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	<title>NDB Studio Productions</title>
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	<link>http://ndbstudios.ca</link>
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		<title>Writing &quot;Air Traffic Controller&quot;</title>
		<link>http://ndbstudios.ca/2011/05/12/writing-air-traffic-controller/</link>
		<comments>http://ndbstudios.ca/2011/05/12/writing-air-traffic-controller/#comments</comments>
		<pubDate>Thu, 12 May 2011 18:26:48 +0000</pubDate>
		<dc:creator>Jeremy</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ndbstudios.wordpress.com/?p=54</guid>
		<description><![CDATA[In the beginning of 2010, NDB got a contract for a Facebook game called Air Traffic Control, where the player guides different planes to various runways without making the planes crash into one another.  I&#8217;ve seen a few different variations of this model, but the really cool aspect of this project is the time period. [...]]]></description>
			<content:encoded><![CDATA[<p>In the beginning of 2010, NDB got a contract for a Facebook game called Air Traffic Control, where the player guides different planes to various runways without making the planes crash into one another.  I&#8217;ve seen a few different variations of this model, but the really cool aspect of this project is the time period.  By participating in either the World War I or II eras, the player has access to different planes and different artistic stimuli &#8211; one of these stimuli is music!</p>
<p>So, when I sat down and brainstormed what type of styles of music I should write, I immediately thought of Count Basie for WWII and then a pop march for WWI.  Let&#8217;s start with WWII:</p>
<p>For those readers who aren&#8217;t familiar with the Count, he was a piano player and band leader from the &#8217;30s until the 1970s, though his gigging wasn&#8217;t consistent throughout all of those years.  I characterize his sound as having a &#8220;lean, but not thin&#8221; sound &#8211; there were times of thick orchestration, but with arrangers like Sammy Nestico (whose arranging book, &#8220;The Complete Arranger,&#8221; is one of my faves) and Neal Hefti, his tunes always had this bounce that was never weighted down with heavy chords or a trudging feel.  &#8221;Corner Pocket&#8221; is a good example of this, with saxes in unison in an  alternating call-and-response with the brass.  On top of that, simple and non-invasive piano parts, like salt in the stew (too much is salty, not enough is bland, but somewhere in the middle is just right!)</p>
<p>[youtube=http://www.youtube.com/watch?v=M4-ZBQ_UYgM]</p>
<p>I used this style for the &#8220;Menu&#8221; and &#8220;WWII&#8221; themes, because it&#8217;s still relaxing, yet cool; potent, but not invasive.  While music is awesome and a lot of fun, it can also be <em>salt in the stew</em>, it should enhance the atmosphere of the game without overpowering it, like salt should enhance the flavour of the food, but not taste salty.  Here&#8217;s a snippet from &#8220;Menu.&#8221;</p>
<p>WWI was quite a bit more challenging, because a pop march is thick and has a <em>really</em> characteristic interconnection of melody, orchestration and harmony &#8211; it&#8217;s like certain things do certain jobs all the time.  Being a music teacher by day and teaching Band has helped me get a sense of the &#8220;March&#8221; style, but the pop music from the 1910s really wasn&#8217;t <em>really</em> in the march style, and it wasn&#8217;t really in the small-group vocal style either, it was a weird hybrid of both.  If we look at it historically, it really makes sense: By having popular/simple melodies that people would sing and remember <em>mixed in</em> with instruments/styles that remind us of the war (marching band instrumentation and harmony), it was really a vehicle to rally support for the war, which it did.  A really solid example of this is the <a title="Multimedia History of World War I" href="http://www.firstworldwar.com/audio/index.htm" target="_blank">Multimedia History of World War I</a>, which is really interesting and a compelling (addictive) site if you&#8217;re into period history.</p>
<p>I went through about five variations of this one, sending two off and eventually going with one of them (the fifth one, actually).  I also went a bit more off-base for this one, adding a snare drum and bass drum groove underneath (uncharacteristic of the style) as well as an upright bass and a piano.  It centralized the instrumentation a bit more and I liked that: The drums gave a solid sense of groove, the bass laid down the foundation for harmony and the piano brought all of the woodwind and brass parts into context one another, like the musical glue holding all of the parts together.</p>
<p>The harmony was fun to write, because it&#8217;s not often that I get to use IVm chords (in a major key) or a rock-solid augmented-fifth without sounding like a Viennese waltz.</p>
<p>I&#8217;m excited to see what happens with this game, because it&#8217;s been a fun project and the game looks like a lot of fun!</p>
<p>Kenley</p>
]]></content:encoded>
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		<title>&#8220;Clones&#8221; by Tomkorp is Released!</title>
		<link>http://ndbstudios.ca/2010/12/30/clones-by-tomkorp-is-released/</link>
		<comments>http://ndbstudios.ca/2010/12/30/clones-by-tomkorp-is-released/#comments</comments>
		<pubDate>Fri, 31 Dec 2010 00:18:07 +0000</pubDate>
		<dc:creator>Kenley</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ndbstudios.ca/?p=293</guid>
		<description><![CDATA[Good evening!
