Showing posts with label Rock Band. Show all posts
Showing posts with label Rock Band. Show all posts

Wednesday, April 7, 2010

Jack White, Rock Band, and Dinosaurs Fighting to the Death

by Daniel Bullard-Bates

In a news post on Kotaku, Jack White is quoted saying that new musicians need to “quit playing video games, throw away their Auto-Tune program and cut three strings off their guitar.” I don’t disagree that this combination of actions might help a person improve as a musician, but this sort of absolutist argument has become tiresome; we hear the same complaints registered against video games time and again by the older generations of musicians. They’re partially right: you’re never going to become a great guitarist by playing Guitar Hero. On the other hand, no intelligent person is playing Rock Band or Guitar Hero hoping it will turn them into a musician, and it’s not nearly as bad as the anti-video game musicians claim it is. In fact, you might get some small musical benefits out of playing a well-crafted music game.

To illustrate my point, I will have to enter into full awkward self-disclosure time: When I was living in Greensboro, North Carolina, my friend Andy and I started a story-based rock band about two dinosaurs that showed up in the present day United States, their adventures, and their inevitable Highlander-style showdown. The band was called Saurus. Our major influences were The Flaming Lips, Frank Zappa, and Jet Li’s The One. This is all true. I have proof.


Monday, May 18, 2009

Where's My Virtual Lightsaber?

I’m a pretty religious Penny Arcade reader, even going so far as to pepper my everyday dialogue – that is, the things I say to real people, when I’m looking at their faces – with phrases from the comic. (Yes, in real life I drop references to an internet comic focused on the gaming community. Someday I’ll show you the stick with which I fend off the hordes of ladies perpetually surrounding me. I call it “Sting.”) Today’s PA entry ties into what I feel is the most significant development within today’s gaming scene, with Gabe bemoaning – via a, um, novelty T-shirt – the increasing prevalence of physically immersive simulations. His complaint is that simulated experiences, like those presented in Rock Band and Wii exercise titles, require a very real level of coordination (and produce, on occasion, equally real sweat). I remember the predictions from the pre-Wii, pre-Internet halcyon 1980’s and 90’s concerning the future of gaming: we were going to strap on VR suits and gloves, and pick up our virtual swords, and fight some virtual zombies. Their matted hair would be tangibly repugnant; the smell of the grave would fill our nostrils. (Alternatively, we were going to strap on VR stirrups and riding crops and ride some virtual magical ponies. The rest – matted hair, smell of the grave – still stands.) I look back now on all the movies promising these developments – Hackers comes to mind, as do The Matrix and The Island – and can only mourn our failure to realize so noble a goal. I’m on the opposite side of the debate from Gabe; I yearn for more immersive experiences. I maintain that I’d be a much more efficient zombie killer, fighter pilot or Space Marine than video games today imply, if only I could utilize the respective tools of these trades as they were intended to be used – with both hands, and my feet if necessary. Something in my brain bone rebels when I press a button or push a joystick to swing a sword. It’s as though my deep, reptilian subconscious is shouting at me, “No! No! We built you arms for this very purpose! Entire arms for holding swords!” When I’m playing a game, I want to feel a sword in my hand, and move it in a way that threatens to dislocate my entire shoulder. I want to strain to stay upright while wearing full plate armor. I want, in short, to look left by moving my neck. As it stands now, using a cursed twin stick control scheme, I put a lot of stock in how well a game maps its skies. This is because I spend a good portion of my time looking directly up, or down, or off into the middle distance, unable to focus my gaze upon a given point. If a button could be utilized to slacken my character’s jaw and trigger a drool response, I imagine that I would inadvertently press it. I’ve really enjoyed games like Rock Band that challenge our assumptions on the nature of a “controller.” I may not be able to sync up the Left Bumper with my need to reload a shotgun, but I’ll be damned if I can’t understand the basic mechanics of a guitar and how one is played; my head can wrap comfortably around this process, as I’m doing with my hands exactly what I want my character to replicate with his own. So, gamers, thoughts? What’s your preference: an immersive simulation, or a contained exercise in hand-eye coordination? I know that I’ll be the first in line to buy a holodeck, so what’s the argument against physically demanding games?