Awesome soundtracks for all games, for no cost.

How can you give every game (indie or not) a blockbuster (and meaningful) soundtrack? It’s easier than you think. All it takes is a little work, and a little cost (Okay, it’s not “no cost,” but, considering the payoff…)

All you need is an online database, users to populate it, and API for developers to use it.

The database notes each user’s library (just taking the track titles, paths, and metadata, not actually uploading the music,) and asking users to tag the tracks by context, for use in interactive media when the appropriate context arises. Bam. Free million dollar soundtracks for anyone who wants to implement the system. The only cost being the user buying the music. It’s like playing music over games on consoles, only smarter.

(Sidenote: I don’t think any cloud services offer APIs for other developers, but it may be possible in the future to ask users for that data too, if you feel like streaming their music.)

Of course, users won’t be required to tag ALL of their data, but some should be required to lighten the load (and better personalize things.)

So after users’ data is pinged, the tags are of the veins “fast-paced, thrilling, scary, romantic, sexy, slow, energetic, sad, etc” to fit mood. But also consider an extra layer of “8bit, by instrument, etc.,”. To make it pitch perfect, ask users to rate each tag’s value. Especially if you want to do this after a game. (For instance, play the music, and ask “Do you feel this music was appropriate suspenseful during the standoff with ?” Let users pick if they want to use yes/no, a five point, or a ten point scale.)

It will take time for an entire library to populate. New users should be required to tag at least ten tracks, but power users (anyone logging in and investing the time) can categorize to their heart’s content. Maybe a deal could be struck with Pandora to import their categorization metadata? Power users should also be able to specify portions of songs instead of the entire track. (“Start this track :10 in, bypassing spoken words.”)

The idea is to give any game that wants to use the system a soundtrack custom-built by context needed in the game, with music already knowingly enjoyed by the user, at zero dollar cost to the developer at point of purchase. The only investment needed is the time investment required to learn the API to use it in your game.

Now, am I over- thinking the problem? Probably. But I’m okay with that. This is a blog post, not a plan to actually do this. Now, how does this get done? Get Microsoft to do it. Or Valve. Someone with a large interest in PC gaming. (Of course, Microsoft doesn’t REALLY have that, but, they like to claim they do with “Games for Windows Live.”)

But, it has to include a large, open music selection as well, like http://www.freesound.org/ populated by tracks available for public use and distribution, so developers can pack that music in, giving the install base something to begin with, to make sure bases are covered.

Okay. Done. Just had to get that out of my brain. It was bugging me. Thanks.

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My Problem with GTA4.

I’ve got plenty of posts I’ve written over the years that I (apparently?) never bothered posting. Let’s post a few!

Also? Spoilers abounds!

The GTA3 series was about gangsters. The first one had “thugs” and “mafioso.” Vice City was more the latter, with San Andreas more the former. But GTA4 was more daunting. It wasn’t about style, it was about SOMETHING. It was about the pursuit of the American dream, freedom, and Niko’s quest for freedom from his past. But it failed for me. The culprit was the mis-marriage of narrative elements and gameplay. I think Rockstar bungled it by trying to make the narrative highpoint something it shouldn’t have been. To me, it was pretty evident where the emotional highpoint was in terms of gameplay. And that’s what they should’ve went with for the narrative as well.

First, the “point” of GTA4. In one of the earlier missions in the game you’re given the freedom to kill, or to not kill, someone you’ve chased down. The freedom of choice is a recurring theme in GTA4. Niko talks about choosing a new life, after he cleans up a few loose ends. His cousin Roman constantly chooses to get in over his head in attempt to get ahead. In the game you’re given choices in multiple missions. In at least three distinct places during the main narrative you’re given a choice between killing one of two strong supporting characters. (Francis McReary/Derrik McReary, Dwayne Forge/Playboy X, and Pegorino/Dimitri.) And then there’s what is, to me, the biggest choice in the game, foreshadowed from the very beginning of the game.

Note: The player CHOOSES to shoot Darko Brevic here. You don’t have to. Purely optional. But for me, this is undeniably the highpoint of the game emotionally and for gameplay, given that it’s a choice the player makes. That was the moment that you, the player, decides who Niko is going to be from that moment forward. You decide what kind of man he will be. (Sure it’s odd thinking “I let the man who killed my friends live and I’m mowing down dozens of passersby while driving down the street.” but that’s acceptable in GTA, and not indicative of the narrative. Those people are pellets in Pac-Man. This man, is just that. A man.) What I have a problem with is that this is not the end of the game.

The narrative continues, picking back up a completely unconnected plot that was interspersed in a lopsided fashion throughout the game. And then Niko is offered another choice, his final. You have to take a side in a mob dispute.

Wait, what? A mob dispute? I go through some deep emotional issues, dredge up the deaths of my entire fucking village back in Eastern Europe, and my childhood friends who died in a war? And deal with the fact that it was made possible by the only other surviving friend from that time, who is completely unrecognizable to me? And then… A mob dispute? What the fuck? It’s like your mother dies in a car wreck and your boss says “So, uh, the funeral’s Thursday? You’re uh, going to be able to come in this Saturday to fill in for Bob, right?”

After this monumental moment for Niko, which has no bearing on the rest of the game, you choose between helping Pegorino or Dimitri. Depending on which you kill, either your cousin or your girlfriend is killed, and you are forced to kill the remaining mobster. Forced to kill. Even after you just (potentially) let the man who got your entire army squad killed for a thousand dollars, live. The killing of your goddamned annoying cousin, or the girlfriend who was as interesting as a (blank brown) cardboard box, is the straw that broke the camel’s back? And for that you end on the down note of your decision to not have really mattered after all.

Allow me to offer a different suggestion. Something that should have happened before Darko Brevic was delivered. FIRST you do your requisite mafioso bit. Go ahead, make me choose. Kill one of the people I somewhat remotely feel something that could almost be considered an obligation to. Piss me off. Get me angry. This fucker, this Godfather-wannabe thinks he can kill the woman-I-(am-forced-to)-love/my-cousin-(that-annoys-me-but-fuck-it-he’s-family-you-know-what-I-mean-you-have-a-cousin-like-that-too)?! Fuck that noise, let’s jack a car and go kill some goddamn virtual bad guys!

Bam. Cut to the end. Done. I’ll miss my cousin/girl. They meant a lot to me. Well, to Niko/me. THEN… *ring* “What, what’s that? My phone? Hello? What? You found Darko Brevic? Where is he?”

(Skip to 4:15.)

Because goddamn it, that’s an ending. If you’re going to bother giving me a choice? Let it mean something.

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Casual game developer Phil Steinmeyer

Phil Steinmeyer? I’m aware of him… Weirdest. Spam. Ever.

Ask me anything

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