It is thrillingly exciting to spread the word that Tomkorp&#8217;s &#8220;Clones&#8221; was released last month on Steam and Direct2Drive! As NDB Studios wrote 15 tracks and did all of the SFX for the game, we&#8217;re really pumped to support the project and shout its name from the highest mountain! You can purchase it for [...]]]></description>
			<content:encoded><![CDATA[<p>Good evening!</p>
<p>It is thrillingly exciting to spread the word that Tomkorp&#8217;s &#8220;Clones&#8221; was released last month on Steam and Direct2Drive! As NDB Studios wrote 15 tracks and did all of the SFX for the game, we&#8217;re really pumped to support the project and shout its name from the highest mountain! You can purchase it for $10 at &#8220;Clones&#8217;s&#8221; website, <a href="http://www.clonesgame.com" target="_blank">http://www.clonesgame.com</a>!</p>
<p>To show our support, we&#8217;re going to use music! From the &#8220;Space&#8221; set of levels, we have &#8220;Pristine Space&#8221; and &#8220;Space Boss!&#8221;</p>
<p>First off, &#8220;Pristine Space&#8230;&#8221;</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/WCdk32LYD8M?fs=1&amp;hl=en_US" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/WCdk32LYD8M?fs=1&amp;hl=en_US" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
<p>All of the Space music has two sets of loops &#8211; musically, they are very similar, but differ in texture, feel or instrumentation, so see if you can check it out! Every level has a musical theme and, while I can&#8217;t upload all of the music, there are lots of small motives that run through both this and the boss level &#8211; see if you can hear the connection!</p>
<p>(I also love the ride cymbal in this piece, I was listening to a lot of Pat Metheny while I was writing this, so it definitely has a Lyle Mays-type of feel&#8230; Lyle Mays is Metheny&#8217;s drummer, btw!)</p>
<p>Now, for &#8220;Space Boss!&#8221;</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/7EBdONIRk9k?fs=1&amp;hl=en_US" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/7EBdONIRk9k?fs=1&amp;hl=en_US" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
<p>All of the boss music has the &#8220;Lion&#8221; beat in it, which comes from Karate, I believe, so the taiko drums and rimshots really add a lot to the work.  This one is SO thick, it may not sound like it at first, but every little line in this piece is usually doubled by 2-3 different instruments, filling in a little niche in the texture.  LOTS of editing, but we&#8217;re really proud of how it sounds!</p>
<p>The other composer of Clones, Eric Nordquist, was really into arpeggios, so I tried to build some into this piece to add some cohesion to the game&#8217;s score.  It gives it more of a retro feel, which is what the game feels like, in a way.  Not like, &#8220;Atari&#8221; retro, but where it&#8217;s colourful, fun, but not so stylized that it&#8217;s hard on the eyes and digging into the brain.  It&#8217;s just fun and it works <img src='http://ndbstudios.ca/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>So yeah! Pick up the game, support a small company and check out NDB&#8217;s music and SFX!</p>
<p>See you, space cowboy,<br />
Kenley</p>
]]></content:encoded>
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		<title>Ghosts of Vimy</title>
		<link>http://ndbstudios.ca/2010/11/20/ghosts-of-vimy/</link>
		<comments>http://ndbstudios.ca/2010/11/20/ghosts-of-vimy/#comments</comments>
		<pubDate>Sat, 20 Nov 2010 19:52:24 +0000</pubDate>
		<dc:creator>Kenley</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ndbstudios.ca/?p=282</guid>
		<description><![CDATA[Hey team,
So, after three months of composing and two months of rehearsal&#8230; it&#8217;s out!
&#8220;Ghosts of Vimy&#8221; is a work for band and choir that I wrote for my school&#8217;s (Lord Selkirk Regional Comprehensive Secondary School *whew!*) Remembrance Day service. Based on the painting (of the same name) by William Longstaff, it tells the stories of [...]]]></description>
			<content:encoded><![CDATA[<p>Hey team,</p>
<p>So, after three months of composing and two months of rehearsal&#8230; it&#8217;s out!</p>
<p>&#8220;Ghosts of Vimy&#8221; is a work for band and choir that I wrote for my school&#8217;s (Lord Selkirk Regional Comprehensive Secondary School *whew!*) Remembrance Day service. Based on the painting (of the same name) by William Longstaff, it tells the stories of three sets of the ghosts who scale the hill. The soldiers are represented by the choir, who sing to audience as their voice, pleading for the audience to learn from their message. The first story is about a father leaving his child &#8212; the father needs to leave him, but his child (who doesn&#8217;t understand) begs him to stay. The second story is about two lovers: The woman who accepts him for who he is and the man who needs to prove himself to his love. The third story is of two friends, eager to pursue war, dreaming the glory they will receive as heroes, but are shocked when the horror of war is not the adventure that they anticipated.</p>
<p>As the story is told entirely by the ghosts, it is implied that none of the characters in our story survive, demonstrating that every friend, family and citizen was affected by the war. All of the stories are connected by a single word, called out by the choir as a mass of spirits spreading their story: &#8220;Remember.&#8221;</p>
<p>Over the next couple of posts, I want to delve into the practice and process of conceiving, composing, rehearsing and then performing the work, as well as look at the background and each story in more detail.</p>
<p>But first, here is the piece!</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/M_J7z4UBKfY?fs=1&amp;hl=en_US" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/M_J7z4UBKfY?fs=1&amp;hl=en_US" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
<p>Lyrics:<br />
Memories pass through the night,<br />
Let our stories be your light.<br />
Through darkness, through nightmares,<br />
Let this one word be your guide.</p>
<p>Remember, remember.</p>
<p>1st story:<br />
My boy, I love you so,<br />
Like the night loves the shining moon.<br />
Sweet dreams, until I see you<br />
Memories of just us two,<br />
My boy, I&#8217;ll be home soon.</p>
<p>My boy I have to go (don&#8217;t leave me)<br />
But letters I will send. (please don&#8217;t go)<br />
Be good &#8217;til I return, (stay with me)<br />
Work hard and always learn (and hold me)<br />
Until we meet again (please don&#8217;t go, I need you)<br />
Until we meet again (please don&#8217;t do, oh father)<br />
Until we meet again.</p>
<p>Remember, remember&#8230;</p>
<p>2nd Story:<br />
(female)<br />
Please, my love, you do not need to fight,<br />
To be lost among the ground, to be taken by the night.<br />
Please, my love, don&#8217;t go or I will cry,<br />
You cannot save them all, stay and let them deal with all their plight.<br />
(male)<br />
Hold on, it will be glorious<br />
Come, men, we shall be brave!<br />
Come, war! We&#8217;ll be victorious<br />
(together)<br />
Be strong so you can fight with courage, fight for justice<br />
Fight for all &#8211; WE&#8217;LL FIGHT UNTIL WE DIE!</p>
<p>Remember, remember&#8230;</p>
<p>3rd story:<br />
To war (My friend), My friend! (To war!)<br />
And heroes we will be!<br />
Adventure lies before us and rewards for victory!<br />
In simply one more minute, our boots will hit the ground,<br />
Our bullets will be shot and cheers of triumph will resound!<br />
My friend, to war! To war, my friend! To war!</p>
<p>(Ready, men! 3-2-1!)</p>
<p>This is war&#8230;<br />
This is war&#8230;<br />
No glory, no adventure.</p>
<p>This must be the last great fall<br />
The last great war to end them all,<br />
O children, heed our final call<br />
The last great war to end them all,</p>
<p>REMEMBER! REMEMBER!</p>
<p>Memories pass through the night,<br />
Let our stories be your light<br />
Through darkness, through nightmares,<br />
Let this one word be your guide&#8230;</p>
<p>Remember, remember&#8230;</p>
]]></content:encoded>
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		<title>Goosebumps</title>
		<link>http://ndbstudios.ca/2010/10/20/goosebumps/</link>
		<comments>http://ndbstudios.ca/2010/10/20/goosebumps/#comments</comments>
		<pubDate>Thu, 21 Oct 2010 01:10:04 +0000</pubDate>
		<dc:creator>Kenley</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ndbstudios.ca/?p=272</guid>
		<description><![CDATA[This may sound contradictory, but sometimes you get so caught up in music &#8211; either writing it, producing it, troubleshooting it, tweaking it, etc. &#8211; that you lose sight of what makes it so&#8230; inspiring.
