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November 10, 2009 4:00 AM PST

Music industry bows to point-and-shoot cameras

by Daniel Terdiman
  • 57 comments

This photo of U2 lead singer Bono, shot during U2's Rose Bowl show on October 25, by amateur photographer Bruce Heavin, was taken with a Canon PowerShot G11, and is representative of the high-quality pictures that ticket-holders can easily take these days at concerts and other events with point-and-shoot cameras. Note the people in the picture snapping their own images of Bono.

(Credit: Flickr user Bruce Heavin)

At last month's huge U2 show at the Rose Bowl in Pasadena, Calif., how could you tell the difference between the professional photographers and your average amateurs?

Answer: the professionals were the ones whisked away after Bono and friends finished their third song, and the amateurs were still there, happily shooting to their heart's content.

Nearly every person at any show these days is going to have some form of camera with them, be it a point-and-shoot, an iPhone or some other camera phone, and it seems that there is almost no way to imagine keeping all those devices out.

That new reality is forcing an increasing number of bands to come to grips with the fact that they can't really control the images from their shows, and that, for the most part, they're better off letting fans cram Facebook and Flickr with such pictures anyway.

"It's an acknowledgment of the way technology is changing, and how much digital cameras have become a part of our lives," Rob Sheridan, the creative director for Nine Inch Nails, told CNET News. "Now that everyone has video and still cameras in their phones, and pocket digital cameras take HD video and great quality pictures, not only is it impossible to keep cameras out of shows, but it's fighting an increasingly uphill battle against what is now a cultural norm: people freely documenting their lives and the things they do to share it with friends and family."

In fact, the only people who may emerge frustrated from this new paradigm are the professionals. For those shooting with credentials, the phrase is "three songs and you're gone," said Bob Carey, the president of the National Press Photographers Association, meaning that pros are generally allowed to shoot from a designated "pit" near the stage during a band's first three songs, and then they have to leave.

Last month, I was one of those sporting a photo pass at the 96,000-fan U2 Rose Bowl show. And even as I was clicking away during those first three songs, I was acutely aware that there were hundreds of people even closer to the stage than I was, toting cameras capable of taking some pretty great pictures. Indeed, a quick Flickr search confirmed just that.

Little dynamos
Many of those fans--and thousands more throughout the Rose Bowl that night--were shooting with nothing more than a camera phone. And no one worries about the dissemination of images taken with devices like that. But some people were shooting with cameras like Canon's new PowerShot G11, a little 12.5-ounce, 10-megapixel dynamo much more than capable of producing professional images.

Shot with a press credential from the photo pit and with a digital SLR, this CNET photo is not all that distinguishable from the photo (seen above) by amateur Bruce Heavin, which he took with a Canon PowerShot G11, a point-and-shoot camera.

(Credit: Daniel Terdiman/CNET)

So, while the professionals are being ushered out after those three songs, how is it that the fans are able to keep shooting?

The answer is camera policies in effect at concerts, which are almost always defined by the bands themselves. And conversations with people throughout the music industry make it clear that while there are no standard policies, and that the rules run the gamut from "anything goes" to "no pictures, please," artists today are increasingly tolerant, even encouraging, of fans taking all the pictures they want.

Look, for example, at the Nine Inch Nails Web site, which spells out the band's open camera policy, "inviting fans to capture the events with anything from a cell phone to a hi-def video camera." The reason is clear: "The results have been overwhelming, filling our own galleries with thousands of images and videos from every show, and inspiring a number of ambitious fan-sourced video projects within the NIN community. Some of those projects are starting to surface now, and we couldn't be happier with the way the fans have organized themselves and created some truly impressive work."

Further, Sheridan told CNET News, even the proliferation of pictures of the band's shows taken by fans hasn't hurt its commercial interests.

"Despite the fact that our fans take thousands and thousands of their own photos at each NIN show with whatever camera they'd like, we still sell prints of live photos taken by me through a Web site called frcphotos.com," said Sheridan. "This is presumably the type of thing that other acts would be trying to 'protect' by limiting photography at shows, but we've found that fans are still eager to purchase reasonably-priced professional prints, often taken at angles or distances that only someone working for the band would have access to."

Some artists are clearly concerned about fans' rights to take pictures, and go so far as to issue reminders when there are restrictions. For example, the indie rock due, Tegan and Sara, have sent tweets saying things like, "Hollywood Bowl restricts cameras that are deemed professional. This usually means cameras with a removable lens. So keep that in mind!!!"

And, of course, other rock stars are not at all behind the notion of fans taking pictures. Among those are said to be Prince, Kanye West, Bjork, and others. At shows by those artists, security is known to assiduously stop people from taking pictures of any kind, even with camera phones, though one wonders just how effective such policies can be.

Less anti-camera attitudes
But clearly, anti-camera attitudes are becoming less and less prevalent these days.

