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	<title>Create Digital Music &#187; rock-band-network</title>
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		<title>Music Gaming Franchises Face Difficulties, But Here&#8217;s Why It&#8217;s Not Game Over Yet</title>
		<link>http://createdigitalmusic.com/2011/02/music-gaming-franchises-face-difficulties-but-heres-why-its-not-game-over-yet/</link>
		<comments>http://createdigitalmusic.com/2011/02/music-gaming-franchises-face-difficulties-but-heres-why-its-not-game-over-yet/#comments</comments>
		<pubDate>Tue, 15 Feb 2011 21:46:18 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[These drums need a new hit. Photo (CC-BY) Nathan Forget. There&#8217;s no more brutal opponent than elevated expectations. At least, that&#8217;s one explanation for the recent meltdown of the triple-A music gaming franchises. Harmonix, company that gave birth to the modern instrument genre saw both of its creations hit hard times in recent weeks. Activision &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2011/02/music-gaming-franchises-face-difficulties-but-heres-why-its-not-game-over-yet/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2011/02/rbdrums.jpg"><img src="http://createdigitalmusic.com/files/2011/02/rbdrums.jpg" alt="" title="rbdrums" width="640" height="427" class="alignnone size-full wp-image-16669" /></a></p>
<div class="imgcaption">These drums need a new hit. Photo (<a href="http://creativecommons.org/licenses/by/2.0/">CC-BY</a>) <a href="http://www.flickr.com/people/nathanf/">Nathan Forget</a>.</div>
<p>There&#8217;s no more brutal opponent than elevated expectations. At least, that&#8217;s one explanation for the recent meltdown of the triple-A music gaming franchises. Harmonix,  company that gave birth to the modern instrument genre saw both of its creations hit hard times in recent weeks. Activision gave Guitar Hero the axe [<a href="http://www.wired.com/gamelife/2011/02/guitar-hero-canceled/">Wired</a>], terminating the division, its employees, and a future game in the franchise Harmonix originally created. Harmonix got an extra life, at least, but it wasn&#8217;t pretty: the <a href="http://latimesblogs.latimes.com/entertainmentnewsbuzz/2011/01/viacom-sold-harmonix-for-50-saved-50-million-on-taxes.html">LA Times reports</a> that Viacom unloaded the company &#8211; and some $100 million in liabilities &#8211; for the selling price of fifty bucks. A fight over performance payments <a href="http://latimesblogs.latimes.com/entertainmentnewsbuzz/2010/12/harmonix-shareholders-sue-viacom-as-part-of-dispute-over-hundreds-of-millions.html">reportedly remains unresolved</a>.</p>
<p>In recent days, I&#8217;ve heard an attitude from many musicians that boils down to &#8220;good riddance.&#8221; Many serious musicians have long mistrusted these titles&#8217; plastic instruments and linear game play. I think that&#8217;s short-sighted on two counts. For one, music games are here to stay. And for another, that should be good news for music, not bad.<span id="more-16655"></span></p>
<p>Music games still have some serious business potential ahead. Business and technology are rife with examples of failures to appreciate natural cycles in demand. It&#8217;d be just as mistaken to underestimate the growth potential in the slump as to overestimate &#8211; as Viacom clearly did &#8211; that same potential in the boom. And that means opportunities for artists, and a chance to make music gaming a gateway to real musical study. &#8220;It&#8217;s just not the same as playing a real instrument,&#8221; say the naysayers. That, to me, is promising &#8211; it means that gaming could naturally lead to playing instruments.</p>
<p>While hard data on the transition from gaming to musical study is hard to find, anecdotal evidence sure isn&#8217;t. I&#8217;ve seen people wind up getting deeper into music production, music lessons, playing in bands, and studying percussion, guitar, and music because these games &#8211; silly as this may sound &#8211; helped make them feel comfortable with playing an instrument. Critics say these games sell a fantasy of musicianship, without the pain and agony. I say that&#8217;s the whole point: the long tradition of music <em>isn&#8217;t</em> a field just for specialists. It&#8217;s a world in which everyone is involved in musical practice. They play together and sing together. Extended feelings about this are perhaps best kept to a separate rant, but I see no reason, then, why these titles can&#8217;t have broad appeal.</p>
<p>Even if by psychological trick, something about music games has the power to telegraph to people who are afraid of being musicians that musicianship can be okay. It can be fun. It can be okay to embarrass yourself in front of your friends. (If that isn&#8217;t required in musical expression, I don&#8217;t know what is.) Music isn&#8217;t just meant to be heard &#8211; you should sing along and play along with your favorites.</p>
<p>Discounting such power would be a huge mistake. And fortunately, I believe there&#8217;s plenty of evidence that this new medium &#8211; among many other media for expressing and promoting music &#8211; will survive and flourish, benefiting pro and amateur musicians alike.</p>
<p>For people who are specialists, the Rock Band Network lives on as another avenue through which artists might build demand for their music &#8211; and both direct and indirect revenue, by extension. It could also be a model for other ideas beyond consoles and Harmonix.</p>
<p>Musicians should also consider the competition, both because this is more of a battle between music games and war games than plastic and real instruments, but also because the skewed numbers of the games business set an impossibly-high bar for music games.</p>
<p>So, talking points:</p>
<p><strong>War sells better than music &#8211; at least on game consoles.</strong> &#8220;Failure&#8221; for music games is nothing to sneeze at. The <a href="http://www.google.com/hostednews/ap/article/ALeqM5hVoAkBdyTpbhduV2CASId8FrnIrQ?docId=c62be32d22474c88a00414641d352c90">Associated Press reports</a> that Rock Band did just shy of $1.3 billion in the US alone, while the (older) Rock Band franchise hit almost $2.5 billion. The problem is that hype around music gaming may have overstated its short-term revenue potential, particularly when you start bringing bands like The Beatles into the action. And simply put, it&#8217;s tough to compete with the scale of war games. Also from that AP story (and many others), <em>Call of Duty: Black Ops</em> hit $1 billion worldwide in six weeks. That&#8217;s without people slavishly transcribing guitar solos or doing deals with record companies and artists and paying license fees. So, the question is, <strong>why aren&#8217;t musicians rooting for music over war?</strong> Heck, I enjoy non-musical games to unwind, so nothing against them, but I like the idea that musical experiences would survive on these platforms, too.</p>
<p><strong>&#8230;but those sales did look really awful.</strong> The sudden collapse of music game sales is rightfully troubling. Guitar Hero in particular unraveled; <em>Guitar Hero: Warriors of Rock</em> sold only 86,000 copies versus some one and a half <em>million</em> of <em>Guitar Hero III</em> in 2007, says <a href="http://www.wired.com/gamelife/2011/02/guitar-hero-canceled/">Wired</a>.</p>
<p><strong>So, what were the factors in that demise?</strong> Fall 2010 was the year of Kinect; its sales, in a tough economic season for gaming, was impressive. Against that backdrop and hype for war titles, you&#8217;d ideally want some serious marketing muscle in order to compete. But if Activision and Viacom were already looking to shut down or sell their properties, they may simply have cut their losses and <strong>failed to spend on marketing</strong>. That hasn&#8217;t been disclosed that I&#8217;ve found, so consider this <strong>pure speculation,</strong> but on the other hand, when I went to buy a &#8220;keytar&#8221; controller for Rock Band 3 to review for CDM, I found no in-store marketing and the store associates literally barely knew the thing was available, even sitting in their storeroom. It&#8217;s a cut-throat business, and if you don&#8217;t invest in marketing, you lose.</p>
<p><strong>Music gaming is going strong as ever &#8211; if you don&#8217;t ignore the &#8220;casual&#8221; and mobile markets.</strong> Music games were never the main draw on consoles. But on mobile &#8211; platforms already associated with music consumption, and with a certain player called Apple involved in sales &#8211; things may be different. Just ask Tapulous, the startup developer of Tap Tap Revenge and other titles that was acquired by Disney last year. They were even able to unseat the mighty Angry Birds on top sales lists &#8211; well, okay, briefly. But given far lower overhead, explosive mobile growth, and more disposable content, they seem a reasonable financial bet.</p>
<p>None of that is necessarily good news for <em>Guitar Hero</em> and <em>Rock Band</em>. Well, unless you count&#8230;</p>
<p><strong>The Madden Factor could mean 2011 won&#8217;t be like 2010.</strong> Critics &#8211; rightfully happier as users with competition between franchises &#8211; once predicted the demise of football games when Madden NFL won the rights to US pro football. Instead, Madden has become an evergreen title, selling on every platform, and remaining a big-budget, big-revenue hit. Like the music games, it simulates the real thing &#8211; well enough that even actual football players often unwind by playing it. Like <em>Rock Band 3</em>, it&#8217;s insanely demanding of its players; to play in pro mode, you need knowledge of playbooks and formations that rival pro coaches while using the manual dexterity of an origami master.</p>
<p>If its new owners can unload the debts and correct the management missteps of Viacom, could Rock Band 3 &#8211; now with no natural predators on consoles &#8211; spring back to more sales?</p>
<p>Sounds like a safe bet to me. It&#8217;s worth noticing&#8230;</p>
<p><strong>Troubles began in 2007, with the Guitar Hero-Rock Band split.</strong> Having two music platforms didn&#8217;t work out all that well. Nor did, evidently, the elevated expectations from new corporate owners Activision and Viacom, respectively. </p>
<p><strong>And Harmonix has its fingers in the two successful growth areas.</strong> Console investment involves big risk, more so with music contracts. But Harmonix has its upfront investment in its platforms taken care of &#8211; and they can make money on other platforms, too. They&#8217;ve done mobile games before; though they lack a big hit, that&#8217;s a no-brainer to hedge their bets going forward, without the same investment risk. And while on mobile they face lots of competition, pay attention to those Kinect sales: the new Harmonix Dance Central was one of the only launch titles that got positive reviews. Kinect development is far more challenging, and Harmonix has a great relationship with Microsoft. </p>
<p><strong>The titles were hits; now it&#8217;s a test of the platform.</strong> War games (and Madden, for that matter) require that you buy new games every year. The result: consistent sales. Music titles, requiring new hardware accessories, wound up competing with themselves &#8211; do you buy the downloadable content, or the new game? And once you have your favorite tunes loaded, given the depth of these games, why not just keep practicing (or switch to real instruments and learn music properly) rather than buy more games?</p>
<p>It&#8217;s a tall order, but that means that rather than oversaturate the market, Harmonix may need to provide more reason to download more music. With pro mode, it could even morph into something that allows you to practice prior to working on a real instrument. And as it happens&#8230;</p>
<p><strong>Content is coming, including on the Rock Band Network.</strong> As we&#8217;ve covered previously, Rock Band 3 finally gives musician gamers and artists publishing work the serious features they need. It&#8217;s the deep, real-transcription gameplay that critics of previous titles should theoretically appreciate. It even allows the use of real MIDI instruments for input, and includes keyboard, vocal, and guitar input that could actually serve as musical practice. As such, though, it may also take a longer time to win over gamers.</p>
<p>The RB3 title was out in the fall, but content that can take advantage of it is coming in the near future, including music produced by independent artists through the Rock Band Network. John Drake from Harmonix updates CDM on the progress of content for Rock Band 3. </p>
<blockquote><p>The creators on RB are closing in on 1,000 songs that they’ve created in under a year. This feat is pretty astounding and we’re insanely lucky to have a passionate community. RBN and traditional DLC continues to sell well and with launches like “London Calling” by The Clash, we’re still bringing AAA content to our music platform. We’re committed to continuing to grow the franchise through DLC releases and we’re confident that we’re providing content that die hard band gamers want.</p></blockquote>
<p>The gaming industry right now talks about user-generated content, but especially with the addition of Pro mode, Rock Band is one of those precious few titles that might actually deliver.</p>