I just got back from teaching at a band camp this week and there was some serious hashing on parts going [...]]]></description>
			<content:encoded><![CDATA[<p>This may sound contradictory, but sometimes you get so caught up in music &#8211; either writing it, producing it, troubleshooting it, tweaking it, etc. &#8211; that you lose sight of what makes it so&#8230; inspiring.</p>
<p>I just got back from teaching at a band camp this week and there was some serious hashing on parts going on, but then by the last day, it was sounding really good&#8230; like, <em>really</em> good.  The Senior Band at my school (Lord Selkirk Regional) is playing one of my pieces and when you invest SO heavily into a song and give it to performers, there is a trust in them, it&#8217;s like babysitting: I&#8217;m leaving my child with you, please be wonderful to him/her.</p>
<p>We played one section of it and, since I&#8217;m used to the metric bleepity-bloops from composing, hearing it live and played well was so beautiful.  Going back to the babysitting analogy: &#8220;they didn&#8217;t just look after my child, they took him/her to the park, then for ice cream, the rollerskating.&#8221;</p>
<p>In short: Goosebumps.</p>
<p>There are certain songs in life that ALWAYS give me goosebumps, every time.  Here are three examples:</p>
<p><strong>1) Hamsafar &#8211; Christoper Tin &#8211; at 1:00 (when the choir comes in)</strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/y2PvsII4gks?fs=1&amp;hl=en_US" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/y2PvsII4gks?fs=1&amp;hl=en_US" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>This album is a masterpiece.  Period.  Beautiful, thoughtful and elegant composing; glorious performance; incredibly clear production&#8230; everything is truly lovely.  The album itself (<em>Calling All Dawns</em>, which can be bought <a href="http://www.christophertin.com/" target="_blank">here</a>) is a song cycle where every song leads into the next, telling the story of life, death and rebirth with <em>every aspect flowing into the next</em>.  Every movement is in a different language, simultaneously exhibiting the diversity of understanding, but the unity in these three ideas through all cultures.</p>
<p>When the choir comes in at 1:00, it&#8217;s just glorious, it&#8217;s epic, it&#8217;s groundbreaking to my heart.  Joy and exhilaration incarnate.</p>
<p>Here is a better quality recording: <a href="http://listen.grooveshark.com/#/s/Hamsafar+feat+Sussan+Deyhim+/2qWQ" target="_blank">http://listen.grooveshark.com/#/s/Hamsafar+feat+Sussan+Deyhim+/2qWQ</a>7E</p>
<p><strong>2) Symphony Number 1, Movement 3 &#8211; Gustav Mahler &#8211; until 2:37</strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/JbhYFrUru0E?fs=1&amp;hl=en_US" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/JbhYFrUru0E?fs=1&amp;hl=en_US" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>The opening funeral procession of Mahler 1 gets me shivering every time.  It&#8217;s been one of my favourites for many years, but I finally got to see it performed in September of this year by the WSO &#8211; wonderful.  It&#8217;s essentially &#8220;Freres Jacques&#8221; in minor and set to a fugue &#8211; which doesn&#8217;t sound that special &#8211; but when you put all of the pieces together along with a great performance&#8230; AHHHH!! Amazing!</p>
<p><strong>3) &#8220;Said the Raindrop to the Seed&#8221; &#8211; Jess Chalker &#8211; whole song</strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/0AW-LgDx_Qk?fs=1&amp;hl=en_US" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/0AW-LgDx_Qk?fs=1&amp;hl=en_US" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>I just discovered this the other day, while looking at the  John  Lennon Songwriting Contest results&#8230; so beautiful.  It&#8217;s pure, unintrusive, but a simple and elegant melody.  It&#8217;s about a raindrop and a seed who, while living in the microcosm of their existence, will not change the world, but are thankful for each other&#8217;s place in their lives.  Much love going on there <img src='http://ndbstudios.ca/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><em>You and me<br />
We have each other<br />
And that&#8217;s all we need<br />
The place I&#8217;ll call my home<br />
Is anywhere that you will be<br />
You and me<br />
(should be) MAY never make a mark on the shape of history<br />
But I&#8217;m glad you came to make your mark on me</em></p>
<p>(goosebumps and warmth)</p>
<p>The JLSC version can be heard <a href="http://jlsc.com/winners/2009b/audio/finalists/saidraindropseed.m3u" target="_blank">here</a>, which is the version that I fell in love with.</p>
<p>SO, here is the big question: <strong>What music gives you goosebumps?</strong> Place a song and a link in the comment space below and share your love of music with the readers <img src='http://ndbstudios.ca/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Much love,<br />
Kenley</p>
]]></content:encoded>
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<enclosure url="http://jlsc.com/winners/2009b/audio/finalists/saidraindropseed.m3u" length="66" type="audio/x-mpegurl" />
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		<title>&#8220;Letters From Far Away&#8230;&#8221; &#8211; A Piece for Kevin Penkin</title>
		<link>http://ndbstudios.ca/2010/08/13/letters-from-far-away-a-piece-for-kevin-penkin/</link>
		<comments>http://ndbstudios.ca/2010/08/13/letters-from-far-away-a-piece-for-kevin-penkin/#comments</comments>
		<pubDate>Fri, 13 Aug 2010 20:47:24 +0000</pubDate>
		<dc:creator>Kenley</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ndbstudios.ca/?p=261</guid>
		<description><![CDATA[Hey dudes,
I recently completed a small tidbit for one of my composer buds in Australia named Kevin Penkin.