"It's something that artists have come to realize they have no control over," said Abe Baruck, a manager who works with big-name acts like Journey, Clint Black, and Peter Wolf. It's "more a realization that this is just the way people enjoy entertainment. They want to capture something for their own nostalgia (and it) just doesn't go anywhere other than for their own use."

That thinking is likely what is behind the restrictions on specific kinds of camera equipment at some shows, like U2's, and on professionals.

Even though millions of amateur photographers now own digital SLRs, there is still a mindset in the entertainment industry that anyone toting one at a concert is a professional and therefore should be limited in where and how they shoot.

That's why some bands, like U2, make a point of allowing fans to take pictures, so long as they stick to lower-end equipment. "Since 2001, U2 has openly allowed fans to bring cameras to their shows," reads the FAQ on the site U2tours.com. "Your camera, however, must be a point-and-shoot camera; DSLRs are not allowed."

"It's just a very simple calling card saying, 'I'm a professional media person,'" Philip Blaine, a producer with Coachella promoter Goldenvoice, said of photographers with digital SLRs, "'and I know how to utilize this media in a professional manner.'"

And while it's generally bands that are setting camera policies, some venues have also asserted control over what fans can and can't bring.

One example is the Hollywood Bowl, in Los Angeles. As evidenced by the tweet from Tegan and Sara, that venue imposes restrictions around certain kinds of equipment. A Hollywood Bowl spokeswoman said that that venue won't let ticket-holders bring in professional-grade equipment.

Professional sports seem to largely work the same way. According to NFL spokesperson Brian McCarthy, football fans are allowed to bring in any kind of still camera--though lenses are restricted to less than six inches long, for security reasons--they want. That policy is standard across the entire NFL, McCarthy added, and prohibits fans from bringing in any kind of camcorder.

The same basic policy applies to other sports, too. According to Nick Ohayre, a spokesperson for the NBA's Golden State Warriors, fans are free to carry and use cameras at basketball games, so long as they don't use flash and don't bring large, professional equipment.

But over time, as the technology improves, it may become more common and force sports leagues and entertainers to pay more attention to what's happening with imagery taken by the thousands of small devices fans bring with them to events, especially as the quality of pictures from those devices is often good enough for professional publication and licensing.

Some even think that band representatives need to do a better job of keeping up with what's possible in technology.

"I don't think they're aware of some of (what's possible) with new devices," said Carey of the National Press Photographers Association. "I don't think they've figured out the nuances of what point-and-shoots can do with photos and video."

But the increasing permissive attitude toward letting fans shoot whatever photos they please may simply come down to the realities of what it would take to do a serious search of every one of the thousands of people who go through an event's gates.

In the old days, said New York freelancer Lia Bulaong, if she wanted to sneak a camera into a show, she would hide its battery in her bra and then convince security she had brought her powerless camera into the show in order not to risk it being stolen from her car.

But in the last two or three years, she said, such subterfuge is pointless.

"No-camera policies just became extra ridiculous because pretty much everyone has a camera in their phone," Bulaong said. "Venues can't turn away camera phones and will never the capacity to check them in like they do coats and bags."

Plus, she pointed out, more and more, the bands want to incorporate the fans' phones into their shows.

"The one thing you will see at every concert now, regardless of the artist, is the moment when everyone has their camera phone out and the venue is awash in tiny lit up screens."

October 26, 2009 4:39 AM PDT

The tech behind U2's record-smashing tour

by Daniel Terdiman
  • 21 comments

The Edge and Bono perform before 96,000 fans during the U2 360 concert Sunday at the Rose Bowl in Pasadena, Calif.

(Credit: Daniel Terdiman/CNET)

PASADENA, Calif.--If you were one of the 96,000 people packed into the Rose Bowl Sunday night for the U2 concert--said to be the largest concert ever held here--you were sharing the experience with at least a few other fans off-site.

There's no way to know yet how many exactly, but it's safe to say millions of people around the world were also watching the concert live on YouTube, a potentially server-crashing Webcast that may have been the biggest live-stream yet.

For months, the band has been on tour with its U2 360 concerts. And to top off the grand claims, it has been called the biggest rock tour in history, at least as measured by the size and cost of its infrastructure--more than $750,000 per show, according to Rolling Stone.

Only days ago, the band announced that it would share the Rose Bowl concert live, with fans across the globe. Just before the band came on stage, a roadie calling himself Rocco got up in front of the crowd of 96,000 and said, "Tonight, you are the ones making history," shouting out that those in attendance would be joined by viewers in "North America, South America, Europe, Africa, Asia, Australia, and Antarctica."

For its part, YouTube wasn't sharing much about how it put together the live stream. Before the show started, there was some discussion among reporters on hand at the Rose Bowl about whether YouTube would be up to the task of delivering the show to so many people, live, on so many continents. But if Twitter is any judge, the live-stream went off almost without a hitch. More to the point, a Twitter feed set up on the official YouTube U2 page showcased comments in a wide variety of languages from Webcast viewers.

