Sunday 30 June 2013

Video Game Music Is Better Than Beethoven


The normally staid and fusty world of classical music aficionados became embroiled in a rather strange internal row earlier this year. For several years now, a leading UK classical radio station has conducted a listeners' poll to determine the best-loved pieces of classical music. The resulting chart ranked Rachmaninov's Second Piano Concerto as the listener's favourite. No great surprise there. However, two of the remaining top five places in the chart went to music composed for PC or Video games; Nobuo Uematsu's music from the Final Fantasy series of video games was placed at no. 3 in the chart, while Jeremy Soule's soundtrack to The Elder Scrolls was ranked at number five.



This meant that Mozart and, for the first time in its seventeen year history, the great Beethoven, were excluded from the upper echelons of the chart. This proved too much for many classical music lovers who lost little time in denouncing the poll as a travesty of cultural "dumbing down" while taking a sideswipe at the genre of video game music as unworthy of consideration alongside mainstream classical music.
But is this fair? After all, for many years, serious classical composers such as Vaughan Williams, Shostakovich and Gershwin have lent their talents to writing film scores which have since become accepted as part of the mainstream classical repertoire. Even composers such as Bach, Mozart and Haydn made their bread-and-butter living from patronage and commissions.

As many contributors to the debate which the controversy has generated have pointed out, much of the work produced by composers for PC and on-line games is steeped in the rich tradition of serious orchestral work. The fact that the prestigious Ivor Novello prizes now recognises video game music as a specific category in its annual awards suggests that the musical establishment agrees with many members of Classic FM's more open minded audience.
While early video game music was largely limited to simple midi based repetitive patterns, the genre has expanded rapidly to the point where the music used for titles, cut scenes and actual gameplay receives almost as much attention as any other aspect of game design. Composers regularly use full size symphony orchestras to produce the range of musical textures required to support and enhance the experience of the game and gameplay.

There's even an element of insider humour creeping into some video game compositions, for example David Bergeaud's music for the pirate sequences in Ratchet and Clank - Tools of Destruction aimed a knowing nod at the music produced by Hans Zimmer (himself no stranger to video game musical composition) for Pirates of the Caribbean.

Compositions for video games are also becoming available to buy as pieces of music in their own right, either as downloads or as part of compilation albums, further advancing their claim to be taken seriously as part of overall mainstream classical and orchestral music. It seems likely, perhaps within the next decade, that no-one will think twice about considering music written specifically for PC and video games as no less serious or worthy than film scores, musicals, or indeed any other category within the rich, broad church of high quality orchestral music.

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Article Source: http://EzineArticles.com/?expert=Lionel_Mepham

Saturday 29 June 2013

Trends Of Mobile Gaming

Anyone can play mobile games; it's not an issue of age, gender, or geography (however, kids surely dominate in this area). Mobile games can be played anywhere, on tablets and smartphones; and the former are especially great for such pastime. Games top other mobile app categories in the stores, and receive new opportunities with every fresh platform version and sophisticated hardware. Sales of mobile devices go up, and the game industry is blooming, profitable and changing. Trends of mobile gaming come and go; and some hold position, because they simply work. And which mobile gaming trends and rules do we currently have at disposal?



Popular games can appear out of the blue. A catchy game with all the necessary ingredients can always become an instant hit; surely, with well-planned and well-implemented promotion behind its back. It can be simple, which is perfect for brief time-wasting. It can be innovative, which is perfect for experienced gamers; because nobody needs simple clones of popular games. But an idea can be taken to shape it into something unique; and it's often better not to overcomplicate things - find a balance instead.

Freemium or one-time paid? There are various ways of gathering revenues; for each game you can choose a perfect one. In general, freemium model is more profitable potentially. You allow users to enjoy the experience of an ad-free game, then offer them in-app purchases to improve it (buying virtual goods and features). That's really great for multiplayer games; this way has been feeding desktop online games for a long time. The second way often works as try-and-buy: users can try a free version of the game (usually ad-supported), then can purchase the ad-free and full-featured one. Works for ad-haters, of which there are many. Both of these models work, think which one's better for the specificity of your game.

Tablet wins. Tablets are great not only at browsing through the Internet and some cloud-stored databases that you use in work. Tablets are great at gaming. You usually play smartphone games when you need to kill some short amount of time. But a richer experience can be provided by tablets, which allow to dive deeper into the environment. For numerous gamers that is a must. That's why tablet users are more engaged, download more and pay more. You can't carry game consoles everywhere. Perhaps you don't carry a laptop everywhere either. Tablet is a perfect combination of mobility, screen size, work and entertainment. What's more, tablets currently outship PCs, game consoles, and even laptops - they peak at popularity. What else is required to call it a winner?

Online + Multiplayer = Win. Obvious, isn't it? The boom of multiplayer desktop games went mobile. Gamers gather together and compete with each other online; and that is sure to last. There is also such thing as cloud gaming, which is easily accessible for gamers, and cheaper as well. They can also gather gamers from different mobile platforms.

Augmented reality has so many areas of application - perhaps any industry can find a use of this technology, from health care to education; and mobile gaming is just one of them. Augmented reality perfectly suits here and offers a worthwhile playing experience to gamers. Anything that's surrounding can become a part of the game environment; this can be successfully applied to numerous game concepts.

These tips might prove helpful to those who think over launching a mobile game project. You should also remember that people learn about new games mostly through recommendations of friends and acquaintances, who can easily advise something according to the person's interest. Other spread ways include top lists in application stores and specialized websites. Take note of this before you plan promotion. May success be with you!

Article Source: http://EzineArticles.com/?expert=Oleg_Lola