He and I both share an early composing influence of Nobuo Uematsu, who many will know from his music in the Final Fantasy series.  We met when he contacted me about my podcast, Into the Score and we&#8217;ve [...]]]></description>
			<content:encoded><![CDATA[<p>Hey dudes,</p>
<p>I recently completed a small tidbit for one of my composer buds in Australia named Kevin Penkin.</p>
<p>He and I both share an early composing influence of <a title="Nobuo's Wiki" href="http://en.wikipedia.org/wiki/Nobuo_Uematsu" target="_blank">Nobuo Uematsu</a>, who many will know from his music in the <em>Final Fantasy</em> series.  We met when he contacted me about my podcast, <em>Into the Score</em> and we&#8217;ve been connecting on Facebook and Twitter ever since.</p>
<p>It&#8217;s always nice to give to someone who you know is doing well and he&#8217;s really getting some fantastic opportunities to showcase his great writing and I&#8217;m really happy about that.  So, I wrote him a piece &#8211; it&#8217;s small, but I feel that it captures a sense of connection over great distances.  Of course, you need not interpret it the way that I do and it may trigger something different inside when you hear it &#8211; we all interact with music in different ways and I really believe that that&#8217;s a beautiful thing <img src='http://ndbstudios.ca/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Here it is:</p>
<p>&#8220;Letters from Far Away&#8230;&#8221; &#8211; Kenley Kristofferson</p>
<p><a href="http://ndbstudios.ca/wp-content/uploads/2010/08/Letters-from-Far-Away-StringEdit.mp3">Letters from Far Away</a></p>
<p>You can find his work on his website  - <a title="hibikiharuto.com" href="http://www.hibikiharuto.com">http://www.hibikiharuto.com </a>or his <a title="Happy Ramen Studios" href="http://www.youtube.com/happyramenstudios">YouTube channel</a> and <a title="Follow Kevin" href="http://twitter.com/hibikiharuto" target="_blank">follow him</a> on Twitter.</p>
<p>Cheers, mates!<br />
Kenley!</p>
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		<title>Pencil and Paper&#8230;</title>
		<link>http://ndbstudios.ca/2010/08/09/pencil-and-paper/</link>
		<comments>http://ndbstudios.ca/2010/08/09/pencil-and-paper/#comments</comments>
		<pubDate>Mon, 09 Aug 2010 19:05:43 +0000</pubDate>
		<dc:creator>Kenley</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ndbstudios.ca/?p=251</guid>
		<description><![CDATA[Wow, long time since our last post, eh?
Lots of big projects on the go, so I promise that you&#8217;ll be seeing some exciting updates and behind-the-scenes work! But for now, a little bit on composing and some ideas that I&#8217;ve been thinking about.
One of the projects that I have on the go isn&#8217;t a musical [...]]]></description>
			<content:encoded><![CDATA[<p>Wow, long time since our last post, eh?</p>
<p>Lots of big projects on the go, so I promise that you&#8217;ll be seeing some exciting updates and behind-the-scenes work! But for now, a little bit on composing and some ideas that I&#8217;ve been thinking about.</p>
<p>One of the projects that I have on the go isn&#8217;t a musical one, but involves a lot of writing.  I used to just do everything in a word processor: Type it, edit it, push it out.  But over the last few months, I&#8217;ve really been into doing everything the ol&#8217; fashioned way &#8211; with a pencil and paper.  As for recently, I&#8217;ve really put that into my composing too:</p>
<div id="attachment_252" class="wp-caption aligncenter" style="width: 483px"></dt>
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<div class="mceTemp">
<dl id="attachment_252" class="wp-caption alignleft" style="width: 483px;">
<dt class="wp-caption-dt"><a href="http://ndbstudios.ca/wp-content/uploads/2010/08/ScoreWriting.jpg"><img class="size-full wp-image-252    " style="border: 1px solid black;" title="ScoreWriting" src="http://ndbstudios.ca/wp-content/uploads/2010/08/ScoreWriting.jpg" alt="" width="473" height="355" /></a><p class="wp-caption-text">It may be messy, but it sure does work <img src='http://ndbstudios.ca/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p></div>
<dd class="wp-caption-dd"></dd>
<dl></dl>
<p>I&#8217;ve been putting everything into a basic SATB-framework (that&#8217;s &#8220;Soprano-Alto-Tenor-Bass,&#8221; or musical ranges from average-highest to average-lowest*) and, when you do that, you see where all of the voices are in relation to one another before you start doubling or transposing.  You see the relationship between the Soprano and Bass especially, seeing that, at times it moves in 10ths (octave+3rd) or in 6ths; sometimes in converging/diverging/oblique motion, or sometimes just doing two different things.</p>
<p>When you sit at the piano and just hammer the parts out in your head, you&#8217;ll get some weird harmonies or run out of space in your middle voices (because &#8220;what&#8217;s in your head&#8221; sometimes doesn&#8217;t work in practice), or you just voice things in an awkward way.  They sound good in your head, but all of a sudden, you have nowhere to put half of your instruments because you&#8217;ve mashed your Soprano/Bass too close together!</p>
<p>I know, I&#8217;m not writing Renaissance polyphony, but if you approach your modern writing with that SATB approach, you&#8217;d be surprised with what the music gives you.  THEN, when you write it in your notebook or sketchbook (Moleskine makes a great one), you have a chance to revise or edit before it even gets on the page.</p>
<p>NOW, the great challenge is this: Is what you wrote on the page what you hear in your head? When those two ideas work in tandem, the product can be simply beautiful <img src='http://ndbstudios.ca/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  That&#8217;s what I&#8217;m working toward.</p>
<p>Some homework/commentary for our creative types:</p>
<p>- How much do you prepare before beginning your first draft?<br />
- How do you get your first ideas down? What is your method? (I love hearing how creators conceive/transcribe their first ideas!)<br />
- After you&#8217;ve transcribed your first ideas, how do you move them into your first draft?</p>
<p>Discuss! Can&#8217;t wait to hear your ideas!</p>
<p>Cheers, mates!<br />
Kenley!</p>
