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	<title>Create Digital Music &#187; xbox-360</title>
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	<link>http://createdigitalmusic.com</link>
	<description>The latest gear, software, and techniques for electronic music production and performance</description>
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		<title>Chime, Beautiful New Music Game on Xbox 360: Play to Philip Glass, for Charity</title>
		<link>http://createdigitalmusic.com/2010/02/08/chime-beautiful-new-music-game-on-xbox-360-play-to-philip-glass-for-charity/</link>
		<comments>http://createdigitalmusic.com/2010/02/08/chime-beautiful-new-music-game-on-xbox-360-play-to-philip-glass-for-charity/#comments</comments>
		<pubDate>Mon, 08 Feb 2010 17:34:40 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[design]]></category>
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		<category><![CDATA[games]]></category>
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		<category><![CDATA[lumines]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=9437</guid>
		<description><![CDATA[One Big Game is a charity assembled by game developers to raise money for children&#8217;s organizations. Musical games look to figure prominently in the series. Design legend Masaya Matsuura (PaRappa the Rapper, Vib-Ribbon), father of rhythm games and without whom there likely would be no Rock Band or Guitar Hero, has signed. And the first [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/images/2010/02/chime1.jpg" alt="chime1" title="chime1" width="580" height="326" class="alignright size-full wp-image-9444" /></p>
<p><a href="http://www.onebiggame.org/">One Big Game</a> is a charity assembled by game developers to raise money for children&#8217;s organizations. Musical games look to figure prominently in the series. Design legend <a href="http://en.wikipedia.org/wiki/Masaya_Matsuura">Masaya Matsuura</a> (PaRappa the Rapper, Vib-Ribbon), father of rhythm games and without whom there likely would be no Rock Band or Guitar Hero, has signed. And the first title out, from Zoë Mode, is musical in nature, too, in a game called &#8220;Chime.&#8221;</p>
<p>Chime is an elegantly-designed game and a lovely way to unwind, particularly with Philip Glass&#8217; gorgeous &#8220;Brazil&#8221; in the track list. (&#8220;Brazil&#8221; has Glass&#8217; usual musical furniture, but the cut, taken from the <em>Aguas da Amazonia</em> album, is executed by the extraordinary Uakti ensemble and takes on a new set of timbres.) One relevance to Create Digital Music &#8211; it&#8217;s not a bad way to take a break after a production and/or programming stint. The game is 500 Microsoft Points for Xbox Live, the lion&#8217;s share of which goes to children&#8217;s charities.</p>
<p>Fun as it is, <em>Chime</em> also reveals some of the limitations of musical gameplay; whether or not that&#8217;s a fault is really up to the user/gamer. The gameplay is almost a direct homage to <em>Lumines</em>, <a href="http://en.wikipedia.org/wiki/Tetsuya_Mizuguchi">Tetsuya Mizuguchi</a>&#8217;s puzzle game. As with Lumines, you place interlocking blocks into patterns, with the basic mechanics derived from <em>Tetris</em>. <em>Chime</em> is actually slightly simpler; there&#8217;s no color matching involved, only the creation of matching &#8220;quads&#8221; &#8211; areas of the grid 3&#215;3. The more of the space you manage to fill up, the higher your score, which is oddly satisfying. (Sure, other animals have survival instincts and stuff like that imprinted in our brain; humans seem to be basically obsessive-compulsive as a species. Great.)</p>
<p>How is this a &#8220;music game&#8221; and not just a variant of Tetris? Well, again borrowing (liberally) from Lumines, Chime has a playback &#8220;wiper&#8221; that scrolls across the screen from left to right. In fact, it&#8217;s not so much that Chimes or Lumines are music games as it is that digital musical interfaces in general tend to use left-to-right, linear, step-sequencing grids. The tracks are all pre-composed, whether Glass or Moby, so the blocks themselves just add little musical &#8220;flairs,&#8221; kept in time to the music.</p>
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<p>And that brings us to the limitation: it&#8217;s funny to me that these games tend to do so little musically. Lumines, at least, provides satisfying rhythmic cues that align with gameplay. Chime is so subtle, you&#8217;re barely aware that the blocks impact the music at all. Aesthetically, that works well: the addition of music feels seamless, focusing the user on gameplay &#8211; and this is a game.</p>
<p>But perhaps it&#8217;s not really game design that&#8217;s at fault. Music lacks a strong generative tradition, and musical interfaces are only now taking baby steps into anything that looks different from conventional interfaces.  Indeed, it seems what&#8217;s urgently needed is for people who work on interaction design and people who work on music to start to work across disciplines. In fact, I&#8217;m seeing far more innovation with game interfaces than musical interfaces. </p>
<p>Of course, that&#8217;ll require a lot of programming time. And that means you&#8217;ll need a break. And for a break, I still recommend Chime. Sure, the musical selections are a bit oddly matched, with Lemon Jelly&#8217;s Fred Deakin, Moby, Orbital&#8217;s Paul Hartnoll, Markus Schulz, and &#8230; Philip Glass. But it&#8217;s still quite fun. And you can say you&#8217;re doing it for the kids.</p>
<p><a href="http://www.chimegame.com/">http://www.chimegame.com/</a></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/2010/01/20/your-band-in-rock-band-rock-band-network-beta-qa-with-harmonix/</link>
		<comments>http://createdigitalmusic.com/2010/01/20/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>
				<category><![CDATA[Features]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=9179</guid>
		<description><![CDATA[<img src="http://createdigitalmusic.com/images/2010/01/0110_rockband.jpg">]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/2010/01/reaper_rbn1.jpg"><img src="http://createdigitalmusic.com/images/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/images/2010/01/reaper_rbn.jpg"><img src="http://createdigitalmusic.com/images/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 &#8216;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>Inside the Rock Band Network, as Harmonix Gives Interactive Music its Game-Changer</title>
		<link>http://createdigitalmusic.com/2009/08/27/inside-the-rock-band-network-as-harmonix-gives-interactive-music-its-game-changer/</link>
		<comments>http://createdigitalmusic.com/2009/08/27/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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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=7148</guid>
		<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 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/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/images/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>
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<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/images/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/images/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/images/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/images/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/images/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/images/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/images/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/images/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/images/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/images/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/images/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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