June 21st, 2008 @ 7:28 pm by gray
Anything pertaining to the Guitar Hero/Rock Band duopoly garners exhaustive attention nowadays. So it’s no surprise that Neversoft’s major follow-up to Guitar Hero III is bigger in most every way in a bid to unseat Rock Band with its immersive group play.
IGN: Guitar Hero World Tour Preview
But under the face-melting surface, World Tour’s greater influence may ultimately be in the steady march towards unifying simulation (pretend you’re a rock star!) and emulation (make actual music!). In the past we’ve come to this junction from the other direction, using game platforms as engines for music production: MTV Music Generator series on the Playstation 2 (used by artists like Boomkat to sketch out songs), Nanaloop on the Game Boy (part of the 8-bit music movement), and upcoming touch-studio offerings for the iPhone like MooCowMusic’s Band and Intua’s BeatMaker. Meanwhile, rhythm games by the likes of Harmonix (Frequency, Amplitude, Guitar Hero) and Konami’s Bemani division (Beatmania, Dance Dance Revolution, GuitarFreaks) have gradually introduced ever more elaborate interactions between players and underlying musical performances. In FreQuency, for example, a secondary mode allowed players to ‘remix’ songs in freeform fashion after unlocking them through normal play.
Based on this early preview, World Tour is even more ambitious with its Music Creator mode. While normal gameplay will center around the established note-matching mechanism for various instruments, the proposed editor supports multi-track note creation for each of the supported instruments (minus vocals, evidently for legal reasons—cross apply the perversities that abound in most online smack talk and this makes regrettable sense). Premade loops, tempo control, and beat quantizing are provided within a wizard interface to simplify the learning curve. For laying down tracks, the guitar controller provides extensive options: you can program drum machines through the new touch-sensitive fret strip on the guitar controller, trigger samples by fret buttons, change pitch with the strum bar and sample speed through the Star Power tilt control. Need more crunch? Licensed Pod modeling technology from Line 6 lets you can choose your amplifier. Want to generate notes algorithmically? Use the built-in arpeggiator. Once you’ve finished laying down tracks, a separate mix mode is available for looping and editing. Finally, you publish your creation (complete with custom cover art) to an online community store where others can download and play it within the game. User ratings will drive online charts. Voilá, you’re a published musician.
One of the most common comment-thread trolls since the release of Guitar Hero has been purist backlash: "why not play a real guitar?" Up to now, the typical answer is along the lines of, "because this [playing a simplified game] is more fun than learning the real thing." And certainly, to remain successful, World Tour will need to retain that sense of rock star power at mere mortal effort levels. But the potential for the Creator mode, and whatever follows it, to create a new level of musical expression suggests an exciting future of entertainment all its own.
June 19th, 2008 @ 4:21 pm by gray
I have never watched The Sopranos, and my knowledge of plot points is mostly limited to examples given in a lecture from The Sopranos and Philosophy (specifically about Tony Soprano as an ethical manager). Yet I still found this exhaustingly detailed argument about the final moments of the series finale to be compelling reading. The unattributed author calls on intertextual references, cinematographic clues, symbology, authorial intent, film precursors, and philosophical precepts to make the case "why Tony died in Holsten’s in the final scene of The Sopranos." Even without any of the necessary background as a viewer, I can certainly appreciate the obsessive passion to craft a canonical resolution to a long-running and well-regarded series, as well as some of the formal elements that are particular to fan discussions (e.g. unnamed characters discussed by acronym—see the comments for a suitably pedantic mini-debate over the correct abbreviation for "Man in Member‘s Only Jacket").
The Sopranos: Definitive Explanation of “The END”
June 15th, 2008 @ 6:31 pm by gray
Albums added in May: 13,572
(more…)
June 12th, 2008 @ 10:42 pm by gray
John Timmer reports on studies from the journal Science which suggest that ineurotransmitter levels influence perceived fairness:
Exploring the neurochemistry of fairness
First, consider the notion of innate fairness. People who participated in a experimental transaction called the Ultimatum Game (a simple 2-party example of game theory) tended to reject offers they perceive as ‘unfair’ even though doing so results in them receiving less. This reinforces a recurring theme in current economic theory that participants often act fundamentally irrationally (e.g. Dan Ariely’s Predictably Irrational and other efforts in behavioral economics). One hypothesis drawn from the Ultimatum Game is an underlying evolutionary selection of a shared ‘golden rule,’ given the comparative advantage of group cohesion this might reinforce.
Second, the implications of the neurochemistry itself are more sobering. Even basic negotiation is often based on latent manipulation through psychological leverage; more advanced techniques sometimes exploit physiological factors such as room temperature or sleep deprivation to affect pliability. The casino industry has invested heavily in psychological profiling both in developing comp systems and interior design to lower inhibitions and increase the desire to stay on the gaming floor (high ceilings, rounded walls, indirect lighting, running water)—some examples are given in a short featurette on the DVD for Ocean’s Thirteen. Pushed a little further, you can see some of the same techniques deployed in the fields of law enforcement and the military as interrogation aids, as well as within specialized training such as SERE. In each case, the environment and physical comfort of the targeted participant are manipulated to lower their resistance, gain their trust, or ultimately obtain some concession.
Moving from science to science fiction, you can find ready parallels to controlling serotonin and oxytocin with the Pax used to curb aggression on the Outer Rim planet Miranda in Joss Whedon’s Serenity; the drug Prozium in Equilibrium and Soma in Brave New World; and more obscurely, the hormones produced by alien Powers that activate the ‘god module’ (aka neurotheology) in humans from Walter Jon Williams’ Voice of the Whirlwind. In each, the population is effectively controlled through their own neurochemistry by instilling languor, reducing aggression, suppressing emotion, etc.
June 6th, 2008 @ 5:11 pm by gray
Remember the instant photo? Almost four months ago, Polaroid announced that they were no longer planning to make their trademark instant film, following the end-of-life status for their instant cameras last year. instant film stocks are projected to last only through 2009. They have also shut down their other film lines, including large-format and professional-grade lines. At the time, they announced a partnership with ZINK (Zero Ink) Imaging to market a new product based around their crystal-based dye paper. And now they have announced the PoGo portable photo printer, due later this summer:
Polaroid PoGo
The PoGo - short for "Polaroid On the Go," a seemingly unnecessary repetition of the cultural meaning of "Polaroid" - is about the size of a compact digital camera and can accept digital prints from camera phones via BlueTooth or from PictBridge-capable cameras by cable. Rather than normal dye- or ink-based photo printers that rely on quickly-exhausted cartridges, the Zink process embeds all of the color technology within the special photo paper itself. Embedded dye crystals are manufactured molecules that generate the necessary additive hues to create color prints under heat. The paper currently produces "2×3 in. borderless sticky-back prints" in about a minute.
Despite the claim of "fade-resistant, long-lasting images," it will be worth testing just how long these instant photos hold up, like their spiritual predecessors and other home printers. The entire class of photos that have been produced by digital cameras and never committed to professional printing raise rather wide-ranging questions about future provenance. What will we hand down to our grandchildren in place of unfinished photo albums and shoeboxes of snapshots? Will we still be able to read even now-ubiquitous formats like JPEG and the various RAW flavors in 50 or 100 years, like we can with earlier generations of photography going back to examples like daguerrotypes? As with the physical book, the printed photograph requires no special reader, no software, no compatibility matrix. Until flexible, non-volatile media like E-Ink or Zink develop equivalent endurance, we risk losing entire generations of family history to the junkbin of obsolete media.