<p><a href="http://createdigitalmusic.com/files/2011/02/guitarherohandle.jpg"><img src="http://createdigitalmusic.com/files/2011/02/guitarherohandle.jpg" alt="" title="Guitar Hero - plastic soul" width="640" height="480" class="alignnone size-full wp-image-16672" /></a></p>
<div class="imgcaption">Plastic soul: don&#8217;t tell naysayers, but in the era of music gaming, instrument sales, music sales, and musicianship have all grown, both by monetary and anecdotal standards. Too bad music education hasn&#8217;t done the same, but that&#8217;s not gaming&#8217;s fault. Photo (<a href="http://creativecommons.org/licenses/by/2.0/">CC-BY</a>) <a href="http://www.flickr.com/people/tyrian123/">Josh Berglund</a>.</div>
<p><strong>Crests are easy. Troughs make you strong.</strong> The boom-and-bust cycle is part of both the gaming and music industries. It&#8217;s easy to look only for growth, only for hits, but it&#8217;s really trial-by-failure that tends to make something mature into a real business.</p>
<p>So, I&#8217;ll conclude with the official statement from Harmonix, which they issued on the death of Guitar Hero, the title they created:</p>
<blockquote><p>We were sad to hear yesterday that Activision was discontinuing development on Guitar Hero. Our thoughts are with those who are losing their jobs, and we wish them the best of luck.</p>
<p>The discontinuation of Guitar Hero is discouraging news for fans of the band game genre. As retail sales of Guitar Hero and Rock Band titles have slowed with time, we’ve been focused on building a robust digital platform for music gaming and have recently crested 2,500 songs available for play within Rock Band 3.</p>
<p>Harmonix and Rock Band continue to push beyond simple performance simulation to pioneer new approaches to music gaming. Rock Band 3 saw the introduction of our innovative new Pro Mode, in which aspiring musicians of all ages can develop actual musical skills through gameplay on guitar, bass, keyboards, and drums. We’re looking forward to the imminent release of the Fender Squier Stratocaster Guitar Controller, a fully functional guitar which doubles as a Rock Band Pro controller (launching March 1st). We are also relaunching the Rock Band Network, a way for bands of all shapes and sizes to get their music into Rock Band. RBN just passed the 1000-songs mark, and it’s relaunch will now support keyboards, pro drums and vocal harmonies. The music genre is one that calls for constant reinvention, and Harmonix is continuing to welcome and embrace that call.</p>
<p>In short, the beat of Rock Band marches on. We’re continuing to invest in the franchise and the brand that we have built, and will do our best to serve all loyal band game fans. For rhythm gamers out there who haven’t yet given Rock Band a chance, Rock Band 3 software is compatible with a wide range of instruments, including most Guitar Hero controllers. Looking to the future, for fans that want to switch, we’d happily welcome you over into the world of Rock Band.</p>
<p>It’s been a wild battle of the bands since 2007, but we respect and appreciate all of the hard work and innovation of our peers who have shared the music gaming space with us, and we look forward to rocking in the future.</p></blockquote>
<p>More background:<br />
<a href="http://www.google.com/hostednews/ap/article/ALeqM5hVoAkBdyTpbhduV2CASId8FrnIrQ?docId=c62be32d22474c88a00414641d352c90">Party over for &#8216;Guitar Hero,&#8217; but not music games</a> [AP]</p>
<p>Previously:<br />
<a href="http://createdigitalmusic.com/2010/10/rock-band-3-behind-the-scenes/">Rock Band 3, Behind the Scenes: When A Music Game Gets More Real</a></p>
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		<title>Rock Band 3, Behind the Scenes: When A Music Game Gets More Real</title>
		<link>http://createdigitalmusic.com/2010/10/rock-band-3-behind-the-scenes/</link>
		<comments>http://createdigitalmusic.com/2010/10/rock-band-3-behind-the-scenes/#comments</comments>
		<pubDate>Tue, 26 Oct 2010 17:12:29 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Features]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=14311</guid>
		<description><![CDATA[Play testing Rock Band&#8217;s challenging new play modes. You know, challenging &#8212; kind of like music. Alli Thresher, community moderator, and Jessa Brezinski, intern. What Harmonix has achieved with Rock Band, and their original Guitar Hero, is remarkable. At their core, these games are descended from arcade rhythm games, reducing music to simple coordination of &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2010/10/rock-band-3-behind-the-scenes/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/files/2010/10/harmonix2.jpg" alt="" title="harmonix2" width="580" height="387" class="alignnone size-full wp-image-14338" /></p>
<div class="imgcaption">Play testing Rock Band&#8217;s challenging new play modes. You know, challenging &#8212; kind of like music. Alli Thresher, community moderator, and Jessa Brezinski, intern.</div>
<p>What Harmonix has achieved with Rock Band, and their original Guitar Hero, is remarkable. At their core, these games are descended from arcade rhythm games, reducing music to simple coordination of a few buttons. Yet numerous studies and anecdotal evidence suggest that, in an age in which recording has made musical experience passive for many, the fantasy of holding a plastic instrument is enough to convince people to explore music making again. Rock Band&#8217;s collaborative gameplay has people singing and playing again, karaoke style, and more than a few gamers have decided to graduate to real instruments and lessons. Don&#8217;t be surprised to walk into a Best Buy and see instruments and pro audio tech in the aisle next to Xbox 360 and PlayStation 3. The genius of Harmonix is that music is again entertainment, not specialization.</p>
<p>What people may not realize is that designing these games is hard. The illusion of simplicity, the experience of fun &#8211; these are some of the most daunting challenges in design, period. </p>
<p>So what happens when Rock Band evolves beyond mere rhythm game?</p>
<p>John Drake of Harmonix colorfully sums up the spirit of the new, real-transcription Pro game: &#8220;Good luck on that solo, asshole.&#8221;</p>
<p>Ramping up the difficulty of a game to real music was a transformative design challenge. We go behind the scenes to hear how Harmonix approached it, what it means for how music works, and what it can mean for your music &#8212; or the next time you want to use a game with friends to hone your musical chops.</p>
<p><img src="http://createdigitalmusic.com/files/2010/10/harmonix1.jpg" alt="" title="harmonix1" width="400" height="600" class="alignnone size-full wp-image-14340" /></p>
<div class="imgcaption">Emeen Zarookian, sound designer. I&#8217;m not sure what happened just before this shot was taken, though it does appear he was just p0wned on Crazy Train. Use your imagination.</div>
<p><span id="more-14311"></span></p>
<h3>A New Game</h3>
<p>Rock Band 3, released today, introduces new instruments and new play modes that blur the line between rhythm game and musical exercise. The hardware inputs are now actual MIDI controllers. A new guitar, the US$150 Fender Mustang Pro, uses around 100 buttons to allow real chord fingering positions &#8211; minus the callouses. A new keyboard features two octaves, velocity sensitivity, and touch controls. The guitar and keyboard each have standard MIDI DIN output feature extensive mappings of even the Xbox buttons onboard to MIDI control changes and custom MIDI assignments. A MIDI adapter lets you use your own MIDI hardware. (Ironically, this puts the Mad Catz-built hardware ahead of many supposedly &#8220;pro&#8221; sub-$100 devices, which now have only USB connections. CDM will have a detailed hands-on with information on how to make use of that MIDI controller in a separate article.)</p>
<p>Accordingly, &#8220;Pro Mode&#8221; songs feature more extensive transcriptions; learning them is tantamount to simply learning the music. Chords are real chords, and, while reduced to an octave or so, the keyboard parts really are what&#8217;s in the song. Needless to say, the presence of a keyboard also opens the floodgates to properly providing keyboard music in the game, from Elton John to John Lennon.</p>
<p>To understand how these changes came about, we have an epic interview with some of the folks at Harmonix. Even if you&#8217;re not a music gamer, there&#8217;s plenty of reason to pay attention: what they have to say could be relevant to getting your music to a wider audience, and many of the design considerations reveal insights into how people process musical information visually.</p>
<p>And if you are a musician and gamer, you may finally have found a music game you can share with non-musicians without dumbing down your playing. </p>
<p>Speaking to CDM: Daniel Sussman, Rock Band 3 project leader, John Drake, program manager of the Rock Band Network, and Matt &#8220;Nord&#8221; Nordhaus, senior producer for Rock Band Network. (RBN allows musicians to author their own content for the game and distribute it to players.)</p>
<p><img src="http://createdigitalmusic.com/files/2010/10/harmonix4.jpg" alt="" title="harmonix4" width="580" height="432" class="alignnone size-full wp-image-14341" /></p>
<p><img src="http://createdigitalmusic.com/files/2010/10/harmonix5.jpg" alt="" title="harmonix5" width="580" height="435" class="alignnone size-full wp-image-14342" /></p>
<div class="imgcaption">Above: Eric Pope (hat), community moderator, Mike Georgeson (red shirt), artist, Alli Thresher, Emeen Zarookian, Jessa Brezinski.</div>
<h3>Beyond Rhythm Games</h3>
<p><strong>CDM: We know already that your games have turned people on to music, and now it seems Rock Band 3 bridges some of the gulf between game and music. What does that mean for the evolution of Rock Band?</strong></p>
<p><strong>John:</strong> From my perspective, it&#8217;s certainly opened up a whole new angle to approach people who aren&#8217;t rhythm gamers. And as rhythm gamers, people who laugh at Expert guitar charts and say, I can five-star this on a five-button guitar, no problem, like Harmonix are wusses. And I&#8217;m like, okay, now you have [Ozzy Osborne's] Crazy Train on expert, so, good luck on that solo, asshole. </p>
<p><strong>Daniel:</strong> Rock Band 3 is welcoming and doesn&#8217;t take into consideration any kind of musical background or education. As it relates to a feature set, we really look at making our game musical, but also fun and crazy interactive. What&#8217;s unique about the Rock Band Network aspect is that the RBN experience is not really so much a game &#8211; it&#8217;s more of a pipeline that musicians can use to get their content, their songs into the Rock Band world. If you think about the musical community out there, the ecosystem is really a way into that musical community. You have a game that appeals to a non-musician, they play the game, they have fun, maybe they take a greater interest in music. They use the game to learn how to play guitar or drums, to appreciate music. They start writing their own music, and then put that into the game world for other people to play and interact with.</p>
<p>It&#8217;s a kind of funny thing. I don&#8217;t think it was totally intentional &#8211; the idea that Rock Band would get to the point where you&#8217;re able to play the game on controllers that then you can plug into your laptop to make music and then use that same laptop to do all the game authoring and then put that back into Rock Band. That was sort of where we ended up, and it&#8217;s great because it all works really well together, but it speaks to the ambition of the studio. </p>
<p><strong>Do you have a sense of what will happen as these new hardware inputs make their way into gamers hands? I guess you have to wait and see.</strong></p>
<p><strong>Daniel:</strong> We&#8217;re very excited to see what happens. If you read a lot of the statements we&#8217;ve made about the ambition for Rock Band Pro, part of it was to draw a deeper connection to the music. Another part of it, really, was to provide a new gameplay experience to an audience of gamers that had been playing the same game for five years on the guitar, or three years on the drums. Really the problem we had to solve was, how can we reinvigorate the category? How can we give these gamers something new to play? And how can we continue to challenge the music gamer in a way that doesn&#8217;t just involve the content? Can we build gameplay around something new and unique, and then use that to drive the progression of the franchise?</p>
<p>What&#8217;s been interesting is that we get these hardcore gamers who are the cream of the crop in the Rock Band world, they can beat every song on Expert the day it comes out. And then we sit them down with the Pro guitar, and we say, alright hotshot, you probably want to start on easy. I know that&#8217;s a novel concept to you know, but try it. And they do, and what happens is, they&#8217;re getting like three stars and 60-65% of the notes. And it&#8217;s kind of the same experience they had when they first played Guitar Hero 1, or they first tried the drums in Rock Band 1. And that&#8217;s really the phenomenal thing here, is that we&#8217;ve found a way to reconnect people to all of this great music through the gameplay. And almost as a bonus, the gameplay is totally steeped in actual musical ability, so by playing the game you develop skill that can be applied to things outside the game. But really, that&#8217;s secondary, from our standpoint.</p>