<p>*I say &#8220;average-highest&#8221; and &#8220;average-lowest&#8221; because I can still go up to Sopranino or down to Contrabass, but it&#8217;s not really useful for of my purposes and isn&#8217;t really convention for a lot of writers to use in organizing their parts.</p>
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		<title>&#8220;Someone to Be&#8221; &#8211; An Exploration Into the Importance of Characters and Escapism in Video Games &#8211; Part 2</title>
		<link>http://ndbstudios.ca/2010/05/22/someone-to-be-an-exploration-into-the-importance-of-characters-and-escapism-in-video-games-part-2/</link>
		<comments>http://ndbstudios.ca/2010/05/22/someone-to-be-an-exploration-into-the-importance-of-characters-and-escapism-in-video-games-part-2/#comments</comments>
		<pubDate>Sun, 23 May 2010 00:29:48 +0000</pubDate>
		<dc:creator>Kenley</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Kenley]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[cast]]></category>
		<category><![CDATA[characters]]></category>
		<category><![CDATA[ensemble]]></category>
		<category><![CDATA[escapism]]></category>
		<category><![CDATA[final fantasy]]></category>
		<category><![CDATA[lost]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[story]]></category>

		<guid isPermaLink="false">http://ndbstudios.ca/?p=243</guid>
		<description><![CDATA[Wow, one month since our last post? Amazing how time flies&#8230;
In our last article in the &#8220;Someone to Be&#8221; series, we discussed the importance of characters in the narrative setting.  It sounds obvious, but I really believe that characters always need to be the focus of a great narrative and that, while the plot may [...]]]></description>
			<content:encoded><![CDATA[<p>Wow, one month since our last post? Amazing how time flies&#8230;</p>
<p>In <a title="Someone to Be, Part 1" href="http://ndbstudios.ca/2010/04/21/someone-to-be-an-exploration-into-the-importance-of-characters-and-escapism-in-video-games-part-1/" target="_blank">our last article</a> in the &#8220;Someone to Be&#8221; series, we discussed the importance of characters in the narrative setting.  It sounds obvious, but I really believe that characters <strong>always</strong> need to be the focus of a great narrative and that, while the plot may be gripping, it will not sell the audience unless they have convincing characters to connect with.</p>
<p>Most great fiction tells a factual truth with an imagined story.  In the film version of <a title="IMDB - V for Vendetta" href="http://www.imdb.com/title/tt0434409/" target="_blank"><em>V for Vendetta</em></a> (which is one of my favourite movies of all-time, though I acknowledge that it&#8217;s quite different from the graphic novel, which I have not read yet), V tells Evey that &#8220;artists use lies to tell the truth,&#8221; which is what gripping stories do, but that&#8217;s not enough.  This story needs to be told <em>contextually</em> through characters and environment.  It is through these characters that our great plots unravel: Through their feelings, experiences, obstacles and very importantly, <em>through their connection to other characters</em>.</p>
<p>In the previous installment, we experienced the plot through one character&#8217;s eyes, but now, it is time to further explore the connections between characters and the importance of the ensemble cast.</p>
<p><strong>Ensemble Casts in Television</strong></p>
<p style="text-align: center;"><strong><img class="aligncenter" title="Main Characters of &quot;LOST&quot;" src="http://upload.wikimedia.org/wikipedia/en/9/91/Main_characters_of_Lost.jpg" alt="" width="500" height="120" /><br />
</strong></p>
<p>The series finale of <em>Lost</em> airing tomorrow, this seems like the best example to begin with.  While it could be argued that Jack, Kate or Sawyer are the central characters, it really is an ensemble cast in its truest sense.  By &#8220;ensemble cast,&#8221; I mean that all of the principle characters have (roughly) equal importance in the story and EVERY character in that show has had a back story episode while continuing to interact with others on the island.</p>
<p>With regards to <em>Lost</em>, the most engaging part of the story is watching the characters unravel the mystery of the island.  Again, it sounds obvious, but the plot is so convoluted, vague and confusing that we associate with the characters&#8217; confoundedness because we have it ourselves as we are watching the show develop.  They are all so unsure of what is going on <em>together</em> that all of their relationships are strained and difficult that our voyeuristic tendencies (as the audience) completely gravitate to these struggling characters.  But, with the amazing writing going on in this show, the vagueness (and reciprocally, the overwhelming mystery) of the plot force us to focus on the characters; again, because of the absence of a really clear story to follow.</p>
<p>Now that the writers have the attention of the audience (to the characters), they can start developing them, which is exactly what they do.  Every episode (except the ones that are entirely backstory) has a second component where it focuses on another aspect of the character, usually a backstory, to explain the obstacles that the character needs to overcome <strong>and</strong> with such an enormous cast, there is usually <strong>one</strong> element to which someone in the audience can relate.</p>
<p>For example, Sawyer saw his parents killed and went on a lifelong mission to kill their murderer, masquerading as a con man throughout his journey.  Now, while that is an enticing story, the results of it leave Sawyer as a deeply troubled wanderer who has serious identity issues.  Furthermore, by jumping into other aliases, he avoids his own problems and <strong>everyone has avoided difficult problems</strong>, it something to which we can all relate.</p>
<p>Another character that manifests qualities that we can easy relate is Sayid, former interrogator in the Iraqi National Guard.  He tries to be helpful throughout the show, making many references to not being &#8220;the man he used to be.&#8221;  Later in the show, we learn that he was involved in the torture of many citizens and has <strong>all-encompassing feelings of remorse</strong>; again, this is somewhere we have all been, and we connect with those characters through our shared and mutual experience.</p>
