... 'We finally found out how to sell that cutesy Japanese music game to the Americans, sir. The missing element was Motorhead.'"

Violent video games won’t corrupt anyone | Rob Fahey - Times Online
This being the crux: 'It’s stomach-churning and nasty, a bleak and incongruous sidestep in a game that otherwise progresses with the pace and bombast of a Hollywood action movie. But it is no more graphic than countless other scenes in movies and TV shows such as 24.'

Elder Game: MMO game development » Two Kinds of Developer Relations
'There seem to be two main ways that MMO developers interact with players. These two ways have serious pros and cons, but too often the choice isn’t made consciously. Instead, the choice comes from the culture and situation the team finds itself in.'

Infinite Ammo » Blog Archive » Mega-Rant: The State of Indie
'I believe that if “indie” does become just a label, as it has in many respects for indie music and indie film, that the Technicolor dreamcoat of creators, fans and frankly love that we see in the scene right now will disperse.' Hopefully not!

By Simon Carless

GameSetLinks: Choo Choo, Choo Choo

[GameSetLinks is GameSetWatch's semi-regular link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

As we wander into the weekend, here's another of the slightly less seldom GameSetLinks, rounding up some neat stuff we ran into over the last few days about video games that you might not have seen - starting with an interesting Boing Boing essay on Venezuela and violent games.

Also in here - a look at hardcore sim RailWorks, the making of classic bar game Tapper, a catchy song by a colleague, SomethingAwful goofs wonderfully on those darn indie games, and rather more besides.

Up up:

Venezuela bans violent video games: a first-person guest essay - Boing Boing
An odd act, and a moving response.

Pretend you are an IGF judge: Part 1 | SavyGamer
Going through this year's IGF entries alphabetically and finding demos, extra info, brief single-line descriptions - useful. Also see a compilation of IGF entry videos by the Tale Of Tales folks.

Gamers will inherit the virtual earth | Ed Stern | Comment is free | guardian.co.uk
A nice defence from Splash Damage's Stern: 'Games generate social experiences, often hilariously surreal, and are mainly played in more imaginative and ironic ways than their genre suggests.'

Interview: Paul Jackson On RailWorks | Rock, Paper, Shotgun
Awesome niche interview - excellent work, RPS, in mainstreaming things like this.

What the Alternative Press Expo Taught Me About Games - Offworld/Boing Boing
Intriguing Boyer post about how indie media interact.

The Making Of: Tapper | Edge Online
Extremely interesting retrospective on the classic title.

YouTube - Space Asshole
Our own Chris Remo's song about Red Faction: Guerrilla, as showcased on the (now kinda over, aw!) Idle Thumbs podcast. Super cute.

SomethingAwful: 2010's Most Promising Bullshit Indie Games
Hah. AWESOME.

An innovative casual puzzle game for the whole family.In this game you are an inventor who tries to please people’s needs by making inventions, buying invention parts in the market, and making sure you are not making people hate eachother.Try it for free.