<p><strong>What does that mean for play testing and authoring, then, to have these new tiers of difficulty? I know in the past, the first step in authoring was to just do a full transcription of a song, and then try to reduce it to what&#8217;s playable on the game controls at different difficulty levels.</strong></p>
<p><strong>Daniel:</strong> Well, I think we still start at the Expert authoring level, which is the basic note-for-note transcription of the song. And then as you pare down from there to get to hard, medium, and easy, consider that it&#8217;s more like the &#8220;campfire&#8221; version of the song. On Easy, it&#8217;s really root notes of chords on downbeats. It&#8217;s more like you&#8217;re playing along with the song; you&#8217;re not playing exactly what the song is. And then on Medium, we introduce power chords, so you&#8217;re playing that root-fifth combination on downbeats. And then on hard, you start playing the full chords, major-minor chords, open chords, and riffs. Expert is everything. We use a lot of the same design strategy as we pare down from expert to easy that we do in the core game, in the core five-lane game. </p>
<p><img src="http://createdigitalmusic.com/files/2010/10/harmonix3.jpg" alt="" title="harmonix3" width="580" height="387" class="alignnone size-full wp-image-14344" /></p>
<div class="imgcaption">Alli Thresher, Aaron Trites, community manager, and Jessa Brezinski.</div>
<h3>Rock Band&#8217;s Place in the Music World</h3>
<p><strong>It seems like there&#8217;s a strong awareness of what RB3 is doing in the game community, that it is at this new level of musicianship, but maybe not in the music community yet.</strong></p>
<p><strong>Daniel:</strong> Our focus really has been on the gamer out there, because we want to make sure the experience is accessible and not intimidating. But we see a lot of potential for an intermediate- to pro-level guitar player or keyboard player who wants to use Rock Band 3 as a way to learn new music, to learn new songs. And I suspect that we&#8217;ll get there as the game gets out and people realize what&#8217;s going on, the guitars get out and people put it together.</p>
<p>I spoke at a panel earlier this week; it was a panel that was sponsored by <a href="http://en.wikipedia.org/wiki/National_Academy_of_Recording_Arts_and_Sciences">NARAS</a>. [That's the National Academy of Recording Arts and Sciences - yes, the folks who give out the Grammy.] We were talking about digital distribution in this day and age, and how musicians can take advantage of some of the tools. And I was stunned at how few people were aware of RBN, and Rock Band 3. And I still think that in the musical community, music games have this stigma as a game, as a toy. And I don&#8217;t think enough musicians out there are as aware of the powerful distribution that&#8217;s offered through the Rock Band franchise, and then the actual musical benefits that our game has afforded all the way back. I&#8217;m looking for the tide to change within the musical community. I&#8217;m in two bands, a lot of people here are very musical people, and deeply, we feel that we want to use the Rock Band platform to promote music and to promote musical experiences, and to encourage people to be musicians. We want to be a part of the musical community, not competing with the musical community in any way. </p>
<p><strong>Have you gotten feedback from musicians as you worked on Rock Band 3, apart from, obviously, the numerous musicians who work for Harmonix?</strong></p>
<p><strong>Daniel:</strong> Some. We worked pretty closely with a couple of folks at <a href="http://www.berklee.edu/">Berklee College of Music</a>. We&#8217;re building this game, we want to make sure that we don&#8217;t want to teach people any horrible habits, and all of our chord language is correct, and our fingering is correct, and our ramp is from easy to medium and medium to hard, following loosely with stable, academic doctrine. And so we had a couple of people come in on a weekly basis to play the game. And people were very excited. I think a lot of people have seen the potential of this within the music community. So there are certainly people that are very impressed with what we&#8217;ve done and are looking forward to applying it as a tool in the music community.</p>
<p><strong>Do you have hard numbers on the relationship of the game and this game genre to people going out and learning instruments? It seems Rock Band 3 has the potential to make that happen even more.</strong></p>
<p><strong>Daniel:</strong> Obviously, it&#8217;s too soon to tell what the impact of RB3 will be on, you know, the society that we live in. [laughs] There have been studies, vendors have done studies, Cornell did a study, just on the attach rate between music gamer and how many people play Guitar Hero and then go buy a guitar, how many people play Rock Band and take musical instrument lessons. I know that it&#8217;s an interesting topic in the musical academic world. And I think RB3 definitely changes the game. The connection between the game and the actual musical ability is way less tenuous than it has been in previous games. It&#8217;s pretty real. I think you&#8217;ll see a higher attach rate, but you know, we&#8217;ll see.</p>
<p><strong>Some of those hard number&#8230;</strong> Harmonix provided us with a study, announced in January of 2009, by Fender and non-profit music education organization Little Kids Rock, looking at schools around the United States. The results: educators widely attribute a renewed interest in music education to the games. The study looked at teachers with students in the 8-13-year-old age group.</p>
<p>Results:<br />
67% said guitar enrollment increased as a result of Rock Band and Guitar Hero; 46% bass, and 52% drums. A tiny fraction thought it decreased.</p>
<p>78% said they felt these games had a positive effect.</p>
<p>88% said it had increased interest in classic, guitar-based rock, and a whopping 95% said the two games would help attract new students.</p>
<p><img src="http://createdigitalmusic.com/files/2010/10/harmonix7.jpg" alt="" title="harmonix7" width="580" height="434" class="alignnone size-full wp-image-14346" /></p>
<p><img src="http://createdigitalmusic.com/files/2010/10/harmonix8.jpg" alt="" title="harmonix8" width="580" height="427" class="alignnone size-full wp-image-14350" /></p>
<div class="imgcaption">Top: Eric Pope. Above: Alli Thresher and Aaron Trites.</div>
<h3>Rock Band Network, Meet Pro Mode, Keys</h3>
<p><strong>How are the tools being received in the Rock Band Network community?</strong></p>
<p><strong>Matt:</strong> We&#8217;re working on the toolset now to add keyboards and harmony to Rock Band Network. The creative community has been incredibly excited about it. I know a lot of them are both holding songs back that have keyboard parts in it, and sort of going after artists who they know might be interested in it. We&#8217;ve already had interest from a few major-label artists who have already gotten in touch with us to try to get their stuff in. So I think it&#8217;s going to certainly expand the RBN stuff into the keyboard-centric area.</p>
<p><strong>What made the difference for them &#8212; is it, okay, now I have an engine that can represent my music, is it that now it&#8217;s something that I can take more seriously, or a combination?</strong></p>
<p><strong>Matt:</strong> I think it&#8217;s more the former. I think these are people who are very keyboard-centric. Billy Joel&#8217;s a great example of someone who was added. We&#8217;ve had people who said, oh, cool, you have keyboards? I really want to get my songs in there, people who are known for playing keyboards.</p>
<p><strong>John:</strong> I think it&#8217;s people who make music on that instrument want to see even the representational gameplay. Even if you&#8217;re playing keys mode, you don&#8217;t have to play the two octaves, we still have that five-button-style gameplay even on the keyboard, I think we&#8217;ve always felt a little weird about it when it&#8217;s been like, play the organ solo to Smokin&#8217; by Boston on a guitar controller. We did it because it&#8217;s an amazing song and we didn&#8217;t want to hold it back, but it makes so much more sense, and it&#8217;s so much more fun for them to see their music expressed on an instrument, even in a simulation format that&#8217;s that much closer to reality. I think it opens the door for them to get excited about it. And then once they&#8217;re excited about it, it&#8217;s kind of a no-brainer to get their music in.</p>
<p><strong>Of course, as a keyboardist, I&#8217;m pleased to see the addition of keyboards; what does that change mean for Harmonix, especially coming from only the guitar and drums?</strong></p>
<p><strong>John:</strong> The exciting thing for us is, keyboard is so fundamental in terms of the way that people process and understand music. It&#8217;s probably the most linear layout of notes that you can have. It makes a lot of sense to be able to look at a keyboard and be able to understand what that harmonic structure is, versus a guitar. When you see people trying to learn theory from a guitar, they&#8217;re able to do it, but it&#8217;s a very disconnected and disjointed thing in their minds a lot of the time, if they&#8217;re not musicians. </p>
<p>I come from a jazz background. You have great pianists and great piano solos in the context of jazz, but at laest half the time you&#8217;re comping. That&#8217;s always part of it. It&#8217;s such a versatile instrument that can do all those things. I think with Rock Band Network and with Rock Band DLC, what we&#8217;re seeing a lot of is the ability to highlight those songs. We&#8217;ve got music like Billy Joel, like Imagine by John Lennon, like Bohemian Rhapsody, where the piano has those stand-out moments, where we&#8217;re really looking at the keyboardist as featured player. But also we have have songs like Roundabout by Yes, or Freebird by Leonard Skynard, where the keyboard has a standout section or there&#8217;s a crazy keyboard solo or sort of insane part, but really it does work as an instrument that&#8217;s part of a collaborative effort, which is what Rock Band&#8217;s all about. Rock Band&#8217;s not about Guitar Heroes, and it&#8217;s not about drum solos. It&#8217;s about your band playing together. So the keyboard will have its stand-out moments, it&#8217;ll cast more light on an instrument that&#8217;s often overshadowed.</p>
<p><strong>Matt:</strong> The thing about RBN is that you typically see the more the fringe-y, niche-y stuff. It seems likely to be that we&#8217;re going to get some of those, like maybe we&#8217;ll get a jazz tune where the keyboard comps the whole time. And that would be cool. It&#8217;s the sort of thing that we probably wouldn&#8217;t release as DLC, because we have more high-profile bands in front of it. But it&#8217;s exactly the sort of thing that people put into RBN because they&#8217;re passionate about the bands they love and the kind of music they like.</p>
<p><strong>What will the impact of these new levels be on the authoring process? I know you&#8217;re working on releasing new tools to work with the new implementations for Rock Band Network; what are you changing?</strong></p>
<p><strong>Matt:</strong> We&#8217;ve improved a whole bunch of the audition tools to make auditioning much, much quicker and easier &#8212; like adding rewind and skip forward, vocal guide pitches and keyboard guide pitches. We actually brought a group of people in, some of the more advanced authors, to check out the MIDI spec, and one of the things they reacted to is that the keyboards are really, really complicated. The difference between five lanes and two octaves doesn&#8217;t seem that big, but when you figure out that you&#8217;ve got chords and it&#8217;s real stuff in real time, it&#8217;s a very significant increase in difficulty.</p>
<p><strong>John:</strong> Both to author and to play test.</p>
<p><strong>Matt:</strong> &#8212; and to play. So we&#8217;re trying to add some tools to allow them to make sure what they&#8217;ve done is correct according to what&#8217;s actually in the song. </p>
<p><strong>John:</strong> The thing now is that it&#8217;s pitch-accurate. So it&#8217;s not just charting what feels right; it&#8217;s charting what is right.</p>
<p>There&#8217;s still compression going on. It&#8217;s not the same compression that we do to take all the sonic stuff that you&#8217;re hearing down to five colors, but we&#8217;re still talking about, if you have a full keyboard part, taking it down to about an octave and a half &#8212; you have to think about both the theoretical, what is the best way to do that to make it feel right from a gameplay standpoint, but also how to communicate information so that it&#8217;s still pitch-accurate, and it still plays well, with jumping around. When do you leave the bass note in, when do you take the bass note out? It&#8217;s a lot of thinking.</p>
<p>It&#8217;s not like when we launched originally, when we had four years of guitar authoring under our belts.</p>
<p><strong>So it&#8217;s like doing a transcription, in other words &#8212; it&#8217;s like doing an orchestral transcription for piano, or in this case a piano transcription for toy piano.</strong></p>
<p><strong>John:</strong> Yeah, exactly. That&#8217;s sort of a funny way to refer to it, but it&#8217;s pretty accurate. It&#8217;s more an art than a craft.</p>