Back at the Rose Bowl, in an effort to rally the capacity crowd, the concert-goers were told why this show was chosen by YouTube: "Because right here is where the greatest singers of U2 songs are....Tonight, we need to hear your voices, and to hear you sing. Can you do it?"

In response, the crowd roared its agreement, and indeed, throughout U2's approximately two hours on stage, there were several emotional moments when U2 leader Bono stopped singing and let the audience take over the vocals. These were truly beautiful and awe-inspiring moments, as there is very little on Earth like the sound of nearly 100,000 people singing together.

Ironically, no connectivity
These days, you can find out what's happening at just about any event by turning to Twitter. But at the Rose Bowl, this wasn't the case. It turned out that there was nearly no connectivity, and so there seemed to be a dearth of tweets sent from inside the concert. Still, because the show was being watched by millions of people around the world, there is certainly no shortage of posts on Twitter about what was happening.

That's an ironic turn of events, though, and not at all what I expected. I thought there would be a steady stream of tweets emanating from the Rose Bowl, and I had expected to send many of them myself. Instead, this highly tech-centric concert was ground zero for a disconnected audience. We were truly "stuck in the moment," to quote one of U2's hit songs, though I doubt anyone wanted to "get out of it."

A YouTube representative did tell me prior to the show that the service was using 24 cameras to film the concert, as well as 24 additional closed-circuit TV cameras. Further, he said YouTube was offering its stream at three different qualities, so that almost anyone could watch, regardless of the speed of their Internet connection.

The YouTube U2 page with the stream of the concert, albeit a rebroadcast. But millions around the world watched the Rose Bowl concert live on YouTube.

(Credit: YouTube)

Having YouTube produce such a major Webcast is fitting, given the size and scope of the U2 360 tour. Among its facts and figures are tidbits like this: the 360-degree stage--which allowed huge numbers of fans to watch from behind--featured a 90-foot-tall steel structure, topped by a center pylon reaching 150 feet in the air; the innovative video screen atop the stage weighs 54 tons, is 4,300 square feet when closed, and is 14,000 square feet when opened; the screen itself is comprised of more than a million pieces, including components to illuminate 500,000 pixels, as well as 320,000 fasteners, 30,000 cables and 150,000 machined pieces.

The incredible expanding screen
The video screen, according to information provided by the band's publicists, is "broken into segments mounted on a multiple pantograph system, which enables the screen to 'open up' or spread apart vertically as an effect during different stages of the concerts."

I didn't think I'd ever seen such a thing before, and it just about made my jaw drop when I noticed it. Already, the screen was a sight to behold, but it didn't seem all that big, especially when I thought back to what I'd seen the band do with video during its U2 3D film.

The U2 360 video screen featured an expansion system that allowed it stretch to a size more than three times what it is when closed.

(Credit: Daniel Terdiman/CNET)

Well, it turns out I was right: I hadn't seen anything like this before, and neither had anyone else who hadn't been to one of the U2 360 shows.

"The video screen is the first LED screen to be based on a geometric system that allows it to expand in two directions simultaneously," U2 360 architect Mark Fisher told CNET News in an e-mail interview. "Video screens are normally flat panels that track like closet doors, or slatted panels that roll up like garage doors. The 360 degree screen uses a scissor-like motion to expand in two directions. It starts as a solid elliptical ring approximately 20 feet deep, and transforms into form a cone-shaped mesh 60 feet tall."

Fisher added that this is the first time such technology--what he called "transforming geometry"--has been used to "change the shape of a video screen."

And while Fisher said that, in general, the technology behind U2 360 isn't in and of itself new, the way it's being used during the tour most certainly is.

"The show employs a large number of computers and electric motors to control the motion of the screen, and there are large numbers of computer-controlled moving lights," Fisher said. "The video on the screen is also created using powerful computers that 'map' the picture onto the transforming screen. All of this automation and programming is possible because the computers available in 2009 and more powerful, and cheaper, than they were when we created the Vertigo tour in 2005."

Google Earth
Another piece of technology used for the tour--at least in a way that U2's fans can interact with--is Google Earth. Fisher explained that the stage's designers decided it would be fun for fans to see the huge structure on Google Earth.

"So we hooked up with the folks that run the operation, and they agreed to let us put 3D models of the stage into the 3D models of the stadiums where it plays," Fisher said. "The 360 degree stage is turned around in each stadium in six days (and) the models stay in each city on Google Earth for slightly longer."

U2 used Google Earth to give fans a sense of how the stage in its U2 360 tour was built. Here is the London site.

(Credit: U2)

On U2's official Web site, the band explained what is going on with the Google Earth project: "If you're following the tour as it moves around...there's a very cool new feature on Google Earth--a model of the 360 stage, in situ, at the venue, about a week ahead of each show."

The site also explained that the model that fans see could be red, green or blue, with each color corresponding to one of three "steel teams" that "leapfrog each other from city to city to build the stage in each stadium."

