Inside the Rock Band Network, as Harmonix Gives Interactive Music its Game-Changer
There’s a lot of hype around the latest schemes for changing how artists get their music to fans, but not actually a whole lot of news. (It always seems to boil down to a website with some unpronounceable name.)
Well, this is news: Harmonix is opening up Rock Band to anyone who wants their music in it, and giving you the same sophistication of tools they use themselves. That’s a real game-changer – literally.
And I don’t mean just for the actual game Rock Band. Sure, Harmonix was the house that made music games a phenomenon in the US. They learned well from Japan’s Masaya Matsuura, perfected music games’ mechanics in Amplitude and Frequency, popularized the formula by launching Guitar Hero, then rocked collaboration with Rock Band before convincing the infamously-guarded Beatles to finally embrace digital tech. But the sad reality of game music in general is that it’s been a playing field for the old guard – it’s licensing deals with major labels to promote music you’ve already heard. It’s the top hits on the radio, redigested onto your game console. There’s commercial calculation behind even the tune that’s in the background while you’re paging through a screen in Madden. Harmonix has already changed some of the economics, and disrupted even what could be a hit, as kids discover classic metal for the first time or geeks grab music by Jonathan Coulton and Stephen Colbert. But that’s not quite the disruptive shift in game music so many people have expected.
I think Rock Band Network could be the first real sign of that shift.
Rock Band Network promises to be something really different. How?
- Anyone can get their music in the game. You don’t even need a label. You need a few (cheap) software tools, a computer, and some basic MIDI chops, and for a fraction of the cost of pressing a couple hundred CDs, any artist can get their work into Rock Band 2.
- It’s a real community-driven process. Your A&R people don’t have to shmooze with MTV. You don’t have to enter into some complex developer agreement with Microsoft or Sony. There isn’t even a shady, mysterious review process like the Apple iTunes App Store. Actual Rock Band fans will get to play your music and tell you that the animation needs fixing and the difficulty level needs to be fixed on the drums.
- You use Reaper – an actual music production tool for grown-ups. Harmonix could have given us some weird in-game tool they cobbled together themselves. Instead, they give us a special verison of Reaper, the brilliant, full-blown Digital Audio Workstation that inexplicably costs just US$60 but blows the pants off a lot of better-known tools. So you actually get to assemble your music the way Harmonix has been doing for years, with a real tool. Fortunately, the process has been made much easier and copiously documented, but it’s nice to be treated like adults for a change.
- If it works, Rock Band is just the beginning. It’s impossible to see into the future. RBN is a leap of faith both in the artists and the game fans, in terms of their taste and the amount of effort they’ll invest. But if it works, Rock Band Network could change the way people think about interactive user-created content, well beyond just furniture in the Sims or Little Big Planet.
Anyway, enough of the big picture – let’s talk details. I got to sit down with the Rock Band Network team from Harmonix high above Times Square in MTV’s offices this week to get a full-blown demo – including some seriously fun nerding out with composer/sound designer Caleb Epps, plus Senior Producer Matthew Nordhaus and MTV’s games man, Paul DeGooyer. (In a sign that the big media world still doesn’t quite get what’s going on in this field, no one at the Viacom security desk had even heard of Harmonix.)
The team was extremely generous with technical details of Rock Band Network, and walked me through the process of how artists would get going with RBN. Here’s a first look at that process.
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