I recently picked up a book on Game Design, a field that I feel is going to matter more and more to people from different fields as gaming as a medium gets more prominent with the passing of years (Apparently Spotify just started an entire section exclusively dealing with game music). How does a music composer / sound designer get all mixed up with game design, you shall probably ask. I think music and games have historically and perception-wise a lot more things common to them, than you can imagine, so in a way I feel that it's natural. The real reason, though is that last year when I went to Indiecade, I was inspired by a variety of different talks that touched on the topic of game design. That eventually led me to an online game design book club, where people read a book on game design every month, and speak on their views about it.
Long things short, a friend gave me an interesting idea for a possible app / game which fed into me seeing many parallels between musical development and how games are developed. All of this happened reading this month's book on that discussion group which happened to be A Theory of Fun by Raph Koster.
It was a fun read, as it mostly dissects the idea of fun, what constitutes activities that are fun and aren't. Some of it could probably be interesting literature for algorithmic music creation. What I liked about the book was that it gives a lot of different perspectives - psychologically, socially and at times talking on even evolutionary terms in the sense of how games started out and how they've evolved over the past few decades. There's quite a lot of points that actually mention music-making. Now, there are different levels of controls and restrictions players have in games but it pits that against how different kinds of music-creation could be classified under the same table. There are definitely are some fascinating thought collisions that happened to me while I was reading it. In the spirit of keeping this blog post shorter, I shall refrain from discussing it further. (you can join the club here). You could probably go here and here to learn more about game design and it's various intricacies (in case that's your thing)
Creativity takes time, folks. It is what it is. It's a risky business. Sometimes you end up at the right place, at the right time. At other times, everything might be exactly where you expected it to be but things would still not work out. It's not at all binary. Sometimes you make a huge mistake and fuck up things. Most of the times, it leads to a torrential shit-storm. At other times, a spark you didn't quite expect. I have found myself working on music related to time, twice this year and it's a fascinating coincidence. The first time, I knew exactly what the client wanted and it didn't quite turn out the way I expected it to. The second time, the opposite happened. I think creativity is not an easy bird to catch. It takes a lot of time, patience, perseverance and self-control and very rarely do all the variables work exactly as planned, So the gist of it - I made a mistake while I was sequencing some music, and I stuck with it. Why? Because strangely, it stuck and went well with what was needed. Moral of story - make more mistakes, fail a bunch of times and you actually learn more than you realise. With the extremely large amount of focus placed these days on music, art and aesthetics to be somehow "perfect". I think artists need to fail more frequently at what they do. We learn more about things when we fail, as opposed to when we do them perfectly. Not to say that one should intentionally fail. But learn with mistakes every time we make them. The learning slope is exponentially increasing while the grasping power of people - not as much. Eventually the machines will kick in. Knowing how to code and program will take an even stronger front-seat than what has been felt so far.
Hence, I dug into some code the past week or two. (write a poem. Type enter once to go to the next line, and type enter twice to end the poem and voila! something happens)
Now, let's see if I can reverse-engineer this binary code extract. (there's a hint somewhere, I'm sure of it!)