Tag Archive for 'artistic overanalysis'

Stuff Is Too Complicated; Case In Point: Music Theory

It is never, ever, ever, ever, ever a good thing for anything at all, under any circumstances, to be even one single Planck unit more complicated than absolutely necessary. Needless complexity decreases the number of people who can understand something and contribute to or use it effectively, and adds extra hoops to jump through for people who are capable of understanding it.

Take music theory, for example. The other day, I was trying to write down the chords for a song I’d accidentally banged out on the piano, and I’d hit a roadblock with one in particular.

Musical notes, as you may be aware, are represented by the letters A through G, with sharps (♯) or flats (♭) representing the notes in between the letters (except for E and F, B and C, which don’t have anything in between them). They’re arranged in a variety of scales, which are structured based on whether you jump one note (“half step”) or two (“whole step”) at a particular time, but realistically, at least with the well-known Major and Minor scales, most people just figure them out by their distinctive sounds.

So, it’s pretty easy to figure out several chords. An E Major (or just “E”) chord consists of the first, third, and fifth notes in the E Major scale, which are E, G♯, and B; E Minor is E, G, and B. Then you can throw in other notes from the scale to make things like E2 with the 2nd note, (E, F♯, G♯, B) or E7 with the 7th note (E, G♯, B, D (in 7th chords, the minor 7th is usually used because it sounds better; if you used D♯ you’d call it E Major major 7th)), or play with “suspended” chords which replace the third note with others — for example, Esus2 (E, F♯, B).

It starts to get a bit complicated as the chords get less common. For example, if you wanted to merge E2 and E7 to create an E, F♯, G♯, B, D chord, the chord is called E9. Is that because 2 + 7 = 9? No, that’s a complete coincidence. The actual reason is that this kind of chord is normally expressed E, G♯, B, D, F♯ — the F♯ is higher now, so that makes it the 9th note instead of the 2nd. However, *9 chords always include the 7th note, a concept which may not be immediately intuitive. In order to include just the 9th note with no 7th (E, G♯, B, F♯), you call the chord Eadd9. Which is totally not the same thing as E2 this time for some reason. But that’s not too difficult to figure out, at least. It may not be 100% obvious, but it sorta works.

So, anyway, about that roadblock I hit: what if you wanted to make a chord that consisted of A, C, D, and E? Well, A, C, E is an A minor chord. So if you add D, which is the 4th note in the A minor scale, it follows that the chord would be called “A minor 4″, right?

Well, no, because there’s no such thing as a 4 chord. There’s a sus4 (suspended 4) chord. But no just plain 4 chord. You can’t even say “add4″. Well, you could, but it would be wrong. A 4 chord, according to music theory, does not exist at all.

So, what’s the name of a chord consisting of A, C, D, and E? Well, that’s simple. It’s called “E7sus4♯5″, of course.

You see, E7 is E, G♯, B, D. Add a suspended 4 to that, and you replace the G♯ with an A. And since there’s no such thing as B♯, if you sharpened the B you’d jump right to C. So now you’ve got E, A, C, and D, and all you have to do is play the E on top to get the chord you’re looking for.

I mean, like, duh.

Now, that makes sense and all, except for the fact that it makes no fucking sense whatsoever. It would save so much trouble and produce a much more comprehensible-looking chord to just write “Am4″ (“m” is shorthand for Minor), but that’s not allowed, because the chord doesn’t exist.

My brother, Alex Green, explained to me exactly why this is the case:

It’s all about function. Am4 means nothing in the key of A Major.

Actually, yes, it’s true that in my particular case, the song I was writing was in the key of E Minor, so Am4 wouldn’t mean anything in the key of A Major unless I happened to be writing a song that was in the key of A Major with a random A, C, D, E chord thrown in somewhere. However, this E Minor-based song also uses chords such as “D Major”, which is, interestingly enough, not referred to as “E7add2sus4 without the E” in this particular context.

Providing to the vast majority of songwriters a logical explanation for exactly why chords such as “Am4″ do not exist would be about as useful as explaining to your 90-year-old grandmother the countless advantages of being able to make kernel modifications to your installation of Ubuntu versus the proprietary, locked-down nature of Windows, when all she wants to do is get to her email. Songwriters want to write things that sound good, and as soon as the theoretical stuff stops being in service of that goal and begins to make it needlessly harder, it only causes problems.

