Breaking New Ground: Innovation in Games, Play, Practice and Theory. Proceedings of DiGRA 2009
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Genre in Genre: The Role of Music in Music Games
Ben Aslinger, Bentley University
175 Forest St., AAC G75
Waltham, MA, 02452 USA
baslinger@bentley.edu
ABSTRACT
The first academic researchers of music and dance games
focused their primary attentions on ethnographic
observations of game play, how the shift from arcade to
console play affects game play strategies, defining
embodied aesthetics, and analyzing the rise of a competitive
play circuit in Dance Dance Revolution fan culture [Chan;
Demers, 2006; Smith, 2004; Behrenshausen, 2007]. The
Dance Dance Revolution franchise has attracted the
attention of both academic researchers and members of the
education and medical establishments, who wish to harness
the power of exergaming in physical education classes to
combat rising levels of childhood obesity. Less attention
has been by academic researchers to the economics of the
production of these games or the ways that the management
of track lists, genres, and artists in music games affects
gamers’ opinions of these titles and their evaluation of the
relationship between a game’s core mechanics and in-game
outcomes.
This paper analyzes the ways that game publishers and
developers create and license the music for games such as
Flow: Urban Dance Uprising, Band Mashups, the Guitar
Hero, Rock Band and Dance Dance Revolution franchises,
and the forthcoming titles Scratch and DJ Hero. Critics’
and gamers’ complaints about the use of “soundalikes” to
replace the master recordings by original artists along with
recent attempts from Warner Music to push for increased
licensing fees point to ongoing controversies over in-game
music and the industrial relationships between the gaming
industry, the recording industry, and performance rights
organizations such as ASCAP, BMI, and SESAC. This
paper also examines how particular genres of music create
difficulties for game design, constructing the relationship
between on-screen content, the player, and game
peripherals, and for players working to make sense of the
relationship between their musical and gaming tastes.
Examples I discuss include blog reactions to the
introduction of country music as downloadable content in
Rock Band, the lukewarm reception given THQ’s Band
Mashups, fan and critical ruminations over the potential
success or failure of the turntable peripheral in Scratch and
DJ Hero, and the difficulties of mapping hip hop into the
dance game in Flow! Urban Dance Uprising. Reactions to
the introduction of country music in Rock Band ran the
gamut, with many bloggers and online fans expressing
frustration that the visual culture of the game and its
embrace of rock culture militated against the inclusion of
country music. Likewise, many gamers and critics were
bewildered by Band Mashups, a game that simulated a
battle of the bands and a battle of musical genres. Even the
deceptively simple Dance Dance Revolution franchise
illustrates the difficulty of managing the track list for each
title. The need for genre diversity and for a range of songs
with varying numbers of beats per minute to satisfy
inexperienced, intermediate, and advanced players
illustrates the need for designers to have at least an
elementary knowledge of musicology and/or musical form.
Perhaps the most interesting example of a music game’s
failure is Flow! Urban Dance Uprising. This game,
developed by Artificial Mind and Movement and published
by Ubisoft, illustrates the difficulty of mapping hip hop
onto a DDR style game. The biggest problem with Flow
wasn’t the paucity of A-list artists and a track list that
privileged lesser known songs that were hard to groove to,
but the ways that game designers made few significant
modifications to the core mechanic of the dancing game. In
Flow, it is a stretch to think that the diegetic operator acts of
the player bear any “realistic” relationship to the “machinic
embodiments” of the onscreen avatar’s breakdancing moves
[Galloway, 2006]. Players seem willing to suspend
disbelief that the scrolling arrows in DDR match up exactly
to the movements of the player on the pad and the
movements of the onscreen avatar, but the complicated
breakdancing moves performed by the avatar in Flow
substantively challenge the relationship of action and
outcome that Katie Salen and Eric Zimmerman [2004] posit
as critical to designing meaningful play.
Author Keywords
Games, music, licensing, genre
INTRODUCTION
The first academic researchers of music and dance games
focused their primary attentions on ethnographic
observations of game play, how the shift from arcade to
console play affects game play strategies, defining
embodied aesthetics, and analyzing the rise of a competitive
play circuit in Dance Dance Revolution fan culture [Chan;
Demers, 2006; Smith, 2004; Behrenshausen, 2007]. The
Dance Dance Revolution franchise has attracted the