Music, Physics, Space in Perfect Fusion: Interview, Creators of Game Osmos

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You’ll want superb music on loop, because it may … take some time to get out of this puzzle.

Musicians and artists now have the power to fuse visuals, sound, and interaction, to make a spectacle, an album, and a game all at once. But with the blank canvas of three different media before you, what form should that fusion take?

Space shooters with pounding electronic beats behind them have cleared some of the way. Now it’s ambient music’s turn. In the game Osmos, you become a mysterious particle, floating amongst gravity wells in various fields of material. By carefully navigating, applying just the right vector force to move through the shifting landscape, you merge with other particles and escape to safety.

http://www.hemispheregames.com/osmos/

The move from “shoot stuff” to “move” or “eat” seems to be rising in popularity, with games like fl0w and Spore’s initial “cell stage” encouraging nonviolent navigation. To me, there’s something happening to the zeitgeist, perhaps a renewed awareness of cosmic (micro- or macroscopic) being, and of movement that draws on free-floating physics.

Even amongst a wave of games in this mode,when you actually play Osmos, you realize that it is something different and special. The design makes ingenious use of different kinds of movement and pacing through its different modes, at one point calling upon you to hurtle around a black hole, then move at nearly imperceptible speeds through a seemingly impossible-to-traverse petri dish of massive particles. No less than a shooter, it connects to the id and survival instinct. Pac-Man, the most successful arcarde game of all time, and one of the few that sucked in men and women in equal measure, was noted for its emphasis on eating as the mechanic. Consuming stuff appeals to everyone.

Of course, this is on a music site, and with good reason: what makes Osmos work is that Osmos is musical. It’s immediately beautiful and delicate, a perfect aesthetic union of the texture of the music and the on-screen arrangements of particles. More importantly, the music is woven directly into game play, providing subtle cues for dangers, and underscoring the pace of gameplay. You can only solve a level by managing speed and motion, and the music helps provide both the literal indications of speed and help your head get into the right zone to lose yourself in the world. If blips in early arcade games helped create a zone of play trance, now we have spectacular ambient soundtrack of music by Loscil, Gas/High Skies [Microscopics], Julien Neto, and Biosphere.

The music isn’t simply a beautiful soundtrack to the game. The game really feels like an extension of the world of the music. Put it all together, and something magical happens in this $10 game: you hear the music in a new way.

I spoke to the lead designer behind the game, programmer/animator Eddy Boxerman, along with musical-sonic collaborator Mat Jarvis aka Gas aka High Skies.

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Osmos’ music reads like a who’s-who of intelligent ambient music, with artists like Norway’s Biosphere. Photo: Trine Falch.

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Inside Beaterator, Rockstar Games’ New PSP Beat Maker, with Gory Technical Bits

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What’s that? A full-blown synth interface on the PSP – in a title from the makers of GTA, with Timbaland’s named plastered all over it? Yep. That’s exactly what it is.

As you may know, the creators of games like Grand Theft Auto have collaborated with Timbaland to bring a mobile music studio to Sony’s PSP (and later, the iPhone), based on an ambitious free Flash experiment on their Website. Now, it’s my impassioned belief that you shouldn’t need lots of canned loops or celebrity endorsements to make music fun, so normally I might actually run the opposite direction of any story starting with that line. But here’s the surprise: underneath, the app is more powerful than I expected.

I’ve gotten an early preview of the title in person at Rockstar’s offices here in New York, and was also able to grill their developers on geeky details of how the sound engine is put together. A test copy isn’t yet available so I can’t properly review the app, but I am at least able to talk about some of what lies beneath the PSP screens and marketing.

For some time, a select few have known that the Sony PSP’s secret is that it’s a powerful handheld computer, ideal for mobile music. Brilliant-but-underground apps like PSPSEQ and PSP Rhythm capitalized on this potential, but required you hack your PSP in order to run them, because Sony restricts launching non-authorized applications from memory.

Beaterator is the first full-featured app that can be run directly on the PSP. Some people may not look past the fact that it comes from a game company, past its (admittedly) thick layer of marketing glitz and celebrity endorsement. But based on a first look, I believe Beaterator is the most powerful music app ever released through game channels, surpassing in functionality even the recent cult hit Korg DS-10 for the Nintendo DS.

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Kids Making Music: Interactive Music Box Draws Experience from Games

Ten minutes. Four or five kids (or adults). Make a song. Go.

That’s the idea behind the Youth Music Box, developed by Silent Studios and Chris O’Shea. (Our friend Chris you may recall from various interactive projects and the blog pixelsumo; he sends this project our way.) The software is build in openFrameworks, the C++-based creative coding environment for artists.

With keys, drums, and yes, even a scratching DJ-style interface, the music box brings together kids for quick music making, inspired by the phenomenon of musical games. The experience is guided by genre, with some effort to make sure whatever they do sounds good, but it’s extraordinary how effective it is at conveying the experience of the successful jam. It’s a bit of a confidence builder, in other words, for a group musical experience, perhaps more so than those ear-splitting, cheap plastic recorder consorts I recall from my youth.

And oh yeah, those kids look super cute once they get rocking out. (See video below.)

Youth Music Box Experience from Silent Studios | Resonate on Vimeo.

All of this raises some fascinating questions, and not always with the answers you might expect. In a normal musical ensemble, you begin sounding like crap, amp up difficulty, and eventually sound something like this – at least as far as coherence goes, assuming you’re not aiming for experimental free jazz. But with the addition of technology, whether musical games or the presets on our favorite synths or the quantization and beat-synced loops of our sequencers, it goes something in reverse. You start out sounding like this, pull apart the mechanisms that make you sound a certain way, and eventually find your way to your own personal approach. (And at some point, you get some of the readers on this site, writing code to produce their own sounds and musical structures line by line.) In fact, one could imagine scaling difficulty of even this particular setup, gradually adding greater musical freedom and taking away the “training wheels” of all the rules-based restrictions that make the results sound a particular way.

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More Tangible Sequencers: The Game of Go, and a Graphite Record Player

The translation of music from something largely invisible to a physical object is oddly beautiful, even when imperfect. That’s part of why we’re working on the Tangible Interface Hackday – less than 48 hours away now.

Here are a couple of additional sources of inspiration as we prepare.

At bottom, Guy John has made a sequencer out of one of the world’s most ancient games, Go. Over two millenia ago, Chinese people were passing the hours playing this game, so it’s an incredible way of connecting our passtimes today with the leisure time of our ancient ancestors – and a sign that gaming is a part of culture that endures. It’s fitting, too, as a lot of computer musical interfaces can be thought of as games. This particular game uses Max/MSP/Jitter and the CV Jitter externals for image analysis, then translates the game into a grid. Guy’s idea is fairly early in development, so I actually think you could go all sorts of different directions with this basic concept. (As seen in Hack a Day at the end of last year.)

At top, the Graphite Sequencer translates optical images made in the electricity-conducting material to sound in a simple turntable. It’s lovely seeing these patterns as sound objects, especially since usually we go the other way (trying to find patterns to affix to sounds). The same basic graphite-conducting process is used in the business card PAiA kit we showed at a past Handmade Music, as well as the Drawdio pencil (based on the same circuit).

Graphite Sequencer (2006), as seen recently via the blog of the fabulous-looking Montreal Elektra Festival

I’d love to see people continue to combine these fairly basic analog-style techniques – or thousands-year-old games – with the newer digital approach. Let us know what you come up with, creative folk.

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