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How One Simple Cut Could Have Made Avatar’s Story Excellent and Let It Win Best Picture

WARNING: The following post discusses key story points in Avatar. They are not “spoilers” per se, because everyone has already seen this movie (if not literally, then figuratively).

Avatar’s story is the one thing that has elicited a near-universal “meh” from the entire world. We’ve all heard it before: hero infiltrates enemy, learns the enemy is his friend and his friends are the enemy, helps former enemy fight former friend, and said fight is a standard progression of hero almost succeeds, then he fails, but then he miraculously succeeds. Archetypes like this aren’t a bad thing; after all, we humans have been telling this same basic story for thousands of years, keeping it fresh with minor variations (i.e. Avatar’s transhuman motifs), and it’s always interesting if not particularly groundbreaking. But with all the love and attention Avatar’s visuals got over the alleged 14 years James Cameron worked on them, the script is admittedly less polished. That’s probably one of the big reasons why Avatar didn’t win Best Picture at the Academy Awards.

There are many little things which Cameron could have done to twist the Hero’s Journey archetype — perhaps Jake Sully should have betrayed the Na’vi willingly before feeling remorse later on, for example — or simply cleaning up some of the dialogue and filling some plot holes would have sufficed. But perhaps the best thing Cameron could have done to Avatar is to make one simple removal, changing nothing else. This one removal would make Avatar’s criticisms of the War on Terror, racism, technology, and destruction of the environment immensely more powerful.

Following the scene after Hometree’s destruction, when we see slow-motion shots of Jake and Grace being wrestled out of the avatar links, Grace shouting “you murderer!” at Parker, fade to black. Roll credits.

Okay, that may be a “simple” cut, but it’s pretty major. Still, it would have made Avatar a much better film. Here’s why:
Continue reading ‘How One Simple Cut Could Have Made Avatar’s Story Excellent and Let It Win Best Picture’

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Realization: Hideo Kojima is Video Gaming’s Béla Tarr, Except Not Talented

I didn't intentionally position Tarr so he was looking at Kojima all like, "You think I'm this fucking guy?" But it worked out pretty well.

Béla Tarr is the director of cult classic Hungarian films such as Sátántangó. Hideo Kojima is the designer of massively popular Japanese video games such as Metal Gear Solid 4. These two men actually have quite a lot in common, save for the medium they work in, their popularity, and their pretentiousness when discussing their craft.

Let me describe Sátántangó to you, briefly. The opening consists of an eight minute shot of the camera doing almost nothing while watching a bunch of cows:
Continue reading ‘Realization: Hideo Kojima is Video Gaming’s Béla Tarr, Except Not Talented’

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“Content” is a Horrible Word That Needs To Die in a Fire

Parental Advisory — "Content"I could say that I am appalled by the word “content” and find it to be a disgusting blight on Internet lingo. I’m not going to, because that would make it sound like it’s only my opinion as opposed to an undeniable fact.

To clarify, the word I am referring to is not “kun-TENT,” which is an adjective (or less often, a verb) related to a state of peaceful satisfaction. I am referring to “KHAN-tent,” the noun, which is quite appropriately pronounced similarly to an evil dude that makes William Shatner scream loudly. This word, a bastardization of “contents,” is a generic term for some generic thing that you shove into a generic container, generally speaking. But lately, as part of media conglomerates’ transformation into Digital Rights Manufacturing companies, this generic product term has come to refer to cultural works: music, movies, news, games, photos, and anything else containing some form of digestible information and/or artistry.

It groups together everything creative in this world as some mundane product like a dishwasher or a lampshade. Casablanca is not a lampshade.

Well, of course it’s not. Isn’t that obvious? Nobody who watches movies thinks of them as generic objects, nor do they think that of news articles or Facebook photos. So why is anyone referring to them as if they are?
Continue reading ‘“Content” is a Horrible Word That Needs To Die in a Fire’

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Second Thoughts: Natal Has Great Potential For Both Awesomeness and Shovelware

On Monday, I dismissed Microsoft’s Project Natal’s possibility to be the most revolutionary thing since sliced clichés, saying it was little more than both the good and bad qualities of the Wii taken to the extreme. On reflection, I’ve come to an interesting realization: my assumption that Natal was thought up by stupid marketers was a reaction to the fact that it was stupidly marketed.