<p><img src="http://createdigitalmusic.com/files/2010/10/harmonix6.jpg" alt="" title="harmonix6" width="580" height="439" class="alignnone size-full wp-image-14348" /></p>
<div class="imgcaption">John Drake, PR and Communications Manager.</div>
<h3>Learning Music with Rock Band</h3>
<p><strong>Last week we got to see GarageBand &#8217;11, with additional lessons, and metrics behind those lessons. In a way, the games and the music tools are converging. It seems like what the games are doing can help with learning music.</strong></p>
<p><strong>John:</strong> You know, I grew up playing piano. I&#8217;m a classically-trained percussionist, and learned piano when I was six years old, and all that good stuff. And the thing that sucks about learning an instrument in isolation is that you play scales, and you play Mary Had a Little Lamb, and you play your A harmonic minor scale. And when you mess up, it sounds bad. And when you do it right, it doesn&#8217;t sound that great either. It sounds like a scale.</p>
<p>The fun thing with Rock Band 3 is that the stories we have, we back you with a full band of music all the time. Even when you&#8217;re playing your C major scale, or your C major triad, you&#8217;re playing it on top of a bluegrass band, or a metal riff. And you feel like you&#8217;re accomplishing something. And it makes you want to get over that hump and get over that musical boredom and inertia that holds people down, where they&#8217;re not getting engaged on a real instrument. I&#8217;m hopeful we get people to feel like they&#8217;re learning, to feel like they&#8217;re engaging with a game and playing something, and they actually develop some chops and maybe some habits that can get them thinking about musical theory and maybe taking a piano lesson, or reading Keyboard Magazine, or downloading some GarageBand lessons. That&#8217;s all good.</p>
<p><strong>It&#8217;s like the <a href="http://www.jazzbooks.com/">Jamey Aebersold</a> tapes, where you have a backing track.</strong></p>
<p><strong>John:</strong> Exactly. Oh, God, those tapes&#8230; I was trained on those tapes. I was trained on&#8230; oh, God. They&#8217;re good. They&#8217;re torture.</p>
<p><strong>So, now we have these full guitars and real two-octave keyboards &#8212; was there some iteration to arrive at that solution? I got to poke a little fun at the process when the announcement was made, mocking up a whole staff coming at you in the interface. Maybe at one point there was even something a little like that.</strong></p>
<p><strong>John:</strong> God, there was tons of iteration on that. I think this is sort of the genius of Harmonix games. To be very clear. I&#8217;m not a UI designer, that&#8217;s not my job or my baby, but having seen the iteration process it went through, when you see the end result, when you see the polish, you think, &#8220;oh, it must have been a really natural process to come up with this.&#8221; But what you&#8217;re looking at is hundreds of hours of painstaking thought and work that went into it.</p>
<p>With keyboards specifically, I think the biggest challenge was  really getting people who are not used to reading piano roll, and not used to understanding the difference between a fourth and a fifth onscreen, being able to identify that quickly through a seamless UI and jump right in. And I think that our team did a killer job of what&#8217;s coming down the display on the screen. I think it&#8217;s pretty much the only way you can do it. The idea of having one octave of gameplay at a time, because we tried it with more than one octave.</p>
<p><strong>Matt:</strong> And you know, adding the colors. I sat in on all those meetings. I go to all the design meetings. It was fascinating to watch us work through it. We tried not having black and white notes and coloring all the notes, and eventually we ended up on black and white because people are used to that. We struggled with, like, do you light up the lanes when you press them? How thick are the dividers between the lanes? We were tweaking stuff literally until the last day. And it was a nonstop process of iteration through the whole cycle to get it right. It&#8217;s very, very hard.</p>
<p><strong>John:</strong> And it&#8217;s because people are so deep into music here, and want so badly to give people that experience and make it accessible. We can get my mom to play keyboards, and then get a great keyboard player, both being able to sightread something on easy and having a good time, not feeling like they&#8217;re reading music and suffering through a rehearsal process.</p>
<p><strong>Matt</strong> I think it was a huge debate whether we had a key signature list at the beginning of each song. The keyboard people wanted it, and the design and UI people didn&#8217;t want it because they felt it was clutter. We went back and forth on that a bunch of times.</p>
<p><strong>John:</strong> At the end of the day, that&#8217;s what designing games really is for something like this. If we&#8217;re translating a real-world experience, making decisions to give the most amount of information to people without overwhelming them. I think Rock Band Pro really walks that line of filling that screen with all the notes in the keyboard solo in Roundabout, without making you feel like you&#8217;re going to have an aneurysm from trying to play them.</p>
<p>My favorite thing is what people said about the pro guitar &#8212; that&#8217;s been in development as long, if not longer, than keyboards. We&#8217;ve been futzing around with that for two-plus years. And playtesting it, people were saying, oh, sure, you can play on it, and it makes sense to you, but you&#8217;re a guitar player. And to bring people in who never played guitar before, and give them our tutorial system, to see them like an hour later playing power chords? Playing I Love Rock and Roll? I mean, they&#8217;re not mastering it and no one&#8217;s playing crazy guitar solos, but to be able to fret three or four chords based on learning it through the game in an hour or two hours. Having them have to stop because their hands hurt &#8212; they were grinning from ear to ear, and they were doing it and loving it. </p>
<p>That&#8217;s the power of someone learning an instrument and getting excited about it. That&#8217;s what we had hoped would happen. The idea that anyone could pick up a guitar and spend two or three hours in our game and walk away knowing two or three chords and how open notes work and how they can move their way around a fretboard &#8212; that&#8217;s pretty crazy. </p>
<p>That&#8217;s the biggest surprise to me &#8212; that it fucking works.</p>
<p>It&#8217;s why people have been playing music for thousands of years.</p>
<p><strong>All photos: Kyle Mercury. Images courtesy Harmonix.</strong></p>
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		<title>Rock Band 3 to Add Keyboards; No Idea How it Works, Great News for RB Network</title>
		<link>http://createdigitalmusic.com/2010/05/rock-band-3-to-add-keyboards-no-idea-how-it-works-great-news-for-rb-network/</link>
		<comments>http://createdigitalmusic.com/2010/05/rock-band-3-to-add-keyboards-no-idea-how-it-works-great-news-for-rb-network/#comments</comments>
		<pubDate>Tue, 25 May 2010 21:57:39 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[harmonix]]></category>
		<category><![CDATA[keyboards]]></category>
		<category><![CDATA[piano]]></category>
		<category><![CDATA[rock-band]]></category>
		<category><![CDATA[rock-band-network]]></category>
		<category><![CDATA[synths]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[xbox-360]]></category>

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		<description><![CDATA[This&#8217;ll work great! (Artist rendering; final product may differ.) Bach manuscript image (CC-BY-SA) Nathan Siemers. Mock-up created by the createdigitalmusic.com Future Prediction Department&#8230; intern. Kotaku notes that Rock Band 3&#8216;s icons tease something we&#8217;ve been awaiting a long time &#8212; keys. It&#8217;s ironic that in order to make guitars playable in games, they were effectively &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2010/05/rock-band-3-to-add-keyboards-no-idea-how-it-works-great-news-for-rb-network/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/files/2010/05/rockband3_mockup.jpg" alt="" title="rockband3_mockup" width="580" height="261" class="alignnone size-full wp-image-11143" /></p>
<div class="imgcaption">This&#8217;ll work great! (Artist rendering; final product may differ.) Bach manuscript image (<a href="http://creativecommons.org/licenses/by-sa/2.0/deed.en">CC-BY-SA</a>) <a href="http://www.flickr.com/people/nosha/">Nathan Siemers</a>. Mock-up created by the createdigitalmusic.com Future Prediction Department&#8230; intern.</div>
<p>Kotaku notes that <a href="http://kotaku.com/5547072/rock-band-3-is-the-piano-man">Rock Band 3</a>&#8216;s icons tease something we&#8217;ve been awaiting a long time &#8212; keys.</p>
<p>It&#8217;s ironic that in order to make guitars playable in games, they were effectively made <em>into keyboards</em>, yet it&#8217;s taken this long to actually get keyboards. Oh, wait &#8212; yeah, there is that whole problem of having as many as 88 keys, two hands, and no convenient way to fit the staff notation into the descending gems view. Not entirely sure how that&#8217;ll work out; see also a controller concept, below.</p>
<p>Of course, this also means that, while electronic music is still largely off-limits, synthpop, prog, and synth bands are all now fair game. That&#8217;s fantastic news for the Rock Band Network I&#8217;ve covered here on CDM, which lets anyone with a copy of Reaper adapt music for the platform.</p>
<p>So, I got one wish&#8230; though I do have to say it again, on behalf of the richer gameplay and the chance for VJ backgrounds and electronic tracks. Xbox Network. Frequency. Amplitude. (Or, heck, Google TV/Android. Anything.) Long-time Harmonix watchers know what I&#8217;m talking about.</p>
<p>Oh, side note to Kotaku: am I going to have to send Stevie Wonder and J.S. Bach to kick your ass, or will you stop making fun of the <a href="http://keyboardmag.com">keyboard</a>? Yeah, it&#8217;s had its embarrassing moments, like any other instrument. It&#8217;s no soprano sax, though.</p>
<p><a href="http://www.flickr.com/photos/noahfans/416516056/"><img src="http://farm1.static.flickr.com/168/416516056_73d2bd9fb5.jpg"></a></p>
<div class="imgcaption">Found: the new Rock Band 3 official keyboard controller, which will&#8230; oh. Wait. Even that has too many keys. Maybe they have some <a href="http://en.wikipedia.org/wiki/Miracle_Piano_Teaching_System">other idea here</a>. Photo (<a href="http://creativecommons.org/licenses/by-sa/2.0/deed.en">CC-BY-SA</a>) <a href="http://www.flickr.com/people/noahfans/">LizaWasHere</a>.</div>
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		<title>Music Game Revolution, Now Indie Friendly, as Rock Band Network Goes Live</title>
		<link>http://createdigitalmusic.com/2010/03/music-game-revolution-now-indie-friendly-as-rock-band-network-goes-live/</link>
		<comments>http://createdigitalmusic.com/2010/03/music-game-revolution-now-indie-friendly-as-rock-band-network-goes-live/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 17:10:22 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=9797</guid>
		<description><![CDATA[They are the robots: Flight of the Conchords. Now, you are the robots, too, as Rock Band Network opens the indie floodgates to the music-distribution-as-game model. (And yes, you&#8217;ll get to sing along with the Conchords, too.) Photo (CC-BY-SA) kris krüg. Music games Rock Band and Guitar Hero are simple enough in terms of gameplay, &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2010/03/music-game-revolution-now-indie-friendly-as-rock-band-network-goes-live/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/kk/3548169520/in/photostream/"><img src="http://farm4.static.flickr.com/3372/3548169520_1b81904465.jpg"></a></p>
<div class="imgcaption">They are the robots: Flight of the Conchords. Now, you are the robots, too, as Rock Band Network opens the indie floodgates to the music-distribution-as-game model. (And yes, you&#8217;ll get to sing along with the Conchords, too.) Photo (<a href="http://creativecommons.org/licenses/by-sa/2.0/deed.en">CC-BY-SA</a>) <a href="http://www.flickr.com/people/kk/">kris krüg</a>.</div>
<p>Music games Rock Band and Guitar Hero are simple enough in terms of gameplay, but testifying to the power of people&#8217;s passion for music, their impact has been staggering. At a time when purchasing recorded music has waned from a 90s peak, downloads for games are proving surprising growth, despite pundits predicting the segment would cool off. The talents of the Harmonix team attracted the collaboration of the download-averse surviving Beatles and family members. But most importantly, the popularity of these games has translated into renewed interest in learning to play real instruments. It&#8217;s no accident popular music chart sales are surging, or that you will now find a new selection of digital and acoustic (but serious) instruments at your local Best Buy, often located right next to the games section. (Even as a witness to this trend, I was surprised recently to pick up an extra KORG nanoKONTROL in the aisle next to Rock Band.) Heck, even sales of <a href="http://eon.businesswire.com/portal/site/eon/permalink/?ndmViewId=news_view&#038;newsId=20100303006637&#038;newsLang=en">music notation software</a> are growing. </p>
