Disrupting Music Notation & Controllers
Since the release of Guitar Hero in November of 2005, the number of instrumental music-makers in the USA has doubled.*
Doubled. In two years. Doubled.
Wikipedia describes Guitar Hero's controller, notation, and pedagogy as follows:
An extended guitar neck is shown vertically on the screen (the frets horizontal), and as the song progresses, colored markers indicating notes travel down the screen in time with the music; the note colors and positions match those of the five fret keys on the guitar controller. Once the note(s) reach the bottom, the player must play the indicated note(s) by holding down the correct fret button(s) and hitting the strumming bar in order to score points. Success or failure will cause the on-screen Rock Meter to change, showing how well the player is playing (denoted by red, yellow, and green sections). Should the Rock Meter drop below the red section, the song will automatically end, with the player booed off the stage by the audience. Successful note hits will add to the player's score, and by hitting a long series of consecutive successful note hits, the player can increase their score multiplier.Guitar Hero (GH) doubled the music-making population by simplifying the tools of music education (instruments, notation, and pedagogy). It attained this simplification by applying the time-honored process of dumbing down.
GH's dumbed-down system enables players to climb the first steps of music's learning curve very rapidly. However, this same dumbing-down places a very low ceiling on what players can learn from GH. They can learn about rhythm, and about the separation of hand-functions on a guitar (one hand strumming, the other controlling the fret-board), but that's about it.
The problem with Guitar Hero is not that it's incompatible, but that its dumbed-down tools place such a low ceiling on the acquisition of musical skill and knowledge. Those GH customers who want to rise above this ceiling have to leave the GH product line.
But what if GH's tools did NOT impose this low ceiling? What if a serious student of music could use GH's (incompatible) controller, notation, and pedagogy to rise to unlimited heights of skill and knowledge, while still having as much fun as with the current version of GH?
If GH had no ceiling, then its 16 million American players would be marching right up its learning curve into serious musicianship right now, with tens of millions of additional music-makers joining that march every year. Soon, the number of music-makers who used GH-based tools would exceed those using traditional tools at every level of musical skill and knowledge. The percentage of musicians who used traditional instruments & notation would shrink every year, not because they were "converting" from traditional to GH-based tools, but simply because huge numbers of new musicians were using the GH-based tools. Sheer weight of numbers would define the GH-based tools as being the new de facto standards for music-making and music education.
All else being equal, simplicity trumps compatibility, and high ceilings trump low ceilings.
* The numbers: the US Census Bureau's 2008 Statistical Abstract cites the percentage of the US population that "plays a musical instrument" as a leisure activity at 5.3% (counting only those people who play at least as often as "once per month"). Given a US population of 300 million, that's 16.3 million people. In January of 2008, Activision announced that the Guitar Hero series (GH) had sold more than 14 million copies in North America. If one simply divides GH's total units sales (14 million) by the number of months GH had been on the market as of this press release (26 months), that's over half a million units per month, or two million more units since the press releases was issued, bring GH's unit total to 16 million. Now, the two sets of numbers aren't strictly comparable, in that the US Census Bureau's data is based solely on the US population of 300 million, whereas GH's sales numbers are for North America (and therefore include sales to Canada's population of 33 million and possibly to Mexico's population of 100 million). However, given the essentially flat sales of traditional instruments in North America and the exploding slaes of Guitar Hero, it's only a matter of months until the precise data catches up to the approximation used in this blog article.


6 Comments:
All good points.
I guesstimate about 1/3 of music is hitting the right notes, and 2/3 is hitting them at the right time. (the other 1/third is getting the volume right (smile))The Thummer (or at least my crude version of one)vastly simplifies hitting the right notes and helps surprisingly much with getting the right timing, as the hand does not have to move - think about how successful GH would be if the buttons were spread out way up and down the neck.
Ken, MusicScienceGuy.
With all due respect, I think your basic premise here, about Guitar Hero doubling the number of musicians in America, is totally bizarre and inaccurate. I've played plenty of Guitar Hero in my day, and I can tell you from my first-hand understanding of the game that it is not comparable to playing music. A person playing GH is as much a musician as a person playing Grand Theft Auto is a murderer.
There's certainly room for disagreement here, just as there is over the answer to the question, "are drummers musicians?"
