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Going for Broke
Example:
Adaptive Sentence Texture with Meter, Rhyme, and Transitions
(HEROIC cue)
Captain Brave-O, he's our man
Bravest soul in all the land
Hard as steel and twice as smart
Tough as nails and…
(SPOOKY cue)
…knows these parts
Wow, it's really scary here:
Smells of fish and smells of fear
Is that a shadow moving there?
Damn seals could be…
(COMBAT cue)
…oh, beware!
Bam boom bang, ker-chunk, ker-splat!
Filthy seal, do you like that?!
Seal bits flying everywhere
In a frenzy, just don't care
When, oh when, will the…
(VICTORY cue)
…seals try again?
Victory is ours, my friends!
Knowing
Your Arsenal
As these
examples get progressively high-level in terms of structure, I am
reminded a little bit of the Seal Hunter weapon selection options.
The UltraNinja2000 (a light, fast club) is perfect for lightning strike
strategies, but doesn't do very much damage. The more expensive Crusher
is slower and difficult to wield effectively, but makes an impressive
impact when it connects! Each weapon has its place, and is useful
in different game situations. In fact, choosing the right tool for
the job is a big part of winning the game.
The same thing is true of the different adaptive strategies that we
have examined. Each has advantages and disadvantages. There is no
one perfect choice that is right for every game context. The best
approach is to use all of them as necessary, applying the most effective
solution on a case by case basis. "What do we want to hit the
player over the head with for this part?" Choosing the right
tool for the job is a big part of winning the game. It also helps
to have a secret weapon handy…
Adaptability
at the Letter Level
Those
of you who have been paying attention to the structure if this paper
will have been expecting either A) an example of adaptive poetry combining
multiple approaches or B) "Adaptability at the paragraph level."
Instead, in a surprise move, I am unveiling a secret weapon that's
been hiding under our noses all along!
It's easy to overlook adaptability at the letter level because we
don't normally think of packing much useful meaning into a single
letter. If we could, it would offer incredible advantages in terms
of flexibility. (Even faster than the UltraNinja2000!)
Example:
Adaptive Letter Texture
(The
level begins as Captain Brave-O enters heroically. Poem mood: HEROIC)
thbifaarakopthbifaarako (The landscape changes;
seals are nearby. Switch poem to CREEPY) pthbifaarakopibysal
(Seal surprise attack! Switch poem to COMBAT) TLSWERIPIAMISFORAHACAA
(The last seal is subdued but the territory is still scary.
Also, Captain Brave-O's health is low. Switch to CREEPY, INJURED combo)
uwocbrpuacvpitiaadb
Shockingly,
that little example of pure adaptive letter texture was packed full
of meaning! How could this be? Well, don't forget that the game is
its own narrative. The player already knows what's going on. Our job
as adaptive poets is to merely to enhance the mood of the story --
telling it is somewhat redundant. Still, adaptive letter texture on
its own is somewhat limited in terms of what it can express.
(HEROIC) The real power of adaptive letter texture is its ability
to com-(CREEPY)-bine with other techniques. It is fully com-(COMBAT)-PATIBLE
WITH ALL OF THE OTHER APPROACHES THAT
WE HAVE DISCUSSED. IT COULD even BE
USED TO add AN
ADAPTIVE element to PRE-COM-(CREEPY,
INJURED)-posed material… and even com-(NEUTRAL,
INJURED)-pletely unrelated prose!
Notice too that with this technique we've added an "analogue"
element to our mood swings. Instead of limiting moods to either ON
or OFF, BLACK or WHITE, we've added some shades of gray (and red…).
For instance, the frequency of red characters (or completely red words)
can indicate the status of Captain Brave-O's health meter, without
interfering with the content or structure of other levels.
Seal Hunter:
The Final Battle
Now
that I've introduced my secret weapon, I'll leave you with one final
example. The final example demonstrates how one might combine some
of these approaches into a complete adaptive game poetry solution.
