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J@pan Inc Magazine Presents:<br>
M U S I C M E D I A W A T C H<br>
Commentary on Japan's music technology news<br>
===========================================================<br>
Issue No. 127<br>
<br>
Tokyo<br>
<br>
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<br>
CONTENTS<br>
<br>
++ FEATURE: More Thoughts on Music Games<br>
<br>
++ NOTEWORTHY NEWS: <br>
** Two men arrested for operating illegal mobile music site<br>
** Yudo to develop music games for iPhone<br>
** Roland releases updated sound modeling system for bass<br>
** Sony unveils new line of Rolly robot music players<br>
** YouTube signs agreement with JASRAC<br>
<br>
<br>
++ FEATURE: More Thoughts on Music Games<br>
<br>
Following straight on the heels of the Wii Music release last month and the announcement of <br>
several new mobile music games from Taito, Japanese game developer Yudo came out with a<br>
press release last week saying it will create its own set of instrument-simulation games for the <br>
iPhone (see newsbrief below). Along with Plato's Hiite Utaeru DS Guitar M-06 and similar <br>
releases last year for the Nintendo DS platform, these latest offerings from Japan's music game <br>
developers mark a definite trend away from rhythm games and toward instrument simulation <br>
using mobile devices and controllers.<br>
<br>
One thing that all of these new music games have in common is that they put far more emphasis <br>
on the music creation and performance aspects and much less on the competitive gaming element. <br>
In fact, legendary Nintendo game designer Shigeru Miyamoto has been quoted as saying 'I don't <br>
know if we should even be calling Wii Music a video game. I have been likening Wii Music to something <br>
that's more along the lines of a musical instrument than it is a video game.' One of the central ideas <br>
behind Wii Music is to introduce players to music making and musical improvisation, by making it easy <br>
for anyone to start playing the virtual instruments in a matter of minutes. <br>
<br>
This leads to a dilemma that is familiar to developers of music-related games and software: Without a <br>
competitive scoring element, many casual gamers will try out the instruments, but then quickly lose <br>
interest and won't continue any farther. Obviously, it doesn't feel like Guitar Hero or other games they <br>
play regularly, and it is hard for them to see the point. This group then goes back to playing 'regular' <br>
games they do understand. On the other hand, people who play 'real' instruments and have some <br>
understanding of music often find the virtual instruments to be a bit limiting. Because the instrument <br>
sounds made by the player are adjusted on the fly to fit the chord progression of the song, players <br>
cannot control the melody beyond a certain extent. So this group too quickly loses interest and goes <br>
back to playing their 'regular' real instruments.<br>
<br>
It's a difficult balance to strike: How do you make a game that appeals to both groups - musicians with <br>
a casual interest in gaming, and gamers with a casual interest in making music? Rhythm games such <br>
as Guitar Hero and Rock Band are obviously aimed at gamers, and have very little to do with real music <br>
making. Wii Music and other virtual instrument games, on the other hand, appear to be slanted toward <br>
the (much smaller) group that already has a proclivity toward music-making. These games try to lure <br>
players into the world of music-making by promising a shortcut: you don't have to spend years and years <br>
practicing in order to play these instruments.<br>
<br>
Ultimately, however, a large part of the joy of making music stems from the sense of accomplishment that <br>
comes with achieving at least basic proficiency on an instrument. In particular, many improvising musicians<br>
take great pleasure in the process of conceiving imaginative melodic phrases and musical ideas in their heads, <br>
then quickly translating these to their instruments. To do this well requires not only the ability to play an instrument, <br>
but also an understanding of musical structure and the underlying patterns that make up chord progressions and <br>
harmony. This part of the fun can be lost if too much of the actual music making is done for you by the game.<br>
<br>
In the coming year ahead, we are likely to see more games that are targeted specifically at people who play music, <br>
and that utilize the fundamental aural and music theory skills needed by improvising musicians. While these games <br>
may not be promoted or sold on a scale like that of Guitar Hero, they will nonetheless be welcomed by legions of <br>
music hobbyists who currently have no other way to learn these skills other than performing the tedious drills and <br>
exercises found on most existing music training software. The various virtual instrument games currently being <br>
created by the Japanese developers also have great potential, particularly on mobile devices. The next iteration <br>
of these releases will probably not be marketed as games at all, but rather as standalone synthesizers with their <br>
own distinct sounds and unique playing characteristics.<br>
<br>
<br>
++ NOTEWORTHY NEWS:<br>
<br>
** Two men arrested for operating illegal mobile music site<br>
In brief: The RIAJ announced last month that two men from Hyogo prefecture were arrested for running a mobile <br>
music service called 'Daisan Sekai'. Considered by the RIAJ to be one of the most popular illegal sites in the country <br>
for mobile music, Daisan Sekai had attracted over 1 million unique users prior to the arrest of the operators.<br>
Source:<br>
<a href="http://tinyurl.com/6x9e88">http://tinyurl.com/6x9e88</a><br>
<br>
** Yudo to develop music games for iPhone<br>
In brief: On November 6, Yokohama-based game developer Yudo announced that it began selling iPhone versions of <br>
the three instrument-simulation games it currently offers for the Nintendo Wii. Aero-Guitar, Aero-Synth and Aero-Drums <br>
have all been ported to the iPhone/iTouch platform and are now available through the App Store for 350 yen (US$3.50) <br>
through the end of the year, after which time the price will go up to 840 yen.<br>
Source:<br>
<a href="http://it.nikkei.co.jp/mobile/news/index.aspx?n=NN002Y078%2006112008">http://it.nikkei.co.jp/mobile/news/index.aspx?n=NN002Y078%2006112008</a><br>
<br>
** Roland releases updated sound modeling system for bass<br>
In brief: On October 30, Roland began selling a new version of its multi-effect standalone unit for bass that models the <br>
sounds of various bass guitars and amps. The updated 'virtual bass system' is called 'V-Bass 99' and is currently <br>
selling for about JPY 130,000 (US$1,300).<br>
Source:<br>
<a href="http://www.roland.co.jp/news/0398.html">http://www.roland.co.jp/news/0398.html</a><br>
<br>
** Sony unveils new line of Rolly robot music players<br>
In brief: At the end of November, Sony will begin selling a new series of its autonomous Rolly music players. <br>
The new series feature several improvements, including a memory increase of 2GB, and the ability to dance <br>
in sync with other Rolly players. In addition, the new units include software that allow the movement of the <br>
players to be controlled via a PC or mobile phone. The new Rolly players will be priced at around <br>
JPY 40,000 (US$400).<br>
Source:<br>
<a href="http://ascii.jp/elem/000/000/183/183619/">http://ascii.jp/elem/000/000/183/183619/</a><br>
<br>
** YouTube signs agreement with JASRAC<br>
In brief: On October 23, YouTube and JASRAC signed a wide-ranging agreement regarding copyright fees <br>
for videos of users performing their own cover versions of copyrighted songs. The agreement does not cover <br>
distribution of music and video in its original form, and YouTube is still under pressure to block the uploading <br>
of this type of content. The contract with YouTube follows a similar a similar agreement that JASRAC reached <br>
with popular Japanese video sharing site Niko Niko Douga in April. <br>
Source:<br>
<a href="http://www.j-cast.com/2008/10/23029126.html">http://www.j-cast.com/2008/10/23029126.html</a><br>
<br>
<br>
Music Media Watch is written by Steve Myers, president of Theta Music Technologies, a Tokyo-based <br>
developer of music-related software (<a href="http://www.thetamusic.com">www.thetamusic.com</a>).<br>
<br>
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