Fisher also weighed in on the site with the real reason why the band chose to implement Google Earth: "We thought it would be interesting to put up on Google Earth a piece of portable architecture, which is what this structure is," he wrote. "In a way it's got no practical purpose...except that it's fun!"

October 20, 2009 4:00 PM PDT

U2 concert to be streamed live from Rose Bowl

by Daniel Terdiman
  • 4 comments

A scene from the Boston show of U2's 360 show, what has been called the biggest rock show in history. This Sunday's show, at the Rose Bowl, in Pasadena, Calif., will be streamed live on YouTube.

(Credit: U2)

U2 fans who can't make it to the band's giant concert this Sunday evening at the Rose Bowl in Pasadena, Calif., don't fret: you'll be able to watch anyway.

The band has announced that it plans to stream the concert on YouTube, and fans around the world will be able to tune in to watch it live.

"The band has wanted to do something like this for a long time," said U2's manager, Paul McGuinness, in a statement on the band's Web site. "As we're (already) filming the LA show, it's the perfect opportunity to extend the party beyond the stadium. Fans often travel long distances to come to see U2--this time U2 can go to them, globally."

According to the BBC, this is not U2's first experiment with live streaming. The band "allowed fans to watch a Boston date of their Popmart tour in 1997 via Microsoft's MSN Web site," wrote the BBC.

In addition, YouTube has also experimented with large live events. Around 700,000 people watched its YouTube Live concert/variety show in November, which was streamed from San Francisco and featured several celebrity acts including pop stars Katy Perry and will.i.am.

U2's current tour, called U2 360, is said to feature the biggest rock show in history, at least as measured by the complexity of the concerts' infrastructure.

September 22, 2009 4:01 AM PDT

Audio speakers get a new look and feel

by Daniel Terdiman
  • 6 comments

The heck with decades of one basic way of making speakers. A Waltham, Mass., company says it has developed an all-new and much better system, and hopes to change the way the consumer electronics deliver sound.

The idea behind the new speaker technology, known as Edge Motion, from Emo Labs is to jettison the traditional magnet-and-cone model in favor of something a lot more space-efficient, an innovation that is crucial in today's environment of rapidly shrinking devices. According to Emo Labs CEO Jason Carlson, while flat-screen TVs, for example, are getting thinner and thinner and the picture getting better and better, the sound quality is going in the opposite direction.

Emo Labs plans to unveil its Edge Motion technology at DemoFall 09 Tuesday in San Diego.

According to Emo Labs, 'Unlike traditional speakers that operate like linear pistons, Edge Motion audio technology uses force along the side of a diaphragm to produce sound waves.'

(Credit: Emo Labs)

As an alternative, Emo Labs proposes its new, patented, speaker technology: clear, thin plastic sheets placed over, say, a TV screen, that put out sharp and accurate sound courtesy of vibrations produced by a series of postage-stamp-size actuators on the sides.

And not only is this approach more space-efficient--though more expensive--than what has been in practice for more than 60 years, but it's also capable, using just a single plastic panel, of putting out stereo sound. That's done, Carlson explained, by sending signals from both the left and right sides of the membrane and "clamping" it in the middle.

Another important element of the system, he added, is that Edge Motion speakers can produce dialogue in the center of the panel, rather than on the sides. This is the approach used in movie theaters, where the speakers are directly behind the screen, Carlson argued, and something that has been lacking in existing consumer electronics.

To date, Emo Labs has been able to scale its speakers into devices as big as a 42-inch television. But Carlson said he's confident that the company can go bigger than that in the future. For now, it plans on selling its equipment directly to device manufacturers, and Carlson acknowledges that the system is more expensive than legacy speakers. However, he said, he hopes that the technology will catch on and allow for cost efficiencies over time.

And while he touts the sound quality of the new speakers, Carlson is not trying to position Emo Labs' system as appropriate for every device. In fact, he said, the company doesn't expect the equipment to be used in the main television in a high-quality home theater set-up with 5.1 surround sound, mainly because it's a hassle to install in such systems. Rather, Emo Labs is shooting to be the speaker provider for second, third or fourth TVs in the house, or computer monitors.

Will it work? It's hard to say. By costing more, Emo Labs is potentially limiting its market. But these days, device geeks want the best of everything, and so if the sound quality is truly superior, the company may well be able to find an audience. But without early adopters, it may be in trouble.

For CNET News' latest coverage from DemoFall 09, click here.

September 20, 2009 11:50 AM PDT

Music by birds on a wire

by Daniel Terdiman
  • 6 comments

A Brazilian musician has just completed a collaboration with an unusual partner: a large group of birds sitting on telephone wires.

According to the Daily Mail, Jarbas Agnelli saw a newspaper photo of a large flock of black birds sitting on the wires and recognized that their configuration looked very much like a musical score.

Starting from there, he arranged and recorded a composition, using xylophone, bassoon, oboe and clarinet and, of course, the notes laid out by the birds.