Don't forget that the purpose of this exercise has been to learn something
about adaptability in structured art forms, so that we can apply it
to making interactive video game audio soundtracks. Meanwhile, think
about the example that follows. What techniques are being used? Why
did the game's Poetry Director make the choices he did? How much would
this cost to implement and produce?
Example:
Seal Hunter, Level 10
Captain
Brave-O's back again,
He'll kick tail in Level 10!
Go Captain Brave-O, Go!
…
…
Tum
te tum…
…
…
Tum te tum…
…
Tum
te tum…
…
Tum-tum…
…
Tum-tum…
…
Tum-tum tum-tum…
…
Tum-tum tum-tum tum-tum tum-tum tum-tum tum-tum tum-tum tum-tum
SEAL ATTACK! SEAL ATTACK!
THIS ONE'S BIG BUT DON'T TURN BACK!
GO CAPTAIN BRAVE-O, GO!
BAM KER-CHUNK OW! KER-SPLAT HOOK bat FRAY SLAY BANG ker-splat OW!
bat SLAY SLAY ker-chunk bam ker-splat SLAY slay slay
His breathing slows, the battle done
This war, he knows, is far from won
And though there's not a seal in sight
It's far too quiet to be all right
…
…
Tum
te tum…
Annotated Bibliography
Hofstader,
Douglas R. Gödel, Escher, Bach - 20th Anniversary Edition:
An Eternal Golden Braid. New York: Basic Books, 1999.
Hofstadter,
Douglas R. Le Ton beau de Marot - In Praise of the Music of Language.
New York: Basic Books, 1997. Both Hofstader works explore symbol
and meaning, form and content. The former has cognition and self-awareness
as its central theme, while the latter is about communication and
relationships. Hofstader draws deep and engaging analogies between
his themes and the systems and structures that he explores (math,
art, and music in the former; poetry, translation, and language in
the latter). Frequently (particularly in GEB), the very structure
and/or form of his writing demonstrates the content - an impressive
device that adds an extra dimension to his exposition. Both of these
books contributed enormously to the form, content, and even tone of
my little paper.
Jourdain,
Robert. Music, the Brain, and Ecstasy - How Music Captures Our
Imagination. New York: Avon Books, Inc., 1998. A very broad
survey of the phenomenon of music, from the physical and biological
to the psychological and the sublime. Not an academic reference work,
it's very readable - yet obviously exhaustively researched across
many disciplines. Especially interesting to me were the explorations
of how different elements of music (particularly patterns at different
structural levels) are processed in different parts of a listener's
brain, and the incredibly complex relationships that are involved
in even the perception of music. OK, put it like that and it sounds
boring, but seriously - anyone who is even remotely interested in
music or audio will thoroughly enjoy this book. I'm not kidding, buy
it! The takeaway is universal, despite a fairly western-classical-tradition-centric
focus. Room for a sequel I guess…
Schoenberg,
Arnold. Fundamentals of Musical Composition. London: Faber
and Faber, Ltd., 1970. You wouldn't think that one could learn
how to compose from a book, but something special clicked into place
for me with this one. Partly the timing was just right - years of
intensive training probably had something to do with it… Whatever
it was, I really did understand music differently after reading this
book. Unexpectedly (considering Schoenberg's prominent role in the
deconstruction of tonality), the book limits itself strictly to traditional
classical composition. It doesn't discuss or challenge tonality at
all; it merely explains how and why the structures work. Despite the
specific focus, there are lessons to be learned here about cohesiveness
of form, repetition, and variation that can be applied to structures
in any genre (…any medium?). Kind of an enigma is that the structure
of the book itself is confusing at some points almost to the point
of loosing the point entirely. Also, unlike the other works cited
in this bibliography, it's extremely dry - unless you're really interested
in classical music theory. Nonetheless, for me it was a gem. Grab
it… if you can find it!
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