<p>I&#8217;m uncertain of the extent to which a game like Rock Band can be identified as the cause of these trends, but there&#8217;s no question that popular music making is on the rise, and games are part of the shift. Perhaps it&#8217;s a matter of games changing the way people <em>feel</em> about making music. After all, a lot of early music training is very much like a game: to learn a new instrument, you simplify the playing of that instrument into more basic exercises. Obviously, that helps develop chops, but it also boosts confidence, giving a music student a feel for what it&#8217;s like to play successfully. (And, let&#8217;s face it, even experienced pro players sometimes need to defeat anxiety.)</p>
<p>The dark side of all of this has been that the music itself has been limited to a narrow selection of top-of-the-charts hits and popular classic tracks. Rock Band Network doesn&#8217;t yet address the limited instrumentation (guitar, bass, drums, voice), but it does open production to a new range of artists &#8211; and that, in turn, could be the beginning of much more to come. By allowing anyone to author and distribute tracks for a nominal subscription fee on Microsoft&#8217;s Xbox creation community, Rock Band Network is all about opening floodgates.</p>
<p>Having followed the story here on CDM since last year, I&#8217;m thrilled that the Rock Band Network store itself is now live. The results run the gamut from relatively big-name artists to more obscure contributions. (Phone giant T-Mobile will pony up some cash to highlight an &#8220;Artist of the Month&#8221; from the community, in the interest of shining a spotlight on lesser-known acts.) The only bad news is, while the store is international, the Rock Band Network isn&#8217;t immune from the music industry&#8217;s trouble crossing national borders; as our own Jaymis discovered to his dismay, countries like Australia are left out. I hope to talk to Harmonix and Microsoft about how they plan to make these kinds of efforts more global with time.<span id="more-9797"></span></p>
<p>For those countries covered, though, you can now enjoy the store as both an artist and listener (or make that &#8220;player&#8221;). Starting on launch day last week, of Montreal, The Shins, The Hold Steady, Steven Vai, and geek God Jonathan Coulton were onboard. (&#8220;The Future Soon,&#8221; anyone?) I&#8217;m pleased that among other artists, we have Flight of the Conchords to look forward to. </p>
<p>But I will say, whether you appreciate these games or not, there are promising signs for the music business here, without question. Harmonix&#8217;s founders began work with experimental musical interface research, as with many of the readers of this site. Oddly enough, though, what they found was by some measure an entirely new industry.</p>
<p><a href="http://www.flickr.com/photos/bdjsb7/2582450368/"><img src="http://farm4.static.flickr.com/3118/2582450368_77d445f0e3.jpg"></a></p>
<div class="imgcaption">The idea: make the Xbox 360 game Rock Band an open mic night. Photo (<a href="http://creativecommons.org/licenses/by/2.0/deed.en">CC-BY</a>) <a href="http://www.flickr.com/people/bdjsb7/">Justin Moore</a>.</div>
<p>By the numbers:</p>
<ul>
<li>Rock Band Network launches with over 100 songs, out of a private beta; expect far more.</li>
<li>Artists choose pricing tiers and get a 30% royalty (high for this kind of royalty, at least for a typical indie artist).</li>
<li>1,100 tracks are currently available on Rock Band, prior to the many, many more expected on RBN.</li>
<li>Some 4,300 users have registered on RBN to contribute tracks and/or perform peer review. That&#8217;s significant growth for Microsoft&#8217;s XNA community, and it&#8217;s prior to a wider launch that will be an order of magnitude bigger.</li>
</ul>
<p>Harmonix info:<br />
<a href="http://creators.rockband.com/docs/Website">How to Submit a Song</a>; scroll down to “Adding a song to the pipeline.&#8221;</p>
<p><a href="http://creators.rockband.com/docs/Playtest_Process">How to Become a Peer Reviewer (aka playtester)</a></p>
<p>I&#8217;ll see the Harmonix team this week at GDC; I&#8217;m looking forward to it. Let me know if you have questions for them. It is a reminder, though, of why I&#8217;m glad to spend my travel time in March at the Game Developer Conference even in place of South by Southwest. I think a lot of our future may be at the former as much as the latter. (Well, and if not, I still get to geek out with discussions of adaptive music engines.)</p>
<p>If this stuff does interest you, don&#8217;t miss our previous, exhaustive Q&#038;A&#8217;s with Harmonix (thanks to the folks there for being so forthcoming):<br />
<a href="http://createdigitalmusic.com/2009/08/27/inside-the-rock-band-network-as-harmonix-gives-interactive-music-its-game-changer/">Inside the Rock Band Network, as Harmonix Gives Interactive Music its Game-Changer</a><br />
<a href="http://createdigitalmusic.com/2010/01/20/your-band-in-rock-band-rock-band-network-beta-qa-with-harmonix/">Your Band in Rock Band: Rock Band Network Beta Opens, Q&#038;A with Harmonix</a><!--more--></p>
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		<title>Your Band in Rock Band: Rock Band Network Beta Opens, Q&amp;A with Harmonix</title>
		<link>http://createdigitalmusic.com/2010/01/your-band-in-rock-band-rock-band-network-beta-qa-with-harmonix/</link>
		<comments>http://createdigitalmusic.com/2010/01/your-band-in-rock-band-rock-band-network-beta-qa-with-harmonix/#comments</comments>
		<pubDate>Wed, 20 Jan 2010 18:07:48 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=9179</guid>
		<description><![CDATA[<img src="http://createdigitalmusic.com/files/2010/01/0110_rockband.jpg"> <a class="btn read-more" href="http://createdigitalmusic.com/2010/01/your-band-in-rock-band-rock-band-network-beta-qa-with-harmonix/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2010/01/reaper_rbn1.jpg"><img src="http://createdigitalmusic.com/files/2010/01/reaper_rbn1.jpg" alt="reaper_rbn1" title="reaper_rbn1" width="580" height="423" class="alignright size-full wp-image-9188" /></a></p>
<div class="imgcaption">Go from being just a gamer to a creator: a powerful collection of tools let you author every detail of a Rock Band track. Not only does your music appear in the game, but you can &#8211; if you like &#8211; control even every little lighting effect that appears. Screenshots courtesy Harmonix.</div>
<p>Games really are reshaping music. Despite their relatively simple gameplay, the Guitar Hero and Rock Band franchises originated by developer Harmonix are stimulating interest in real music making. It&#8217;s no accident that you can walk into a Best Buy and, next to aisles of video games, find a growing selection of serious musical instruments and technology. </p>
<p>These titles are also stimulating interest in music and artists and producing a new distribution outlet, at a time when the distribution picture for music can seem bleak. But until now, that outlet has been limited to big acts, big tracks, and big deals with big labels. It has only promoted music you already know, not the discovery of new music. Rock Band Network could change all that.</p>
<p>We took a <a href="http://createdigitalmusic.com/2009/08/27/inside-the-rock-band-network-as-harmonix-gives-interactive-music-its-game-changer/">detailed look in August</a> at how Rock Band Network worked technically, and how authoring a song for RBN could give you the same level of gameplay and choreographed graphics that the official Rock Band tracks get. But now here&#8217;s the big news: at long last, RBN is opening to the general public, starting with an open beta for artists and play-testers.</p>
<p><a href="http://www.flickr.com/photos/jacob-davies/2286062563/"><img src="http://farm4.static.flickr.com/3077/2286062563_11a176cb33.jpg"></a></p>
<div class="imgcaption">Coulton &#8220;plays&#8221; Coulton: Jonathan Coulton and friends play &#8220;Still Alive&#8221; in its Rock Band iteration. With the help of Rock Band Network, this is just the beginning. Photo (<a href="http://creativecommons.org/licenses/by/2.0/deed.en">CC-BY</a>) <a href="http://www.flickr.com/people/jacob-davies/">Jacob Davies</a>.</div>
<p><strong>What it is:</strong> Rock Band Network is a new set of authoring tools (built around <a href="http://www.reaper.fm/">Reaper</a>), a submission process (built around Microsoft&#8217;s Xbox 360 XNA Ceators Club), and an upcoming store to host indie tracks called the Rock Band Network Music Store.</p>
<p><strong>What it costs:</strong> Rock Band Network membership is free, but you&#8217;ll need a $99/year XNA Creators&#8217; Club Premium account to submit or test music.<span id="more-9179"></span></p>
<p><strong>What you&#8217;ll need:</strong> To author titles, you need an Xbox 360, a copy of the Reaper software, a set of free plug-ins for Reaper for RBN, the XNA account, and either a Windows PC or Mac. (You&#8217;ll need Windows, either virtualized or on another machine, in order to actually load the tracks for testing, but you can author on either; see below for more.)</p>
<p><strong>What it gets you (as an artist):</strong> If you make it through the peer-reviewed submission process, you stand to set your own pricing and receive 30% royalties (retail, excluding tax) on everything you sell.</p>
<p><strong>What it gets you (as a peer reviewer):</strong> With the XNA Creators&#8217; Club membership, you can play as many tracks as you want without any additional charge, in exchange for your feedback. Tired: squeezing into sweaty, overcrowded bars at CMJ and South by Southwest to hear new acts. Wired: Scouting for new acts on your cough with your Xbox 360. And that could make a nice community of music, depending on how this evolves.</p>
<p><strong>Where the tracks will be distributed:</strong> Anyone with a copy of Rock Band 2 (and presumably future versions of Rock Band) can play your tracks. Releases will initially debut on the Xbox 360 store for 30 days. A &#8220;selection&#8221; of tracks will also appear on the PS3 and Wii stores after that. (The approved songs will stay on the RBN Store on Xbox 360, regardless.)</p>
<p><strong>When does all of this happen?</strong> The open beta launches today for peer reviewers and artists. The store is due, um, &#8220;real soon now.&#8221; (No specific date yet.) The game itself is ready to go, at least on Xbox 360: a patch introduced way back in September added the ability to play RBN tracks.</p>
<p><a href="http://createdigitalmusic.com/files/2010/01/reaper_rbn.jpg"><img src="http://createdigitalmusic.com/files/2010/01/reaper_rbn.jpg" alt="reaper_rbn" title="reaper_rbn" width="580" height="355" class="alignright size-full wp-image-9190" /></a></p>
<h3>CDM Talks to Harmonix</h3>
<p>John Drake, Program Manager for Rock Band Network, took some time out to answer my questions on the eve of launch.</p>
<p><strong>CDM: What will the Rock Band Network Store look like? Where will you get access to it? Will it be a similar store on the PS3 and Wii?</strong></p>
<p>John: The RBN store will run in parallel to the existing Harmonix DLC store, and will be in the same menu location within Rock Band 2. The RBN store has more info about each song than our existing DLC store does, and it has more ways to discover new music: you can search by subgenre, album, country of origin, record label, even the author of the song.</p>
<p>The PS3 store will be very similar to the Xbox 360 store. Details of the Wii RBN presence are still being worked out.</p>
<p><em>Ed. note: It&#8217;s especially nice to see the RBN store on equal footing. I had high hopes for the XNA-produced games on Xbox Live, but those titles aren&#8217;t displayed or listed in exactly the same way, which I think has hurt the initiative a bit.</em></p>
<p><strong>CDM:  In addition to the XNA Premium subscription, you still need Windows to support testing your own tracks, yes? Do you need a Windows PC to be a playtester?</strong></p>
<p>John: You need to run Windows in order to transfer song files to the Xbox 360, because we use Games for Windows Live to manage the transfer. We have informally tested running Windows on a Mac on a number of virtual machines, as well as BootCamp, and most of them work perfectly for transferring files.</p>
<p><em>Ed.: I can add, a number of the Harmonix guys are Mac fans, so you can believe they tried the virtualization approach!</em></p>
<p><strong>CDM: Since we last talked, there has been a private beta. Were there any additional improvements / changes since our August conversation? What kind of feedback have you gotten?</strong></p>
<p>John: The closed beta has been absolutely invaluable to help us shape the experience for the new members just now joining the program. We&#8217;ve cleaned up and organized the documents section of the website, added a great deal of new information, clarified policies for submitting songs, and generally made sure that the pipeline is running smoothly. None of the major processes are any different than initially designed, but we have changed a million small details to make it better.</p>
<p>It’s important to note that the members that have been in the beta have been absolutely extraordinary: patient, intelligent, hard working, thoughtful, and helpful to each other as they worked through the inevitable issues that cropped up as we readied the site for launch. </p>
<p><strong>CDM: Have any currently-available tracks come through the private beta process? (Jonathan Coulton&#8217;s?)</strong></p>