Birds on the Wires from Jarbas Agnelli on Vimeo.

"The pleasing melody is not my invention. It was the birds' idea," Agnelli told the Daily Mail. "The notes are the exact position of the birds (in between the lines). The rhythm is a interpretation of their position, since there are no bar lines."

No word yet on whether the birds have engaged representation or what kind of royalties they will be asking for.

August 18, 2009 3:21 PM PDT

September 9, 2009, could be a Beatles perfect storm

by Daniel Terdiman
  • 45 comments

On September 9, the Beatles will release their entire catalog, digitally re-mastered for the first time, on CD. The same day, The Beatles: Rock Band will be released, and there is speculation of an Apple music-related event the same day. Could it be an entertainment perfect storm?

(Credit: The Beatles)

What is it with the Beatles and nines?

As my colleague Caroline McCarthy pointed out in March when the launch date (September 9, 2009) for The Beatles: Rock Band was announced, the band's song "Revolution 9" ends with the words, "number nine, number nine, number nine."

So clearly, the date 09/09/09 has at least some symbolic significance for the band. And now, in addition to that date being the launch of the Rock Band title, it was announced Tuesday that on that same day, the Beatles will release a CD box set of their entire catalog, digitally re-mastered for the first time, re-confirming reports from months ago.

At the same time, many people have been talking about the high likelihood of an all-music-related Apple event around some unknown product announcement on September 9. So, with all these facts--and some informed speculation--in hand, one has to think seriously that we may get a star-studded event with Paul McCartney and Ringo Starr (who, you may remember, showed up at Microsoft's E3 press conference to promote The Beatles: Rock Band) and, of course, Steve Jobs, to announce the availability of that same digitally re-mastered catalog on iTunes.

If that were to come to pass, it would seem to me an entertainment perfect storm. Of course, as is always the case with these things, we have to temper our enthusiasm because the most exciting speculation could well turn out not to be true. But if it does happen like this, well, it would easily be worth the price of admission.

As for today's news, EMI Music and Apple Corps--the Beatles' publishers--said that it took engineers at the famed Abbey Road Studios four full years "of utilizing state of the art recording technology, alongside vintage studio equipment, to create these amazing re-masters."

Having talked to the folks behind both The Beatles: Rock Band and the Cirque du Soleil's Beatle-themed "Love" about the re-mastering processes, I know that this is something that those involved with the band have been putting a lot of effort into over the last few years. And assuming that there will be a digital distribution element to this whole 09/09/09 thing, it's nice that after being very strict for years and years about how their music got out into the world, the band may finally have agreed to loosen the reins a little bit.

Of course, it's not altruism. There will no doubt be massive amounts of money flowing into the coffers of everyone financially involved with the band. And that's because even for people like me who already own the entire catalog on old mono CDs or records, there may be a few extra dollars available for legitimate digital copies of songs like "Hey Jude," "Yesterday," and "A day in the life."

But, of course, as of today, we don't know anything for certain about the Beatles and iTunes. What we do know is that The Beatles: Rock Band will have 45 songs, and that the digitally re-mastered CD collection will comprise all 12 Beatles studio albums--in stereo, no less--as well as "Magical Mystery Tour" and a combined "Past Masters Volume I and II," for a total of 14 titles on 16 CDs. The whole thing will be available, along with a DVD set of Beatles documentaries in one--presumably pricey--stereo boxed set.

Originally posted at Digital Media
August 10, 2009 10:00 AM PDT

Guitar Hero 5 gets ready to rock

by Daniel Terdiman
  • 16 comments

In the newest version of the Guitar Hero franchise, Guitar Hero 5, as many as four players can all play guitar at the same time, instead of just two. Further, any combination of instruments is now possible.

(Credit: Activision Blizzard)

SAN FRANCISCO--The first couple of weeks of September are going to be a banner time for music video games. On September 9 (09/09/09), the much-anticipated The Beatles: Rock Band will hit store shelves, just eight days after Guitar Hero 5 gets its chance to rock living rooms everywhere.

With the Beatles game, it's easy to imagine long lines and huge sales figures. After all, this will be the first time that any of the recent slew of music-oriented video games will feature any Beatles songs, let alone dozens of them.

But with Guitar Hero 5 (see video below)--has so much time gone by already that there could even be five Guitar Hero releases?--one has to work just a little bit harder to envision the big bucks that its publisher, Activision Blizzard, surely is hoping to bring in.

Still, the guys at Neversoft, the game's developer, have proven time and again that they know what they're doing. The Guitar Hero franchise has produced hundreds upon hundreds of millions of dollars in revenue and created a dynamic in which people everywhere are now comfortable picking up and jamming away on a guitar, albeit a plastic one with buttons instead of strings.

And with that in mind, one has to give the Neversoft team the benefit of the doubt for their new game, which will be released for all the major video game platforms.

