Production Analysis: Idea
The concept of my project, "Synesthesia", is a music visualisation game in the gameplay genres of "rhythm" and "shmup". A rhythm game involves the gameplay responding to the music playing in the game. Examples include Guitar Hero, Audiosurf, Harmoknight and Theatrhythm Final Fantasy. A shmup, or 2D shooter, is a genre where the gameplay “takes place in an environment viewed from either a top-down or side-view perspective... In many of these games the player is under attack by overwhelming numbers of enemies and must shoot them as fast as possible”. (Adams 2010, p.393)
Examples of shmups are the Darius series, Space Invaders, R-Type, and the Touhou series.
“Synesthesia” uses a side-view perspective, mimicking the bars of musical notation.
The audio, visuals and gameplay are all directly connected to each other; with the audio forming the direct basis for the two other aspects.
The wider project goal was to manage the development process of a game, from the concept development to the realization of that concept. This includes the planning, research, time management and user testing of the project.
Since the audio visualisation angle suggests a focus on user-provided content - i.e. the user's own selection of music tracks - the technical and design aspects will centre around procedurally generated content, as opposed to pre-designed elements; for example, instead of creating specific levels, creating a method which can create many levels, given the user-provided content. This removes the need to design levels, a task not intended to be the focus of the project, whilst simultaneously providing an almost infinite amount of levels, which do not need background music to be created or licensed; the decline of Guitar Hero was partly to do with the costs of licensing popular and well known music (Wired 2011), costs which aren't needed when the user provides the music.
Since the project was centred around music, I first looked at the patterns used in rhythm games, such as Guitar Hero and Audiosurf. According to Patterns in Game Design (Bjork and Holopainen 2005, p.364), for “Rhythm-Based Actions” which correspond with “non-dangerous activities”, there is usually “feedback to how well players are executing the actions”, which is provided by indicators and rewards which do not “affect the actual gameplay”. It also describes a possible consequence of “failing to keep the rhythm” as ending “extended actions” such as combos. These patterns led me to decide on a score-based gameplay system for my game: the only goal would be achieving a good score, so all penalties would be tied to the score. With this in mind, I decided that the levels would not have a drastic failure consequence such as a game-over. A drastic consequence, when combined with levels generated from data with a wide range of possibilities, could lead to the player becoming frustrated by being unable to complete a level, since they are not pre-designed. When the goals become score-based, the difficulty of a track does not matter, since the measure of “game mastery” would only be through comparing the scores achieved on that single track.
Having decided on a score-based gameplay system, I wanted to expand the idea. I focused on the connection between audio and visuals, one of the key concepts. Comparing the visuals of many game genres, I found that the most similar to the patterns of a music visualization were a certain type of “shmup”, the “bullet hell” shooter. An article on Rhizome (Bailey 2013) describes the visuals of what they refer to using the japanese term “danmaku” (bullet curtain) as where “...orb- or arrow-shaped projectiles form the atomic units of pulsating, multi-hued latticeworks and arabesques. Sometimes these designs will manifest as screen-swallowing circles with equidistant radii or spokes...”.
The article suggests that these games are played as much for the “bewildering” aesthetics of the bullet patterns as for the challenging gameplay. Comparing images of music visualizations and bullet hell shooters shows similarities in their patterns, so the many brightly-coloured bullets of this type of game seemed a perfect fit for objects to be generated from music data.
The player goals of a shmup also commonly include score-based goals.
With this chosen, I began to integrate many of the patterns of a shmup into my concept. The Fundamentals of Game Design (Adams 2010, p. 393) states that “The action in 2D shooters takes place in an environment viewed from either a top-down or side-view perspective.”
Having looked at the top-down style, I researched games which used a side-on view. Once again, I compared them to music visualisations, and I also compared them to rhythm games. Here I also found similarities in layout. The music related visualisations/games are mimicking the layout of a musical score, with the notes displayed at different vertical heights depending on pitch. Although the side-scrolling shooter is not based on the layout of musical notation, the musical layout could easily be adapted into it.
Another phrase I noticed from the article about danmaku games (Bailey 2013) is that “Arcade gamers must learn very quickly... to view these tantalizing clusters of glowing globules or phosphorescent spear tips as the primary focus of their visual attention”.
In rhythm games, the primary focus of attention is the notes themselves – they are what is acted upon by the player. In bullet hell games, the player ends up focusing on the bullets due to their visuals. And since the concept involves using the notes of the track as bullets, I decided I should combine the ideas, and make the bullets themselves the target.
Looking at this idea after user testing, and after the completion of the game, I think it works well for slower, simpler tracks, which were what was used in user testing as well as development. Faster tracks with more notes may be more overwhelming, though there is not the frustration of a game-over.
Bjork, S. and Holopainen, J., 2005. Patterns in Game Design. Hingham, MA: Charles River Media, Inc.
Adams, E., 2010. Fundamentals of Game Design. Second Edition. Berkeley, CA: New Riders.
Bailey, T.B.W., 2013. The Danmaku Game as a New Optical Art, Part 1. Available from: http://rhizome.org/editorial/2013/feb/7/danmaku1/[Accessed 23 May 2014]
Wired, 2011. Activision Bails out of Guitar Hero, Cancels Games. Available from: http://www.wired.com/2011/02/guitar-hero-canceled/[Accessed 23 May 2014]
Ruckman, J., 2006. Whitney Music Box Variations. Available from: http://jruck.us/post/41109046184/whitney-music-box-variations[Accessed 23 May 2014]
Square Enix., 2014. Theatrhythm Final Fantasy. Available from: http://www.theatrhythm.com/[Accessed 23 May 2014]