<p>John: We currently have nearly 40 approved tracks, including tracks by the inimitable JoCo, and a bunch more up for playtesting and peer review. We’re expecting even more great content to go up for testing in the next few days, and we’re excited for people to join our playtesting ranks to get even more songs through the pipeline! </p>
<p><strong>CDM: I see <a href="http://www.tunecore.com/index/promotion/159">TuneCore is offering track preparation services</a>. Have you seen similar offerings begin to appear? (For some of us, doing the authoring may actually be satisfying &#8211; we&#8217;re weird that way!)</strong></p>
<p>John: There’s a great variety of services cropping up from authoring houses offering with different programs to create songs for bands. These range from straight, up-front fee structures to a $0 down, pay us out of your royalties deal. It’s really exciting to see how different groups are responding!</p>
<p>*PS, I’m with you on the satisfaction of authoring. I’ve been working with my band to put our whole last and current record (17 songs in total) up for RBN. It’s a lot of work, but it’s super rewarding to get involved in the process! And it’s really doable if you’re used to making music as a passion!</p>
<p><strong>CDM: Outside RBN, are these tools beginning to be used on Harmonix&#8217;s own tracks? (I believe that was in the works when we last spoke.)</strong></p>
<p>John: It was always the intention that the tools we developed for the Rock Band Network would be integrated internally at Harmonix and that has begun to happen. With the industry leading amount of content we produce (over 1000 songs and counting) anything that makes the job of our unparalleled Audio Team easier is welcome, and in most cases the Rock Band specific tools were built by members of the Audio Team themselves! </p>
<p><strong>CDM: Okay, enough of the nit-picky details&#8230; what&#8217;s it mean for you that you finally get to take this to public beta? Now with a few months more perspective on it, what do you think this will mean for musicians to get on this platform, revenue aside?</strong></p>
<p>John: As our Senior Producer Matthew Nordhaus said about Rock Band Network, “It completes me.” We’re already thrilled with the community working within RBN and we’re hopeful to see a lot more great content and enthusiastic playtesters signing up at Creators.RockBand.com now that we’re open!</p>
<p>Additionally, we’re really proud of our teams here at Harmonix and MTV Games, who have designed a really smart way of getting great music into the hands of fans. Empowering musical groups of all sizes and genres to be able to post their own content for sale is really a dream come true at Harmonix. Adding the great variety of music for our passionate fanbase only makes it that much sweeter. We’ll be even more excited when the store turns on and those first tracks sell!</p>
<h3>Go Check it Out</h3>
<p>I hope to help document both how artists are using RBN and the technical process for doing this yourself over the coming weeks. In the meantime, you can hop on the beta yourself if you&#8217;re interested:</p>
<p>How to submit a song: <a href="http://creators.rockband.com/docs/Website">http://creators.rockband.com/docs/Website</a><br />
Scroll down to &#8220;Adding a song to the pipeline.&#8221;</p>
<p>How to become a peer reviewer?<br />
<a href="http://creators.rockband.com/docs/Playtest_Process">http://creators.rockband.com/docs/Playtest_Process</a></p>
<p><em>And yes, I still want to see an Amplitude/Frequency Network that&#8217;s friendly to electronic music, minus drums + guitar. I think Harmonix knows a few of us feel that way.</em></p>
<p><a href="http://www.rockband.com/zine/rbn-panels-3-comm">Jonathan Coulton on Rock Band Network</a>, from the awesome PAX.</p>
<p><object width="580" height="326"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=7709775&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=01AAEA&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=7709775&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=01AAEA&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="326"></embed></object>
<p><a href="http://vimeo.com/7709775">PAX &#8217;09 Rock Band Network Panel #3</a> from <a href="http://vimeo.com/harmonix">Harmonix</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>Everything you need:<br />
<a href="http://Creators.RockBand.com">http://Creators.RockBand.com</a></p>
<p>Video interview by G4:</p>
<p><object classId="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="480" height="418" id="VideoPlayerLg43656"><param name="movie" value="http://g4tv.com/lv3/43656" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><embed src="http://g4tv.com/lv3/43656" type="application/x-shockwave-flash" name="VideoPlayer" width="480" height="382" allowScriptAccess="always" allowFullScreen="true" /></object>
<div style="margin:0;text-align:center;width:480px;font-family:Arial,sans-serif;font-size:12px;color:#FF9B00;"><a href="http://g4tv.com/games/ps3/index" style="color:#FF9B00;" target="_blank">PS3 Games</a> &#8211; <a href="http://g4tv.com/e32010" style="color:#FF9B00;" target="_blank">E3 2010</a> &#8211; <a href="http://g4tv.com/games/xbox-360/55871/rock-band/index" style="color:#FF9B00;" target="_blank">Rock Band</a></div>
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		<title>CDM&#8217;s Biggest Music Tech Stories of 2009</title>
		<link>http://createdigitalmusic.com/2009/12/cdms-biggest-music-tech-stories-of-2009/</link>
		<comments>http://createdigitalmusic.com/2009/12/cdms-biggest-music-tech-stories-of-2009/#comments</comments>
		<pubDate>Thu, 31 Dec 2009 19:46:32 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[<img src="http://createdigitalmusic.com/files/2009/12/1209_stories.jpg"> <a class="btn read-more" href="http://createdigitalmusic.com/2009/12/cdms-biggest-music-tech-stories-of-2009/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p>Running a daily website is something of a controlled experiment in the passions of an enthusiastic community. 2009 was a year in which musicians pulled no punches in debating the merits not only of tools themselves, but of the ideas behind them. <strong>What follows is not the “best” of 2009, but the “biggest”</strong> – the stories that inflamed passions and got readers clicking and commenting. Some top lists include the items about which everyone agrees. This is the list of what got everyone arguing.</p>
<p><strong><a class="thickbox" href="http://createdigitalmusic.com/files/2009/12/recordmixingconsolethumb1.png"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="recordmixingconsole-thumb[1]" border="0" alt="recordmixingconsole-thumb[1]" src="http://createdigitalmusic.com/files/2009/12/recordmixingconsolethumb1_thumb.png" width="580" height="404" /></a> </strong></p>
<h3>Software of the year: Propellerhead Record</h3>
<p>For all the major releases and upgrades and gear, as well as the dominance of a certain Berlin-based developer, if you had to pick one <em>application </em>of 2009, it’d be Record. Record tops the list not because everyone dropped everything to go use it, but quite the contrary. Record bucked industry trends, and provided a love-it-or-hate-it view of what audio software could be. In other words, it was quite reminiscent of Reason.</p>
<p>Centered on a mixer, emphasizing “recording” (perish the thought), and omitting expected features like MIDI out and plug-in support, Record resists modern-day conventional wisdom. That was divisive enough, even before the debates began over Record’s new hardware key. In the long run, it may be the simple fact that Record brings audio signal to Reason that gives it staying power. But in 2009, Record was the application about which everyone had an opinion. </p>
<p>See our <a href="http://createdigitalmusic.com/2009/05/11/propellerhead-record-in-depth-preview-recording-reason-style/">original preview</a>, May, plus <a href="http://createdigitalmusic.com/2009/05/12/how-propellerheads-new-ignition-key-authorization-for-record-works/">details on the &quot;Ignition Key&quot;</a> authorization system</p>
<p><strong><a class="thickbox" href="http://www.flickr.com/photos/momo_the_monster/3951514441/"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="3951514441_6215fafcfa[1]" border="0" alt="3951514441_6215fafcfa[1]" src="http://createdigitalmusic.com/files/2009/12/3951514441_6215fafcfa1.jpg" width="500" height="333" /></a></strong></p>
<div class="imgcaption">Custom case by / photo (<a href="http://creativecommons.org/licenses/by-sa/2.0/deed.en">CC</a>) Momo the Monster aka <a href="http://www.flickr.com/people/momo_the_monster/">Surya Buchwald</a>.<strong>&#160;</strong></div>
<h3>Developer of the year: Ableton</h3>
<p>What a year it’s been for Ableton. The company kicked off the year with “Share,” “Extend,” and “Touch,” as well as the release of Live 8. It sounded simple. But Ableton’s tech dominated CDM headlines in ‘09 with the variety of user tips and tricks, rants and raves. How’d they do?</p>
<p> <span id="more-8931"></span>
<p><strong>New gear:</strong> Hardware was in the spotlight – and ranked highest in CDM clicks – even above the software. Many users embraced Akai’s APC40, the first commercial hardware to really balance a variety of Live’s features, as well as Novation’s affordable, simple Launchpad grid controller. But even as Ableton emphasized the ability of this hardware to work out of the box, hackers set about customizing their own control. We saw the Launchpad used with Renoise (complete with a mocked-up Renoise logo decal), and the Korg nanoKONTROL hacked to integrate more seamlessly with Ableton – even when KORG and Ableton themselves hadn’t worked on support. Lesson learned? Make tools for musicians, and you may find some support and development gets crowd-sourced, whether you intended it or not.</p>
<p>See: <a href="http://createdigitalmusic.com/2009/10/01/first-hands-on-novations-new-199-launchpad-grid-controller-for-ableton-live/">Hands-on with the Launchpad</a>, <a href="http://createdigitalmusic.com/2009/08/18/nanokontrol-myr-for-ableton-live-free-powerful-control-for-live/">nanoKONTROL Myr for Ableton Live</a>, <a href="http://createdigitalmusic.com/2009/06/15/apc40-hacking-superguide-monome-emulator-midi-tricks-and-the-handshake/">APC40 Hacking Superguide</a></p>
<p><a class="thickbox" href="http://createdigitalmusic.com/files/2009/12/stretta1_t_thumb1.jpg"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="stretta1_t_thumb[1]" border="0" alt="stretta1_t_thumb[1]" src="http://createdigitalmusic.com/files/2009/12/stretta1_t_thumb1_thumb.jpg" width="580" height="386" /></a></p>
<div class="imgcaption">(<a href="http://creativecommons.org/licenses/by/3.0/">CC</a>) <a href="http://stretta.blogspot.com/">Matthew Davidson</a>. </div>
<p><strong>Live, meet Max: </strong><a href="http://createdigitalmusic.com/2009/11/24/max-for-live-guide-10-things-you-should-know-release-details-pricing-videos/">Max for Live</a> has already led to some incredible work, most notably stretta’s <a href="http://createdigitalmusic.com/2009/12/08/life-on-the-grid-behind-the-scenes-with-strettas-max-for-live-monome-music-suite/">fantastic compositional toolkit</a> for the monome. It earned praise (for setting a new bar for sheer power) and criticism (most notably for lacking a free runtime). Some jumped on M4L, some swore they’d stick to the traditional Max, and others swore they’d seek alternative or free solutions. In the end, Max for Live has wound up becoming bigger than, well, Max for Live. It’s begun a discussion of how live performance should work, and how software should integrate and be extended. And that’s a story that should be with us for a long time.</p>
<p><strong>And a few wrinkles: </strong>The third prong of Ableton’s initiative was barely visible in ‘09; while a beta is underway, we don’t know much more about how Share will work in December than we did at NAMM in January. Live 8 has been beloved by some, even as others users expressed frustration with stability issues. CEO Gerhard Behles surprised everyone this month on the Ableton forum by conceding the company could do better and promising <a href="http://createdigitalmusic.com/2009/12/28/ableton-suspends-development-to-focus-on-bug-fixes-for-live-8/">developers would re-focus on squashing bugs</a>, even putting new features on hold. </p>
<p>As the saying goes, any press is good press. Ableton and their fired-up user base stayed front-and-center on CDM in 2009, even as twists and turns complicated the narrative. The story isn’t quite as clean and tidy as it is was at the beginning of the year, and you can read the full spectrum of comments calling this year everything from a triumph to a failure (and, hopefully, a few more reasonable thoughts in between). But without a doubt, Ableton is the developer of 2009.</p>
<p><a class="thickbox" href="http://createdigitalmusic.com/files/2009/12/baudlinedesk_t1.jpg"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="baudlinedesk_t[1]" border="0" alt="baudlinedesk_t[1]" src="http://createdigitalmusic.com/files/2009/12/baudlinedesk_t1_thumb.jpg" width="580" height="363" /></a> </p>
<h3>Story of the year: Switching from Mac to Ubuntu</h3>
<p>After years of tired debates about the merits of operating systems, the potential of the philosophies of open source versus proprietary, and whether Linux is ready for the desktop, in 2009 we saw a new spin: what if you switched to Linux to make your life <em>easier</em>?</p>