On Thursday, I stopped in at a Guitar Hero press event here and had the chance to speak with two of the executives most responsible for the new game: Brian Bright, the project director at Neversoft for Guitar Hero 5, and Tim Riley, who oversees the Guitar Hero franchise's music licensing.

Among the big-name rock stars who appear in Guitar Hero 5 as characters is Carlos Santana.

(Credit: Activision Blizzard)

One of the things I was most interested in was the rationale for a new Guitar Hero game. To be sure, game companies like Activision Blizzard, Electronic Arts, and Take-Two have a mandate to generate massive revenues, and so franchises like Guitar Hero are tried and true in that regard. But in spite of that, each new edition of a franchise game has to have something significant to offer to entice enough customers to earn its keep.

To hear Bright tell it, the best rationale for Guitar Hero--besides its 85 new songs by 83 artists--is its "Party Play" mode in which players can jump in or out of songs any time they please, all with the click of a single button.

What that means, Bright added, is that Guitar Hero 5 will offer a potentially broad new audience an entirely new level of "accessibility," in particular because in the previous versions, many people playing for the first time would have found themselves needing a little hand-holding to get started. Now, he said, that's no longer the case, and players new and old will be able to easily and quickly go right into rocking out.

Another important Guitar Hero 5 innovation, Bright said, is an "any instrument" selection that will, for the first time, allow more than two people to play guitar at the same time rather than someone in a foursome having to play drums and someone having to sing. And even if there isn't a mad rush to grab a guitar, this features means that any combination of instruments is, for the first time, possible, whether a group is playing cooperatively or competitively.

Downloadable content
Given that many players of the game's previous iteration--Guitar Hero: World Tour--likely paid to download songs, Activision is making it possible to port most of those songs to Guitar Hero 5. The company said 152 of the 158 downloadable songs from the earlier game will be compatible with the new one, though users will have to pay a "nominal re-licensing fee," the amount of which the company hasn't publicly spelled out yet.

Among the innovations in Guitar Hero 5 is the ability for Xbox players to use their Xbox Live avatars.

(Credit: Activision Blizzard)

And that means that with the 85 songs Guitar Hero 5 comes with, plus new downloadable songs, the new game's players can have set lists of potentially hundreds of songs, Bright said.

I wanted to know a little bit more about how Activision persuades musicians to allow their songs to be included in Guitar Hero, especially after learning how the Beatles were won over for the forthcoming Rock Band game.

Riley, the publisher's music licensing specialist, said that as the Guitar Hero franchise becomes better-known, he and his team have an easier time of it. In part, that's because "the larger the game gets, the more known it gets within the (music) industry (and) with the artists themselves."

And that means that Riley and his team have now had the chance to get musicians like Arctic Monkeys and Elliott Smith--whom they've never worked with before--to contribute songs to the game. Indeed, he said Guitar Hero 5 features songs from nearly 20 artists who have never allowed their music to be in a video game before.

Of course, it doesn't happen overnight. In the case of Arctic Monkeys, Riley explained, it took multiple visits with the band to show them demos and explain what the Guitar Hero franchise is all about to get permission.

One big factor, Riley added, was being able to assure artists that their music is "safe" in Guitar Hero, meaning that users won't be able to easily pirate the songs from the game.

At the same time, he explained that for a lot of musicians, games like this are now seen as an attractive way to get their music in front of large audiences, particularly because the record industry is becoming more and more notorious for doing a poor job of helping distribute new music.

"Just by having a song in the game," Riley said, "kids become familiar with the song, or the artist, and will go out and buy (it) or go out and purchase more music from that artist."

Originally posted at Gaming and Culture
June 10, 2009 12:56 PM PDT

Will Apple offer ratings for iPhone games?

by Daniel Terdiman
  • 11 comments

A screenshot from the iPhone version of The Sims 3, one of thousands of games available for the Apple smartphone.

(Credit: Electronic Arts)

Most iPhone games are clearly appropriate for all audiences: puzzles, brain-teasers, mazes, and the like. But others, including some of the most fierce shooter games, may not be kid-friendly, at least from parents' perspectives.

But at least right now, there are no ratings for iPhone games, unlike for console or PC titles, and the president of the Electronic Software Ratings Board thinks that needs to change.

The ESRB--which is controlled by the video game industry's leading companies--rates games according to their content. The ratings include "C," for young children; "E," for everyone; "E 10+," for ages 10 and up; "T," for those 13 and up; "M," for ages 17 and older; and "AO," for adults only.

According to Kotaku, ESRB President Patricia Vance thinks it's a no-brainer that iPhone games should be rated, so that parents can have a sense of whether games on the hit mobile device are right for their kids.

"ESRB ratings empower parents to do their job," Vance told Kotaku. "Considering the fact that the vast majority of parents are already aware of and regularly using ESRB ratings, Apple's adoption of them for iPhone games seems like a no-brainer."

That's particularly true, Vance added, because Apple, in its announcements on Monday about the newest iPhone firmware upgrade, said it would offer the ability to block movies and TV shows on the iPhone based on content. But the company said nothing about games.

