Improvisation in music games

Joshua Pablo Rosenstock. Free Play Meets Gameplay: iGotBand, a Video Game for Improvisers. Leonardo Music Journal, Vol. 20, pp. 11–15, 2010.

Guitar Hero, Rock Band and games like them have done a wonderful service to non-musicians. The games give a good sense of what playing an instrument in a band is like. The interface is simplified, but the overall experience is qualitatively remarkably similar. The games also change their players’ listening habits. A non-musician friend told me that until he played through Beatles Rock Band as Paul McCartney, he had never paid attention to a song’s bassline. Now he hears all those familiar Beatles songs in a new and richer way, and generally has learned to listen like a musician.

There is one crucial difference between the games and real music-making, however, and that is the absence of improvisation. The player moves through the song like a train on a track, and the games penalize any variation from the prescribed notes. Not all real-life music is improvisational either, but there is usually some element of personal expressiveness. Not so in Guitar Hero. Mimicry is the only way to play.

The South Park kids get their Guitar Hero on

Rosenstock recognizes this shortcoming, and has devised a game to try to address it. Working with students at the Worcester Polytechnic Institute, he developed iGotBand, an experimental video game that incorporates improvisation. The player interacts with an assortment of animated avatars. Each avatar presents a row of colored blocks, representing note sequences to be played on the game controller. By playing the avatar’s note sequence, the player can capture it as a fan. The goal is to collect the most fans. The player need not reproduce the note sequences exactly; they are free to use any rhythm and can interject notes of their choice.

Rosenstock’s game is an admirable attempt at incorporating improvisation into a music game, but he fails to address some basic problems. The improvisation in iGotGame has no bearing on the player’s success or failure, making it a nice but meaningless feature. Rosenstock readily admits this to be a problem, and discusses the challenges inherent in turning musical improvisation into a game.

Games and music share the verb “to play.” But in both domains, the word play has several distinct meanings. Rosenstock pithily equates play with freedom, and games with rules. He introduces the term paidia, meaning childlike play: spontaneous and unruly. The musical equivalent would be free jazz and other radical improvisational forms. By contrast, there is play as ludus: games with ordered rules, ranging from chess to basketball, along with nearly all video games. Here the analogy is to classical music, as well as more formally bound jazz styles like bebop. Ludus permits improvisation as well, but within much tighter constraints.

Like other music video games, iGotBand is an example of ludus. The improvisation aspect is a dash of paidia, but again, this aspect of the game has no bearing on the win condition. We can hardly blame Rosenstock for this shortcoming. How would one possibly devise an unambiguous system of rules for judging improvisation that meet the requirements of ludus?

Improvisation can certainly be done well or badly. I’m better at it than my beginner guitar students, and Thelonious Monk was enormously better at it than me. But how could you quantify what makes Monk better than me, and me better than my students? I doubt that such a quantification is possible, even in theory. Rosenstock makes a vague gesture in the direction of social networking as a solution, but this doesn’t address the problem. People on the internet would vote for whichever improvisation they preferred according to whatever inscrutable criteria we use to judge any creative work. There would still be no unambiguous win condition that would meet the expectation of a gamer. Improvisation might superficially resemble a game, but Rosenstock inadvertently demonstrates how fundamentally incompatible it is with a competitive set of rules.

A better direction for music games would be to remove the win condition entirely, and turn them into expressive media. The Guitar Hero interface could work well as a beginner-friendly production and composition tool. It could present familiar song forms like twelve-bar blues and some suggested riffs that the player could alter at will. The pioneering music game FreQuency included a mode where the player could remix the game’s song library. A further convergence between the gentle learning curve of the game world with the open-endedness of music software like Logic or Ableton Live would invite a great many people into making their own music, rather than just passively consuming it.