<p>While this element is present in many (if not, all) shows with ensemble casts, I believe that <em>Lost</em> demonstrates it best.  Other popular shows that have had successful ensemble casts are <em>M*A*S*H</em>,  <em>Battlestar Galactica</em> (re-imagined), or <em>Arrested Development</em>&#8230; but what about video games?</p>
<p><strong>Ensemble Casts in Video Games</strong></p>
<p><strong><img class="aligncenter" title="FFVI Cast" src="http://farm4.static.flickr.com/3477/3962766071_fca6b91ccb_o.jpg" alt="" width="400" height="595" /></strong></p>
<p style="text-align: center;">The Cast of <em>Final Fantasy VI</em></p>
<p>Most role-playing games have ensemble casts &#8211; some have a clear protagonist with a party of subordinate characters (like <em>Breath of Fire 1</em>, for example), but most RPGs have ensemble casts of developed characters.</p>
<p>Similarly with television, every member of the ensemble cast needs to have depth or else the entire cast suffers.  Literary convention calls the trope of having every member of the play have a purpose and backstory as &#8220;<a title="Chekhov's Gunman" href="http://tvtropes.org/pmwiki/pmwiki.php/Main/ptitle54psy2mkt9lx?from=Main.ChekhovsGunman" target="_blank">Chekhov&#8217;s Gunman</a>,&#8221; named after the author, <a title="Anton Chekhov" href="http://people.brandeis.edu/~teuber/chekhovbio.html" target="_blank">Anton Chekhov</a>.  What &#8220;Chekhov&#8217;s Gunman&#8221; <em>really means</em> is that the author should not put a character into the story if they do not have a purpose or will move the plot forward.  Furthermore, to have a character effectively contribute to a story, they need to be contextually connected to the environment of the game &#8211; in other words, they need to exist in the universe of the game, not be plunked in at an opportune moment, and they way to involve the character in the timeline and atmosphere of the game is to give them a history.  In short, <strong>you need to give them someone to be</strong>.  Concurrently, when the game&#8217;s atmosphere gives them someone to be, they give the player the same gift.</p>
<p>Just like in a single-protagonist game, the player assumes the role of the character and they unify together, but what happens when there are multiple characters to control? Often, but not always, <strong>the more characters that are involved</strong>, <strong>the more emotional connections that can be made with the player</strong>.  I say &#8220;often, but not always&#8221; because there are games with single protagonist that do this exceptionally well &#8211; <a title="Aquaria" href="http://www.bit-blot.com/aquaria/" target="_blank"><em>Aquaria</em></a> comes to mind, where Naija (the protagonist) takes the player through a gauntlet of emotions.  But, to return the point, most characters in an ensemble cast have a backstory that will deliver a clear emotional package to the player &#8211; let&#8217;s use <a title="Final Fantasy VI" href="http://finalfantasy.wikia.com/wiki/Final_Fantasy_VI" target="_blank"><em>Final Fantasy VI</em></a> as an example.</p>
<p>The game came out for the SNES in 1994, well before photo-realistic 3D graphics and full orchestras in gaming.  The game is 16-bit with a synthesized soundtrack, outlining the story of a rebel group seeking to overthrow a villainous empire and save the world.  Now, within that story, there 16 other stories going on: The stories within the characters.  Terra, the girl stricken with an identity crisis; Locke, the rambunctious treasure hunter who protects every woman he sees; Setzer, the zealous gambler or Sabin, the &#8220;wrestler escaped from the gym,&#8221; among others.  While these characters sound like traditional archetypes, they connect together and teach each other about the world.  As they teach other (and as the player controls them), we learn the stories that motivate them and the emotional connection that they forge with the player; taking those same characters, let&#8217;s analyze how the archetypes evolve into rounder characters:</p>
<p>When discovering her past and her &#8220;race&#8221; (being an Esper), Terra feels a lack of belonging and uncertainty of where she fits in within the social fabric of the game; upon reaching Kohlingen, we see that Locke&#8217;s protection of women is motivated by a mistake he made with an earlier love and tries to redeem himself with other women; while being a gambler by nature, Setzer had lost his motivation to good after the loss of his lover, Daryl (or &#8220;Darill&#8221;) and takes absurd risks to forget about her; and lastly, we discover that Sabin was actually heir to the throne of Figaro, but left because many citizens were interested more in politics than the death of his father, as well as his fear of the pressures of rule.</p>
<p>This is just a fraction of the stories, but the same applies to all: The backstories and connections within the characters, as well as between, engage the player to escape into their universe because their stories (though, fictional) resonate with the story of our own lives.  The same can be said about <em>Lost</em>, <em>M*A*S*H*</em> and other ensemble casts.</p>
<p><strong>Engaging the Player</strong></p>
<p>We understand the importance of strong characters to create a strong narrative, but how do we hook the player into diving down the rabbit hole and into the plot of the game? That will be the next article in the series: How the cast engages the player.</p>
<p>I hope that this article will not spawn comments of &#8220;TLDR&#8221; or &#8220;Too Long, Didn&#8217;t Read,&#8221; but thanks for making to the bottom of the page! Please leave comments and contribute to the conversation!</p>
<p>Until next time!<br />
Kenley!</p>
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		<title>NDB does music for Manitoba Pork Commercial!</title>
		<link>http://ndbstudios.ca/2010/04/25/ndb-does-music-for-manitoba-pork-commercial/</link>
		<comments>http://ndbstudios.ca/2010/04/25/ndb-does-music-for-manitoba-pork-commercial/#comments</comments>
		<pubDate>Sun, 25 Apr 2010 22:51:29 +0000</pubDate>
		<dc:creator>Kenley</dc:creator>
				<category><![CDATA[Composition]]></category>
		<category><![CDATA[Jeremy]]></category>
		<category><![CDATA[Kenley]]></category>
		<category><![CDATA[Local Music]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ndbstudios.ca/?p=238</guid>
		<description><![CDATA[Hey team!