Drummers are much more focused on rhythm than pitch. So are Guitar Hero players, who have to strike the strum control at the right time, while holding down the right button(s) on their controller.
Likewise, autoharp players press a single button to select a given chord, then strum. Are they musicians?
I respectfully submit that musical instruments and notations offer varying degrees of power and complexity. Traditional notation & instruments offer high expressive power, but at the cost of high complexity. The autoharp is low-complexity and low-power...and so is Guitar Hero. Are they so low in power and complexity as to be "unmusical"?
If you call drummers "unmusical," you'll probably survive -- they've heard it all before. But I'd be pretty careful, if I were you, about offending those autoharp gangs. They're likely to steal your car. ;-)
Ha! Well, an excellent rebuttal. The question of whether an autoharpist is a real musician is a pretty difficult one, even though my sort-of-step-dad is a famous autoharpist (well, as far as autoharpists go); he even has a signature autoharp (http://evobluestein.com/evoharp.html).
Still, the music in Guitar Hero is all predetermined; all the buttons do is decide whether you will hear the tune or not. A player cannot press the green button where they should press the red button and get a different note; pressing the wrong button or the right button at the wrong time will only make silence. This is in contrast with an autoharp or drum kit, where if you hit a "wrong" button or strike a "wrong" drum (wrong meaning "not what you intended"), a different drum sound or chord will be heard. There is no creation, choice, or subjectivity in GH, only right and wrong, and these are not words that make sense in real music.
A more musical game was Parappa the Rapper. In it, different words are assigned to different buttons. You were supposed to hit the buttons in some sequence, which would create a sentence. But you had freedom to say whatever word you wanted at any point within a measure, and you could improvise on the sequence you were given, adding extra words, repetition, syncopation, etc. The game then somehow scored your improv, which seems awfully subjectve for an artificial intelligence to perform, but anyway, this whole thing is much more like music to me than GH.
Consider the drums in Rock Band. With four pads and one foot pedal, the drum controller has more options than the kit used in a musical tour I was on last week. (Kick, snare, and high-hat.)
(OK...OK...a good drummer can probably get a lot more out of that kit than they could the drum controller, but let’s ignore that for a moment.)
Harmonix likes to say that if you can play the drums in Rock Band on the expert level, you can probably play drums in a band, and I’m included to believe that. Not that there wouldn’t be more to learn, but you’d have a solid foundation.
Also, consider that Rock Band has free-form fill sections that do let you play your own—rather than a pre-recorded—drum fills!
Any kid with Rock Band and a Mac can fairly easily download one shareware program, plug the drum controller into the Mac’s USB port, and be recording drum parts with GarageBand.
In a different line of thinking... It’s also interesting to think of the ways a device as simple as the guitar controller could be turned into a “real” instrument with the right software. After all, a trumpet has only three valves. The guitar controller has five fret buttons (ten for the Rock Band version), strum bar, whammy bar, two additional buttons, and a tilt sensor.
Robert, this band:
http://www.theguitarzeros.com/
is doing what you are talking about. They use GH controllers along with Max/MSP to play tunes. They have the buttons set up like binary code, so combining them gives you more than just the five notes.
It's a fun gimmick, but I don't see it as being capable of anything more traditional controllers aren't - which to me is crucial. It's fun to imagine new ways to control sound, but if it doesn't allow one to do anything new or do something more easily, or at least create an interface which helps you do new things by breaking your habits, it loses its cachet for me.
Like this guy controlling samples in Max with RFID tags.
http://www.youtube.com/watch?v=Re6vt4yQTXo
The trumpet comparison is a bit misleading. It's true that it has only 3 valves, but there is much, much more going on in the system, as you know. A trumpet played by a skilled trumpeter not only has a huge range, but it is capable of shaping its timbre and volume envelope continuously.
IMO, a more interesting controller is the regular Playstation (or XBox or Gamecube) controller, which has two thumbsticks as well as 8 pressure-sensitive buttons and a few non-sensitive buttons. I haven't seen anyone make really sophisticated use of this, but all that continuous control (12 CCs) plus on/off triggers could be put to some very complex and interesting use.
Then there's the Wiimote, which has already become pretty popular in the Max crowd for doing weird stuff because of its complex control abilities.
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