The video which played the role of Project Natal’s big reveal featured many awful, awful uses of the technology, each doomed to failure without any haptic feedback: the discomfort caused by holding an imaginary steering wheel and hovering your foot over an imaginary gas pedal would be intense; throwing punches at an imaginary man (and getting occasionally punched back) would instantly de-immerse the player when a blow connects, changing the position of their avatar’s limbs but not theirs; jumping on an imaginary skateboard will do a better job of knocking fragile objects off shelves than conveying a crucial sense of balance. While not as important when using a gamepad, you need haptic feedback, not just visual, when the controls are haptic — no edges of mirrors or clashes of zenos can compensate anymore.

Where Natal will succeed is outside of classic “action” gameplay. That trivia game concept, for instance, could work quite nicely with Natal. And Milo (featured in this article’s video) is pretty self-explanatory. The technology to feel imaginary objects and experience imaginary changes in balance doesn’t exist yet (that I’ve heard of), but it’s not important in these types of games. Games in which a player is supposed to be moving fast, holding objects that weigh anything, getting jostled around, and similar physical things are not suitable for Natal. They will be fun until the novelty factor wears off, which won’t take long.

In a way, this is a good thing; while nothing is inherently wrong with video games focused on fast action and/or violence, the market is oversaturated with them. That’s not to say 99% of recent games are twitch-actiony (and sometimes violent, because that’s a compelling reason for fast action), just 99% of recent character-driven games. There are a lot of recent games which don’t focus on the player’s reflexes, but most don’t give the player very deep control of a character; they cast the player as an invisible “controller” or, rarely, simplify the player’s control of their single character. With Natal, though, game designers can allow the player to inhabit every aspect of a character’s body. The limitations come from physical space, as walking away from (or into) the screen is impossible and long periods of manipulating imaginary objects can be awkward and uncomfortable (in case I haven’t made the latter clear, pretend you’re riding a subway train and grab onto an imaginary bar overhead for ten minutes; stop beforehand when your arm gets tired). These limitations make these action games impossible to Natalize in an enjoyable way, so the only way to take advantage of its new capabilities is with new, fresh types of games. Milo is a very good example.

That’s not to say people won’t try to make Natal-based fighting games and racing games, and that’s not to say they won’t pass the farce that is Quality Assurance and make their way to store shelves. Those games will just quickly fall into the bargain bin and get terrible reviews. Meanwhile, people with actual talent will bring us games that don’t try to fight against Natal’s limitations, and turn out to be lots of fun.

The only thing that still concerns me is that there is still a distressingly low number of Wii games that use its motion sensors well, and a distressingly high number of games that still don’t get it. This is after three years, and those good Wii games still mix in some traditional control methods. Natal has zero traditional methods of control, so everything has to be rebuilt from the ground up. The potential for miserable failure by talentless hack developers forever set in the ways of their more skilled predecessors is even higher, and even veteran designers may have some trouble coming to terms with the fact that this thing is not good for first-person shooters.

For that reason, I see Sony’s motion control effort as being more successful, at least in the next several years. While it can only track two hands and doesn’t appear to recognize facial expressions, the player still has buttons to press, and still has something physical to hold. This is a much better way of adding motion-sensing to traditional action games; it could be used mostly for positioning, with much of the long-distance movement and object manipulation — which would be awkward for Natal — being controlled by buttons and analog sticks. This is nice because there will always be a place for video games about fighting, running, and/or jumping; they’re fun, they relieve stress (which, for violent games, is synonymous with the desire to partake in their real-world equivalents), and they speak to the primal instinct that all animals — a group which humans belong to, don’t forget — have. At the same time, it may serve as a stepping stone for designers who may not have a good idea about how to make use of Natal.

But based on the current push for games to be released on the 360 and PS3 and play the same way (which is good, because distinct platforms do nothing but limit the number of people who can play a game), we’ll likely see some Natal-optimized controllers on the market.

By the way, “Project Natal” is still a terrible name, but it sounds like it’s eventually going to be changed to something more generic.

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