A commercial that we&#8217;ve worked on has gone live on the Manitoba Pork website.  They are doing a focus on families involved in the industry and our music is involved in a video on the Falk family! The link is below to watch!

Thanks for reading!
Jeremy and Kenley
]]></description>
			<content:encoded><![CDATA[<p>Hey team!</p>
<p>A commercial that we&#8217;ve worked on has gone live on the Manitoba Pork website.  They are doing a focus on families involved in the industry and our music is involved in a video on the Falk family! The link is below to watch!</p>
<p><object style="width: 505px; height: 344px;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100" height="100" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://www.youtube.com/v/m2lh5RAN3Ew" /><param name="allowfullscreen" value="true" /><embed style="width: 505px; height: 344px;" type="application/x-shockwave-flash" width="100" height="100" src="http://www.youtube.com/v/m2lh5RAN3Ew" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Thanks for reading!<br />
Jeremy and Kenley</p>
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		<title>&#8220;Someone to Be&#8221; &#8211; An Exploration Into the Importance of Characters and Escapism in Video Games &#8211; Part 1</title>
		<link>http://ndbstudios.ca/2010/04/21/someone-to-be-an-exploration-into-the-importance-of-characters-and-escapism-in-video-games-part-1/</link>
		<comments>http://ndbstudios.ca/2010/04/21/someone-to-be-an-exploration-into-the-importance-of-characters-and-escapism-in-video-games-part-1/#comments</comments>
		<pubDate>Thu, 22 Apr 2010 00:24:20 +0000</pubDate>
		<dc:creator>Kenley</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Kenley]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[characters]]></category>
		<category><![CDATA[escapism]]></category>
		<category><![CDATA[immersion]]></category>
		<category><![CDATA[NDB]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://ndbstudios.ca/?p=222</guid>
		<description><![CDATA[&#8220;People can&#8217;t just give up a story&#8230; you can&#8217;t  just stop being in a story, you have to have another story to be in.&#8221;
- Alan Lomax, Ishmael
While I am not a game designer by trade, I have worked on many different types of games and am intensely interested in the ideas of narrative and [...]]]></description>
			<content:encoded><![CDATA[<p>&#8220;People can&#8217;t just give up a story&#8230; you can&#8217;t  just stop being in a story, you have to have another story to be in.&#8221;</p>
<p style="text-align: right;">- Alan Lomax, <em>Ishmael</em></p>
<p style="text-align: left;">While I am not a game designer by trade, I have worked on many different types of games and am intensely interested in the ideas of narrative and storytelling within gaming.  Most of the developers that I have worked for have really wanted their players to become immersed in the atmosphere and continue living within the framework of the game, fostering a strong sense of connection and (to some degree) escapism.</p>
<p style="text-align: left;">I&#8217;m really interested in what enables that escapism and what allows some games to achieve that and others to fail in its pursuit.  One idea that I&#8217;d like to explore in this series of articles is my own belief that it is character and/or role that allow us to suspend our own life and become immersed in another.  In a more complicated explanation, we can also escape into a story with the interaction between great characters, such as RPGs or RTS-style games (or, to be fair, other styles too).</p>
<p style="text-align: left;">Any great story is made up of great characters &#8211; let&#8217;s explore this.</p>
<p style="text-align: left;">Part 1 of this series focuses on individual characters and how we engage in the game through their eyes, arguing that escapism is largely due to the contextual relationship between the player, the character and the environment.</p>
<p style="text-align: left;"><strong>Individual Characters in Film and Literature</strong></p>
<p style="text-align: left;">Sometimes, it is a single, individual character that captures our attention and steals the stage from all others.  One book that deals greatly with this ideal (and quite well, I may add) is the &#8220;<a title="Fictional 100" href="http://www.fictional100.com/" target="_self">Fictional 100</a>&#8221; by Lucy Pollard-Gott, Ph.D, which lists the 100 most influential, colourful, historical, well-known and/or those with the greatest impact on the history of literature.  There are heroes, villains, side-characters, lovers, fighters&#8230; you name it.  The official website for the book is <a title="Fictional 100" href="http://www.fictional100.com/" target="_self">http://www.fictional100.com/</a> and I recommend checking it out&#8230; (though, in fairness, I am also a huge sucker for Top-Anything lists, so take it with a grain of salt!)</p>
<p style="text-align: left;">Some such characters include the pensive, maniacal Hamlet, the clever Sherlock Holmes or the crafty Odysseus &#8211; the story hovers around characters.  We don&#8217;t even have to limit this to literature: We can explore Heath Ledger&#8217;s legendary portrayal of the Joker in <em>The Dark Knight</em>, Howard Beale (acted by Peter Finch) in 1976&#8217;s <em>Network</em> or any of the James Bonds &#8211; <a href="http://www.filmsite.org/100characters.html" target="_blank">and this is just film alone!</a> What happens when we apply this concept to gaming&#8230;?</p>
<p style="text-align: left;"><strong>Individual Characters in Video Games</strong></p>
<p style="text-align: left;">Not every video game has a central character: <em>Tetris</em>, <em>Bejeweled</em>, <em>Sim City</em>&#8230; but outside of some of casual games and puzzle games, <em>almost every game EVER has some degree of centralized character</em>.  <a title="IGN's Top 100 Games of All-Time" href="http://top100.ign.com/2005/091-100.html" target="_blank">IGN&#8217;s &#8221; Top 100 Games of All-Time&#8221;</a> (a pretty serious title) is one juggernaut of a list, and about 95%-of-games or over have central characters.</p>