<p>That was the question Kim Cascone asked with his switch to Linux. And he wasn’t alone. One of the most-asked questions this year was how to make Linux work for music, particularly as users sought out more-reliable, more-affordable solutions for audio. (Yes, I know – “Linux” isn’t necessarily more reliable out of the box, as “Linux” could mean any number of setups, which I suspect is part of why the question was asked so much.) The popularity of Kim’s story, along with the turnkey <a href="http://www.indamixx.com/">Indamixx laptop</a> or the <a href="http://createdigitalmusic.com/2009/12/21/an-orchestra-of-linux-laptops-and-how-to-make-your-own-laptop-instrument/">Linux Laptop Orchestra</a> we saw last week, suggest a challenge to CDM as much as a story. It’s the story we’ll likely see more of in 2010.</p>
<p><a href="http://createdigitalmusic.com/2009/08/04/linux-music-workflow-switching-from-mac-os-x-to-ubuntu-with-kim-cascone/">Linux Music Workflow: Switching from Mac OS X to Ubuntu with Kim Cascone</a></p>
<p><strong><a class="thickbox" href="http://createdigitalmusic.com/files/2009/12/reaperrockband_t_thumb1.jpg"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="reaperrockband_t_thumb[1]" border="0" alt="reaperrockband_t_thumb[1]" src="http://createdigitalmusic.com/files/2009/12/reaperrockband_t_thumb1_thumb.jpg" width="580" height="362" /></a> </strong></p>
<h3>Biggest opportunity: Rock Band Network</h3>
<p>Want a glimpse into the future of the music business? Here’s one way it could look. Rock Band Network provides an extraordinary level of control and customization, allowing your music to work as well with the hit game as music adapted by the developers themselves. As a revenue stream, as a promotional opportunity, and as a new way to play with your music, it looks fantastic. And don’t miss the fact that what made it possible was close collaboration with the DAW <a href="http://reaper.fm">Reaper</a> – a big coup for that package. Now, if we could just have the Amplitude Network, too, for electronic artists.</p>
<p>See our <a href="http://createdigitalmusic.com/2009/08/27/inside-the-rock-band-network-as-harmonix-gives-interactive-music-its-game-changer/">inside look at RBN</a> with the folks at Harmonix</p>
<p><strong><a class="thickbox" href="http://createdigitalmusic.com/files/2009/12/voltaplusmodular1.jpg"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="voltaplusmodular[1]" border="0" alt="voltaplusmodular[1]" src="http://createdigitalmusic.com/files/2009/12/voltaplusmodular1_thumb.jpg" width="580" height="385" /></a> </strong></p>
<div class="imgcaption">Photo: Matthew Davidson.</div>
<h3>Surprise vintage tech: The return of CV</h3>
<p>MIDI? What’s that? The biggest surprise revelation in January was that MOTU was set to release a brilliant plug-in called Volta, which elegantly bridged the gap between computers and, through control voltage, analog synthesis. Matthew Davidson (who wowed us with OSC and digital tech in 2009, too, in his monome work) walked us through his creation:</p>
<p><a href="http://createdigitalmusic.com/2009/01/16/analog-meet-digital-motu-volta-connects-the-mac-to-cv-synths-effects-graphically/">Analog, Meet Digital: MOTU Volta Connects the Mac to CV Synths, Effects Graphically</a></p>
<p>We also saw other CV solutions, DIY and commercial, Control Voltage on Moog’s Theremin, and in perhaps the hardware product of the year, Moog Music’s exquisite <a href="http://createdigitalmusic.com/2009/07/20/moogs-lovely-murf-resonant-filter-now-with-midi-double-bands/">double-band MuRF resonant filter</a>. And yes, the Moog piece even has MIDI for pattern changes and sync, while still making use of CV.</p>
<p><strong><a class="thickbox" href="http://createdigitalmusic.com/files/2009/12/tp_07elephant_0652.300re.jpg"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="tp_07-elephant_0652.300re" border="0" alt="tp_07-elephant_0652.300re" src="http://createdigitalmusic.com/files/2009/12/tp_07elephant_0652.300re_thumb.jpg" width="453" height="340" /></a> </strong></p>
<div class="imgcaption">The elephant in the room: Nothing can be funny forever. Courtesy the artist.</div>
<h3>Most annoying story of the year: Anything to do with T-Pain</h3>
<p>Yes, the iPhone is well awesome mobile technology. Yes, 2009 was the year in which the music world went from talking exclusively about “albums” to talking about “apps,” too. Yes, it’s amazing how Smule has popularized music technology and alternative interfaces and all that good stuff. Unfortunately, it was tough to focus on some of the wonderful things going on when you had to deal with the sudden and inexplicable success of T-Pain, capitalizing on everyone’s least-favorite effect – AutoTune. Not getting enough overuse of pitch correction on FOX’s hit show, Glee, ruining talented voices of kids and Broadway stars? Now <a href="http://createdigitalmusic.com/2009/09/04/i-am-t-pain-brings-auto-tune-to-iphone-im-on-a-boat-to-you/">put it on your iPhone</a>, and suck the joy out of the (otherwise fantastic) “I’m on a Boat” video. We all love you, Smule, but, <a href="http://www.youtube.com/watch?v=0by9Rn4lVdQ&amp;feature=player_embedded">I’m on a phone?</a> I’m in a time machine, trying to escape to some year where <em>AutoTune has finally died</em>.</p>
<p>To cheer up, let’s just remind ourselves why Smule’s chief mind Ge Wang is still cool, while I try to work out how to get off T-Pain’s press mailing list:</p>
<p><a href="http://createdigitalmusic.com/2009/07/22/interview-smules-ge-wang-on-iphone-apps-ocarinas-and-democratizing-music-tech/">Interview: Smule’s Ge Wang on iPhone Apps, Ocarinas, and Democratizing Music Tech</a></p>
<h3>And the Rest</h3>
<p><strong>Most important OS release:</strong></p>
<p><a href="http://createdigitalmusic.com/2009/09/29/obsessive-windows-7-under-the-hood-guide-for-music-can-you-finally-dump-xp/">Windows 7</a>, for finally making us feel good about leaving XP – and, with the help of tools like Cakewalk’s SONAR and its BitBridge 32-bit plug-in support, giving us a good reason to go 64-bit, too.</p>
<p><strong>Most popular how-to’s:</strong></p>
<p><a href="http://createdigitalmusic.com/2009/03/12/instructable-how-to-build-a-music-studio-in-an-apartment/">Instructable: How to Build a Music Studio in an Apartment</a></p>
<p><a href="http://createdigitalmusic.com/2009/04/14/ableton-live-8-creative-tutorial-videos-using-and-misusing-groove-extraction/">Abusing and misusing</a> groove extraction in Live 8</p>
<p><strong>Best reason to attend NAMM 2010:</strong></p>
<p>The hopes of catching <a href="http://createdigitalmusic.com/2009/03/30/teenage-engineering-op-1-insanely-slick-pocketable-controller-synth/">Teenage Engineering’s OP-1 synth</a>, in the flesh</p>
<p> <img class="alignleft size-full wp-image-6603" title="8bitweapon" alt="8bitweapon" src="http://createdigitalmusic.com/files/2009/07/8bitweapon.jpg" width="480" height="320" />
<div class="imgcaption">Live Rig: 8 Bit Weapon. Image by Rachel McCauley.</div>
<p><strong>Most popular feature, and a reminder of what matters more than the gear: </strong></p>
<p><a href="http://createdigitalmusic.com/2009/07/21/take-it-to-the-stage-reflections-on-live-laptop-music-from-artists/">Take it to the Stage: Reflections on Live Laptop Music from Artists</a></p>
<p>This analysis piece from a variety of top artists started a discussion about what playing laptops is all about. There was certainly no consensus, but it was – rightfully – the most popular feature story of the year, and something we should cover as often as possible. It’s the reason we’re all here. (Thanks to Primus Luta for putting this together.)</p>
<h3>More Top 2009 Lists</h3>
<p><strong>Beatportal</strong></p>
<p><a href="http://www.beatportal.com/feed/item/2009-technology-top-10/">Francis Preve</a> takes on the top ten releases of the year for Beatportal, and I can’t help but agree. Having made my list of what caused the most controversy, these are the tools that – big splash or not – deserve some technological recognition.</p>
<p>MetaSynth remains a fascinating and unique tool for sound design, finally in a more modern release, and one I hope to work with more soon.</p>
<p>Logic 9 was a huge DAW release, though to that list I’d add SONAR 8.5 – two radically different tools, each markedly more mature this year.</p>
<p>FXpansion DCAM Synth Squad looks like the most brilliant soft synth of ‘09, and I’m long overdue in spending some quality time with it.</p>
<p>Dave Smith’s Tetr4 synth might make the top of my list if it didn’t have to compete with other fine synths from … Dave Smith.</p>
<p>Then there’s Melodyne, which resulted in some unique and creative results this year.</p>
<p>A must-read: <a href="http://www.beatportal.com/feed/item/2009-technology-top-10/">2009 Studio Technology Top 10</a></p>
<p><strong>MusicRadar</strong></p>
<p>MusicRadar, the online site that accompanies Computer Music and Future Music (among others), reviews the year <a href="http://www.musicradar.com/news/guitars/musicradars-review-of-the-year-2009-229988">month by month</a>. But the list you want is:</p>
<p><a href="http://www.musicradar.com/news/tech/in-pictures-the-best-hi-tech-gear-of-2009-229966">In pictures: the best hi-tech gear of 2009</a></p>
<p><strong>Yours’</strong></p>
<p>Of course, in the end, what all these stories have been about is the full spectrum of ideas from our readers. So have at it. And Happy New Year.</p>
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		<title>Inside the Rock Band Network, as Harmonix Gives Interactive Music its Game-Changer</title>
		<link>http://createdigitalmusic.com/2009/08/inside-the-rock-band-network-as-harmonix-gives-interactive-music-its-game-changer/</link>
		<comments>http://createdigitalmusic.com/2009/08/inside-the-rock-band-network-as-harmonix-gives-interactive-music-its-game-changer/#comments</comments>
		<pubDate>Thu, 27 Aug 2009 10:00:39 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[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 &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2009/08/inside-the-rock-band-network-as-harmonix-gives-interactive-music-its-game-changer/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/files/2009/08/reaperrockband_t.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="reaperrockband_t" border="0" alt="reaperrockband_t" src="http://createdigitalmusic.com/files/2009/08/reaperrockband_t_thumb.jpg" width="580" height="362" /></a> </p>
<p>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.)</p>
<p>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.</p>
<p>And I don’t mean just for the actual game <em>Rock Band</em>. Sure, Harmonix was the house that made music games a phenomenon in the US. They learned well from Japan’s <a href="http://en.wikipedia.org/wiki/Masaya_Matsuura">Masaya Matsuura</a>, perfected music games’ mechanics in <em>Amplitude</em> and <em>Frequency</em>, popularized the formula by launching <em>Guitar Hero</em>, then rocked collaboration with <em>Rock Band</em> 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.</p>
<p>I think Rock Band Network could be the first real sign of that shift.</p>
<p><img src="http://farm4.static.flickr.com/3503/3271520813_4f0f36ba5b.jpg" /> </p>
<div class="imgcaption">So far, the mainstream music industry – um, loosely depicted here by these members of the Galactic Empire playing <em>Rock Band</em> – has had most of the run of music for games. Now it’s your turn. Photo by Jaymis.</div>
<p>Rock Band Network promises to be something really different. How?</p>
<ul>
<li><strong>Anyone can get their music in the game. </strong>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, <em>any artist</em> can get their work into Rock Band 2.</li>
<li><strong>It’s a real community-driven process. </strong>Your A&amp;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.</li>
<li><strong>You use Reaper – an actual music production tool for grown-ups. </strong>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.</li>
<li><strong>If it works, Rock Band is just the beginning. </strong>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.</li>
</ul>
<p>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 <em>quite</em> get what’s going on in this field, no one at the Viacom security desk had even heard of Harmonix.)</p>
<p>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.</p>
<p> <span id="more-7148"></span>
<p><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="rbndownloads" border="0" alt="rbndownloads" src="http://createdigitalmusic.com/files/2009/08/rbndownloads.jpg" width="580" height="521" /> </p>
<h3>What You Need to Get Started</h3>
<p><strong>$60 Reaper + free plug-ins + a computer + Windows to beam over the music + an Xbox 360 to test on.</strong></p>
<p><strong>1. Reaper (Mac, Windows) </strong>For the authoring itself, you may be surprised: you don’t need some special tool. You use Cockos’ brilliant, lightweight, Reaper. It’s not even Reaper Rock Band Edition. Reaper for Mac will work, too. <strong>Cost: US$60</strong> for the standard license, or US$225 if you’re already a huge rockstar.</p>
<p><a href="http://www.reaper.fm/">http://www.reaper.fm/</a></p>
<p><strong>2. Reaper plug-ins (Mac, Windows)</strong> Reaper plug-ins: this download is the real magic, adding everything from shortcuts for making tempo maps to color-coding tracks to helping you add lyrics, animations, and everything else that makes your song into a Rock Band track… game. Gamesong? Songgame? <strong>Cost: Free.</strong></p>