"Adding ESRB ratings to the controls (Apple) already plans to offer," Vance told Kotaku, "would give parents the ability to exert control over the games their children play as well."

The Entertainment Software Ratings Board rates games, but its president is asking why Apple has not offered such ratings for iPhone games.

(Credit: ESRB)

And Vance has a point. Games are clearly one of the killer apps for the iPhone, what with thousands of them already available on Apple's App Store, and many of them among the most popular apps. And while Apple attempts to filter submitted apps for some level of appropriateness, there have been many documented cases of apps of questionable taste making it through.

Apple did not immediately respond to a request by CNET News for comment.

One has to wonder if this is something Apple has thought about, or how much extra work it would take them to add ESRB-style ratings. On the other hand, adding the ratings would also create a situation where Apple might find itself embroiled in controversy if a game ended up having hidden--or difficult to find--content outside the applied rating. That, of course, is what happened with Rockstar Games' Grand Theft Auto: San Andreas in 2005, a scandal that reverberated across the games industry and into politics.

Perhaps Apple has decided it wants none of that.

Originally posted at Gaming and Culture
June 4, 2009 4:00 AM PDT

How 'Beatles: Rock Band' came together

by Daniel Terdiman
  • 22 comments

The appearance by Beatles Paul McCartney and Ringo Starr at the Microsoft Xbox E3 press briefing on Monday caught the world by surprise, and turned into a perfect way to formally introduce 'Beatles: Rock Band.'

(Credit: Daniel Terdiman/CNET)

LOS ANGELES--If you were among the thousands of people at Microsoft's E3 press briefing on Monday, it's a pretty sure bet that the appearance on-stage there of Paul McCartney, Ringo Starr, and Yoko Ono was one of the most unexpected things imaginable.

But if you think about it, the very existence of the game that led to their showing up during the Xbox press briefing, Harmonix and MTV Games' "Beatles: Rock Band," is even more surprising. After all, the Beatles have, over the years, maintained a stranglehold over control of their music. For example the Beatles are still the holy grail that iTunes has not yet been able to corral.

The game will be released on September 9 (09.09.09) on the Xbox 360, the PlayStation 3, and the Wii.

So how did the game come to pass?

Since the two remaining Beatles weren't able to come to the phone for this article, I decided to stop by the Harmonix booth at E3 and ask the game's lead designer, Chris Foster, for the skinny behind what has got to be one of the biggest coups in video gaming history.

Foster said the story begins a couple of years ago, when MTV President Van Toffler ran into Dhani Harrison, son of the late Beatles guitarist George Harrison, in some random social setting.

"It was just sort of through happenstance," Foster said. "Dhani was a big 'Rock Band' fan, and there was this sort of, 'Wouldn't it be nice if...but it'll never happen.'"

But being a "Rock Band" fan, Dhani Harrison took his idea to Harmonix CEO and co-founder Alex Rigopulos and began a conversation about what a Beatles version of "Rock Band" could be. Foster said that the idea seemed like a huge challenge, but, deciding to pursue it, Harrison began evangelizing the idea to Apple Corps, the Beatles' U.K. publisher, and its shareholders, particularly McCartney, Starr, and Ono.

"So then, from that point, it was just sort of getting them familiar with ('Rock Band')," Foster said, "and getting them understanding what the game could be like."

By now, the discussions were far enough along that Harmonix put together a simple demo of the kind of music and conceptual art that could be used in the game, Foster said.

And, amazingly, inexplicably, it worked.

Creative partners
"At that point," Foster recalled, things "moved to (the Beatles) being creative partners" in the project. One of the most vital things to happen at that point was the introduction of music producer Giles Martin to the "Rock Band" project. Martin, the son of the Beatles' original producer, George Martin, helped Cirque du Soleil put together its Beatles show, "Love."

That was crucial, Foster said, because Martin was able to help solve one of the most important problems any Beatles "Rock Band" game would have, adding multitrack capabilities.

"We needed multitrack," Foster said, "because in 'Rock Band,' (players) need to get (individual) feedback about whether they're playing well or not. So with all those pieces in place, we were able to do a demo of what the music (in the game) would be like."

As things progressed, the developers knew that to make the game feel authentic, they'd have to offer players real Beatles venues to play in. So they worked to add famous Beatles locations like Liverpool's famous Cavern Club, the Ed Sullivan theater, Shea Stadium, the Budokan in Tokyo, and the rooftop at Apple Corps.

Then, Foster said, the development team came up with the idea for adding psychedelic dreamscape visions to the game. The game's trailer (see below) does a great job of demonstrating that element, as do some of the best pieces of Cirque du Soleil's "Love."

'We respected them and their music'
To Foster, the chief reason that the improbable game ever came together at all is that "they liked that we respected them and respected their music. I don't want to put words in their mouths, but what was important to us was that we respected them."

That's one reason that the development team made sure to include venues where the Beatles had actually played famous shows. "We weren't shoving them into live venues that didn't make sense," he said.