<p style="text-align: left;">Outside of being vehicles of storytelling, central characters are also an excellent means of branding for the company: Mario, Sonic, Samus Aran, Pikachu, Kratos, Cloud, Rayman, Luke Skywalker, an enormous MechWarrior, Solid Snake, Bionic Commando, Little Mac, Manny Calavera, Tony Hawk, Leon Kennedy, Master Chief, Pac-Man, Simon Belmont, Alucard, Link&#8230; you see where I&#8217;m going with this <img src='http://ndbstudios.ca/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p style="text-align: left;">The above characters are a BRILLIANT form of marketing because playing the games enables us to <em>assume the role of the character</em>.  This sounds obvious, but it&#8217;s an absolutely crucial point: I loved Mario, but when I was a kid, I enjoyed <em>playing </em>Mario with my friends&#8230; like, in real-life, not on the console.  I was always Toad, that was my thing.</p>
<p style="text-align: left;">But isn&#8217;t that how the whole thing works? By playing the game, you <em>become</em> the character.  This is different than film or literature, where one is observing the unraveling of the story via its setting and characters, but one actively furthers the story through their actions.</p>
<p style="text-align: left;">This is where I think that the immersion and escapism piece comes in: While <em>Tetris</em> is addictive, it&#8217;s only addictive if you&#8217;re playing to <em>compete</em>; if you&#8217;re playing to further a story, <em>you need someone to be</em>.  This is where the <em>Ishmael</em> quote comes in: &#8220;People can&#8217;t just give up a story&#8230; you can&#8217;t just stop being in a story, you have to have another story to be in.&#8221;</p>
<p style="text-align: left;">Sometimes we play video games for recreation, just to kill time&#8230; but for most gamers, I would argue against that.  I think that for more people who play games in a more serious way (which is a growing number), their goal is seeing the completion of the story, existing in the space/atmosphere, being engaged in the relationships of the characters and, of course, having fun.  By assuming the role of the protagonist, the player immediately has a context within the game, a foot in the door to the game&#8217;s universe and, perhaps most importantly, a job to do.  When you assume the role of Master Chief, you have a rank, a placement in the game and you can interact with the other allies/enemies in a meaningful, contextual way.  For instance, when the characters are speaking to you, they aren&#8217;t speaking to <em>you</em>; rather, they&#8217;re speaking to Master Chief, but Master Chief happens to be you.</p>
<div id="attachment_232" class="wp-caption aligncenter" style="width: 450px"><a href="http://ndbstudios.ca/wp-content/uploads/2010/04/metriod_cosplay1.jpg"><img class="size-full wp-image-232" title="metriod_cosplay1" src="http://ndbstudios.ca/wp-content/uploads/2010/04/metriod_cosplay1.jpg" alt="" width="440" height="576" /></a><p class="wp-caption-text">Someone to be... like Samus?</p></div>
<p style="text-align: center;">
<p style="text-align: left;">Now, imagine that you <em>weren&#8217;t</em> Master Chief, how would that affect your job in the game? How would that affect your immersion in the title?</p>
<p style="text-align: left;">You <em>could</em> play the role of &#8220;The Stranger,&#8221; as in games like <em>Myst</em> or <em>Shivers</em>, where you just happen to be present at the game&#8217;s beginning.  If we were taking the <em>Halo</em> example further, you could be a Private or low-ranking soldier that exists in the context of the game&#8217;s world.  That would be okay, but it&#8217;s because you&#8217;re <em>still assuming a character, it&#8217;s just that the character is <strong>you</strong></em>.</p>
<p style="text-align: left;">Let&#8217;s take this one step further: Assume that you are 2010, Earth-bound human, living in your apartment on 32nd Avenue (or wherever it is that you live) in your blue jeans and Led Zeppelin T-shirt, how would that affect your immersion in the game? Hard to say &#8211; you wouldn&#8217;t exist contextually in the world, at least at the beginning, but it would be the <em>Alice in Wonderland</em> syndrome, where you are an outsider, but having no choice except to exist in the game&#8217;s environment.</p>
<p style="text-align: left;">The more that I think about this, the more that I really believe that <em>if a game has a story, the player has no choice but to be involved as a character</em>.  BUT, this does present one problem: What if there is more than one character?</p>
<p style="text-align: left;">
<p style="text-align: left;">That is a question for Part 2, which will deal with Ensemble Casts and the interrelationship between the player, the game and the multiple characters between them.</p>
<p style="text-align: left;">Feel free to dialogue about this on the post, I&#8217;m always excited to hear the thoughts of others!</p>
<p style="text-align: left;">Kenley</p>
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		<title>Get Mike to 360!</title>
		<link>http://ndbstudios.ca/2010/04/04/get-mike-to-360/</link>
		<comments>http://ndbstudios.ca/2010/04/04/get-mike-to-360/#comments</comments>
		<pubDate>Mon, 05 Apr 2010 04:26:59 +0000</pubDate>
		<dc:creator>Kenley</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://ndbstudios.ca/?p=209</guid>
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<p>Hey everyone,</p>
<p>Do you remember how I posted many moons ago about the importance of collaboration? About the importance of helping out? Today is one of those days.</p>
<p>I know that there are readers outside of Manitoba and Canada, so this needs a little bit of short history&#8230; very short: Our new provincial budget was announced this past week and many interactive media funds were cut.  One such cut was supposed to get Mike Berg, head honcho of Winnipeg-based &#8220;We Heart Games,&#8221; to speak at the 360iDev Conference in San Jose&#8230; now, there is no money and he can&#8217;t speak.</p>
<p>1) Not cool.</p>
<p>2) This can be remedied <img src='http://ndbstudios.ca/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>He&#8217;s set up a donation fund called the &#8220;Help Me get to 360iDev&#8221; Fund where one can donate as little as $5 or all the way up to $100 to help him get to the conference.  He needs $1000 to get to San Jose; at this point, he is just shy of $700.</p>
<p>At NDB, we&#8217;re all about helping out local wherever possible and we helped him out.  We encourage all of our readers to help out Mike at &#8220;We Heart Games&#8221; as well, with whatever you can.</p>
<p>The donation form can be found at <a title="360 Fundraiser" href="http://weheartgames.com/360fundraiser/" target="_blank">http://weheartgames.com/360fundraiser/</a></p>
<p>No one can do everything, but everyone can do something!</p>
<p>Thanks!</p>
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