<p><strong>3. MAGMA Packaging Tool (Windows) </strong>MAGMA is a simple tool that facilitates getting those files packaged up with artwork and keywords and such, and moving them over to the Xbox 360 for testing yourself and for sharing with the rest of the community. It is Windows-only because it relies on Microsoft’s networking functionality with the console, but Harmonix says they’ve had no problem using it on the Mac via an emulator or Boot Camp. <strong>Cost: Free. </strong>(or the cost of Windows if you’re on the Mac).</p>
<p><strong>4. Xbox Creators’ Club Membership: </strong>Join Microsoft’s game development community, and you get access to a special <em>Rock Band</em> creators area that lets you upload and share your tracks – and other tracks from other users (which is where item #5 comes in). <strong>Cost: $99 /year </strong>(Note that there are some discounted ways to get at this for shorter terms, and you get all the game developing features of the community, too, in case you want to try to make your own game in XNA.)</p>
<p><strong>5. An Xbox 360 and <em>Rock Band 2</em>: </strong>You do want to actually play the results, right? (Unfortunately, because of the reliance on Creators Club, Sony’s PS3 isn’t yet supported, though some sort of PS3 distribution is planned for the future.) <strong>Cost: </strong>About to come down thanks to sales – and now you get to <em>write off an Xbox 360 on your taxes</em>.</p>
<p><strong>Total cost: </strong>as little as $100-160 or so with the various pieces, or a little more if you need to pick up an Xbox 360 and the game and/or equip your Mac to run Windows. </p>
<p>By the way, Ars Technica claimed this month, based on the experience of one developer, that <a href="http://arstechnica.com/gaming/news/2009/08/trials-hd-dev-xbox-live-not-ready-for-user-generated-content.ars">Xbox Live [is] not ready for user-generated content</a>. That claim is simply wrong. Sure, <em>LittleBigPlanet</em> is cool on PS3, but the infrastructure for moderating content is there, on the community created for the XNA game development platform. And the tracks for <em>Trails HD</em> (the game mentioned in that article) or even <em>LittleBigPlanet</em> really pale in comparison to what Harmonix is about to unleash. It’s the first time a game has really been a platform, which was long the vision of Harmonix’s founders.</p>
<p>Now, let’s get into actually making your music.</p>
<p><a href="http://createdigitalmusic.com/files/2009/08/reapertempo.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="reapertempo" border="0" alt="reapertempo" src="http://createdigitalmusic.com/files/2009/08/reapertempo_thumb.jpg" width="580" height="366" /></a> </p>
<h3>The Tempo Map</h3>
<p>Since <em>Rock Band</em> is assuming …well, a rock band, you’ll need to allign a tempo map with the audio so the software knows where the bars are. Caleb Epps showed me some of the nifty shortcuts that make moving from bar to bar snappy and automagical. Reaper itself has actually incorporated feature enhancements to accommodate the <em>Rock Band </em>workflow – which, in turn, means that the wider Reaper community may find improvements that impact them outside of preparing tracks for the game. I’ll cover this process in more detail once Harmonix unveils the wider beta.</p>
<p><a href="http://createdigitalmusic.com/files/2009/08/reapermidi.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="reapermidi" border="0" alt="reapermidi" src="http://createdigitalmusic.com/files/2009/08/reapermidi_thumb.jpg" width="579" height="462" /></a> </p>
<h3>MIDI Mapping and Animation</h3>
<p>Here’s where the real work begins. When I visited Harmonix in Cambridge as they were developing the first <em>Rock Band </em>game, I found one guy hunched over a copy of Cubase doing just this: adding MIDI events for the game play at different skill levels. Now, in Reaper, you’re doing a process that’s just as sophisticated – it’s just much more user-friendly and quicker. (Harmonix says they’re gradually adopting the tools for the Rock Band Network internally, and some of their work already uses it.)</p>
<p>Especially nice: you’ll see color coding that matches the different game controllers.</p>
<p>MIDI isn’t just used for the notes in gameplay, though. You also add notes for the vocals, with the “+” key signifying a syllable extending across notes and another character designating notes that can’t be sung. (Bob Dylan, I’m looking at you.)</p>
<p>Most interestingly, you can tightly control animations, down to when the onscreen drummer chokes a hat or the camera cuts to the singer or the lighting in the venue activates, all using MIDI events. Check out the “Text Events” dropdown in the screen grab above.</p>
<p>If this sounds like a lot of work, it is. Fortunately, Harmonix says that the finished release will include tools that, say, allow the software to intelligently generate the animations. You can come back and tweak those if you wish, but you won’t necessarily have to manually add every single camera move – even though that’s traditionally how Harmonix does it.</p>
<p>All of this gets saved as standard MIDI files, so theoretically DAWs other than Reaper could perform the task, too – though for now, I can’t imagine wanting to leave Reaper, given the level of integration and documentation. But it’s nice that Harmonix hasn’t invented some crazy closed format, because if this takes off, I could see people creating other tools.</p>
<h3><a href="http://createdigitalmusic.com/files/2009/08/reapersimulator.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="reapersimulator" border="0" alt="reapersimulator" src="http://createdigitalmusic.com/files/2009/08/reapersimulator_thumb.jpg" width="580" height="582" /></a> </h3>
<h3>The Simulation</h3>
<p>Now, if you had worked at Harmonix up until recently – as I saw when I did that first office tour – you’d then have to figure out how to get this song over to an Xbox console to play test it. Happily, you don’t have to do that any more. A convenient plug-in will pop up a graphical representation of any of the four parts. You can watch them animate through and get a real sense of what it’s like playing the game.</p>
<p>This is implemented as a standard plug-in, but the UI requires Reaper to work properly, so for now, it’s restricted to Reaper.</p>
<p><a href="http://createdigitalmusic.com/files/2009/08/audition.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="audition" border="0" alt="audition" src="http://createdigitalmusic.com/files/2009/08/audition_thumb.jpg" width="580" height="322" /></a> </p>
<h3>MAGMA and Play Testing</h3>
<p>Good game design is all about play testing. So, when you’re distributing your music <em>as a game</em>, it’s essential that you actually play it as a game.</p>
<p>Yep, that’s right. This is the stage of the process where you <em>have</em> to play your Xbox. (Shame.)</p>
<p>MAGMA is the tool that packages in artwork and beams the track over to your Xbox 360 console. Provided your computer and your console are on the same network, the process of getting a built track to the Xbox is nearly instantaeous. </p>
<p>You can “audition games” locally, thanks to a patch to Rock Band 2 allows anyone with a Creators Club membership to play the games. That means you can easily test your own tracks on your Xbox, but also explore what other people are doing. And the community will ultimately determine which tracks are good enough to be approved.</p>
<p>In other words, if you don’t want to make your own Rock Band tracks, but want to become a virtual Xbox music “scout,” you could sign up for a membership and look for the next big thing by playing their music – interactively – on Rock Band.</p>
<p>That’s got to be better than dealing with all the CDs that usually show up in your mailbox.</p>
<p>The best part of all of this to me is that people can offer feedback. You can get through the first pass of your music, but then see how it’s playing with other people. Need to fix a camera angle? Dial down the difficulty on one level? Now you’ll get real feedback. </p>
<p>Interestingly, this also complements Microsoft’s other purpose for the Creators’ Club, which is to encourage independent game development using their elegantly-designed XNA game tools, some of which ultimately make it to Xbox Live Arcade. I think there’s actually a chance this could breathe some life (and users) into that service. Now, if only Microsoft would build more robust audio tools into the game toolkit so some crazy indie developer can built the next Frequency or Amplitude …but I digress.</p>
<h3>Q&amp;A</h3>
</p>
<p>Anticipating the kind of questions you may be asking yourself…</p>
<p><strong>When does it all happen? </strong>The network is now in closed beta. A larger beta is planned for next month, with a full launch expected around October.</p>
<p><strong>So who will use all of this? </strong>I think there will be several groups:</p>
<p>1. Indie bands with tech savvy.</p>
<p>2. Indie bands who aren’t tech savvy, who will learn Reaper to get this working – and wind up using Reaper and other computer audio tools to produce their next album. (Harmonix promises extensive documentation to give them a hand. I’m sure CDM can help, too.)</p>
<p>3. Electronic artists who build a cottage business around prepping other people’s tracks.</p>
<p>4. Game developers and game fans who pick this stuff up because they love <em>Rock Band</em>, and wind up getting further into music.</p>
<p>And while 1-3 are certainly interesting to CDM, I hope we get to interract with people in that fourth category.</p>
<p><strong>Isn’t this going to be too hard for some people?</strong></p>
<p>Yup. Yup, it is. On the other hand, Harmonix is going to great lengths to make this easier – and if you are a skilled MIDI sequencer, you’ve just found a business opportunity. </p>
<p><strong>I’ve got a Mac and a PS3.</strong></p>
<p>Don’t sweat it. A lot of the Harmonix folks are Mac users, alongside the happy Windows users. It could be well worth running in an emulator or a second partition, and you can still do all your music production on the Mac. As for the PS3 – well, you can either make friends with an Xbox owner, or watch for the sale I hope is coming. You do need a hard drive, but otherwise this seems a reasonable investment.</p>
<p><strong>Will I get paid? </strong></p>
<p>We’ll talk more about this in a future story, but yes – thanks to the Xbox Creators Club payment infrastructure, you can expect to get paid early and often (payments arrive quarterly), meaning this could be a decent revenue stream at a time when they’re hard to find.</p>
<p>Performance licensing is apparently not applicable to <em>Rock Band</em> (I did ask about that); that’s, again, a topic for a separate article. </p>
<p><strong>What if my instrumentation doesn’t fit <em>Rock Band</em>?</strong></p>
<p>Check out the <em>Rock Band</em> catalog. There’s some flexibility here, as long as the game play works. You just need to make it work for the default setup so that people with a mic, a guitar, a bass, and a drum kit in front of their TV can have a good time.</p>
<p>And as I talked to Harmonix, we talked about the fact that previously unavailable genres could look really fantastic in the game – yes, Norwegian Death Metal, your time has come! (Now, if we just got vocal harmonies as in The Beatles…)</p>
<p>I also expect some really, really odd submissions in the community. (“The World’s Hardest Rock Band Track,” anyone?)</p>
<p>Meanwhile, I’m hoping that Harmonix will re-release their back catalog, Frequency and Amplitude, on Xbox Live Arcade, and then <em>doubly</em> hoping they’ll let people author for them, for all of us fans of electronic music with unusual instrumentations, and the unusual gameplay mechanic of those games. (Their new PSP game, incidentally, quietly returns to that game style.)’</p>
<p>On the other hand, I don’t expect Harmonix to do everything here. If this works, <em>Rock Band </em>could be just the beginning.</p>
<p><a href="http://createdigitalmusic.com/files/2009/08/creatorswebsite.jpg" rel="lightbox"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="creatorswebsite" border="0" alt="creatorswebsite" src="http://createdigitalmusic.com/files/2009/08/creatorswebsite_thumb.jpg" width="580" height="467" /></a> </p>
<h3>Changing the World of Music</h3>
<p>Harmonix has long talked about wanting to create a “platform” for music, but I think it’s really Rock Band Network that could get them there. <em>Rock Band</em> alone can’t be the exclusive future of interactive music – that’d be boring. But if Harmonix pulls this off, it could be a real catalyst for transforming all recordings into an interactive experience – not just the established hit parade we’ve already seen. And that’s utterly huge.</p>
<p>I also think it’ll be well worth the time of CDM to watch as this evolves. We talk a lot about alternative controllers, about interaction design, about the merging spheres of games and music, but also about musical integrity and creativity and new outlets for spreading musical material. Rock Band Network could bring all of those ideas into mainstream consciousness in new ways.</p>
<p>And, oh yeah – it’ll be a heck of a lot of fun to play those tracks, and to get people playing your music. Stay tuned.</p>
<p>Sign up for the beta and get more information here:</p>
<p><a href="http://creators.rockband.com/">http://creators.rockband.com/</a></p>
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