Another important factor was the developers' adding the ability to include vocal harmonies as part of game play.

"Their music is so much about harmonies," he said. Adding vocal harmonies was something that had never been done in "Rock Band" before, but it was considered vital to accurately representing the Beatles' music in the game.

And that also presented the developers with a hurdle they had to clear.

"The challenge (was) making it so vocal harmonies were fun and challenging, but really accessible, and finding a way to put that in the game, without overwhelming" players, Foster said. "(We didn't want to make them) feel like they failed to sing like the Beatles."

Foster acknowledged that contracting with the Beatles was a huge win for Harmonix, especially when it's been clear for some time that "lots of people were thinking about doing it."

The game is already being anxiously awaited by players, developers, and industry executives alike, and for both game play and business reasons.

"Clearly, (the Beatles) saw an opportunity of reintroducing their music to the current music-loving consumer and it makes perfect sense for them as they try and manage their brand," said Nintendo President and COO Reggie Fils-Aime. "So I think it makes a lot of sense and, candidly, what the music industry is finding is that the games industry is a great way to drive music sales."

And for Microsoft, having McCartney, Starr, and Ono take the stage at the Xbox press briefing at the University of Southern California's Galen Center was a gigantic victory. A Microsoft spokesperson said that the appearance came about because the company is always talking to its publisher partners, including, in this case, MTV Games. And that as "Beatles: Rock Band" progressed, the Beatles decided that the Xbox press briefing would be a very appropriate place to announce the game.

Note to Sony and Nintendo: Work harder at finessing those publisher partner contacts, and next time, maybe the stars will pick your E3 briefing.

To Foster, a big part of what makes the game seem authentic was that the designers concentrated on "telling the Beatles' story" but still finding a way to do so in the context of a "Rock Band" game that fans of both the band and the game franchise would appreciate and recognize. And also because the game will appeal to even the youngest Beatles fans.

He explained that the Harmonix team liked the idea of bringing new, younger audiences to the Beatles for the first time. But reality soon disabused them of that notion.

"The (Beatles') music is like the air we breathe," Foster said, "and it catches every generation...It's sort of presumptuous to think you can introduce the Beatles to anyone."

Originally posted at Gaming and Culture
May 12, 2009 3:38 PM PDT

You, too, can rock a singing tesla coil

by Daniel Terdiman
  • 1 comment

Arc Attack, a singing tesla coil troupe from Austin, Texas, has released on online simulator of its increasingly well-known act. The group is going on tour in Europe and Abu Dhabi.

(Credit: Arc Attack)

If you've never seen a singing tesla coil, an 8-foot-tall mash of circuitry and electronics that matches firing lightning bolts to the beat of DJ music, you are seriously missing out.

These days, your best bet might be to catch Austin, Texas, troupe Arc Attack as it plays events like the anime festival Metro Con in Florida. Or, if you happen to be in Abu Dhabi, you might be able to see the group do its electric best there.

If you can't hop an A380 to the United Arab Emirates, however, you can still get your singing tesla coil on. And right in the comfort of your own living room, in fact. And that's because Arc Attack has just put the finishing touches on a singing tesla coil emulator that, while not quite life-threatening, can still give you a sense of what the instrument is all about.

I first saw Arc Attack do its thing at South by Southwest (SXSW) in Austin in 2007, and then got a chance to see the group during the Interactive Festival there again this year. In both those cases, however, Arc Attack was playing with just one coil. But while in Austin for SXSW this year, I got taken to a warehouse out along the back roads of Austin--somewhere I could never in a million years find by myself--where they were testing out their dual coil setup. (See video below, which is dark, but gives a good sense of the power of the dual singing coils.)

My ears are still ringing from that demonstration.

Well, the simulator isn't quite that powerful, but it's a lot of fun to play it using the provided electronic keyboard interface. And just like in real life, you need to be careful with it. If you go too far with it (heating it up too much), it explodes, blowing a transistor, and then displays the message, "Replacing IGBT." I'm assured that's an inside tesla coiler joke that "will definitely invoke some nerd snorting."

So, crank up your computer speakers, pull out a can of Red Bull, and rock out with your own private singing tesla coil. You might want to wear earplugs.

On June 22, Geek Gestalt will kick off Road Trip 2009. After driving more than 12,000 miles in the Pacific Northwest, the Southwest, and the Southeast over the last three years, I'll be looking for the best in technology, science, military, nature, aviation, and more in Colorado, Utah, Idaho, Wyoming, Montana, and South and North Dakota. If you have a suggestion for someplace to visit, drop me a line. And in the meantime, join the Road Trip 2009 Facebook page and follow my Twitter feed.

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About Geek Gestalt

Daniel Terdiman, uniquely positioned to take you into the middle of another side of technology, chronicles his explorations of the "fun beat," from cultural phenomena such as Burning Man to cutting-edge aircraft to game conventions.

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