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A music video game, also commonly known as a music game, is a video game where the gameplay is meaningfully and often almost entirely oriented around the player's interactions with a musical score or individual songs. Music video games may take a variety of forms and are often grouped with puzzle games due to their common use of "rhythmically generated puzzles".[7][8] Free form music games Non-games such as KORG DS-10 blur the lines between video games and software utilities. Major gameplay variations As the genre has gained popularity and expanded, music video games have demonstrated the ability to support a range of different styles of gameplay. While the oldest form of gameplay is eidetic in nature, the most common form of music game today is rhythmic in nature and has been termed the "rhythm game." Other common modes of gameplay in music video games include the sandbox style that encourages a free-form gameplay approach and the recent hybrid style that combines musical elements with more traditional genres such as the shooter or puzzle game. Music video games are also commonly included as minigames in the party game genre. http://en.wikipedia.org/wiki/Music_games Beatmixing is a disk jockey technique of mixing two tracks so that the beats of one occur at the same time as the other. Beatmixing was invented in the late 1960s by Francis Grasso, who tried to keep people from leaving the dance floor between the songs. Initially he was looking for records with the same tempo, counting the tempo with a metronome. When the tempos didn't match, he was adjusting the pitch control on the turntable to bring the beats in sync. Rosie, a mixer built for him by Alex Rosner, let him listen to any channel in the headphones independently of what was playing on the speakers, allowing him to beatmatch the records by ear; this became the defining feature of DJ mixers. These days beatmatching and beatmixing are considered basic techniques among DJs in electronic dance music genres, and it's standard practice in clubs to keep the constant beat through the night, even if DJs change in the middle. Technique The beatmixing technique consists of the following steps: 1. While a record is playing, beatmatch a new record to it, using headphones for monitoring. Use gain (or trim) control on the mixer to match the levels of the two records. http://en.wikipedia.org/wiki/Beatmixing An online game is a game played over some form of computer network. This almost always means the Internet or equivalent technology; but games have always used whatever technology was current: modems before the Internet, and hard wired terminals before modems. The expansion of online gaming has reflected the overall expansion of computer networks from small local networks to the Internet and the growth of Internet access itself. Online games can range from simple text based games to games incorporating complex graphics and virtual worlds populated by many players simultaneously. Many online games have associated online communities, making online games a form of social activity beyond single player games. "Online gaming is a technology rather than a genre; a mechanism for connecting players together rather than a particular pattern of gameplay." Online games are played over some form of computer network, now typically on the Internet. One advantage of online games is the ability to connect to multiplayer games, although single-player online games are quite common as well. During the 1990s, online games started to move from a wide variety of LAN protocols (such as IPX) and onto the Internet using the TCP/IP protocol. Doom popularized the concept of deathmatch, where multiple players battle each other head-to-head, as a new form of online game. Since Doom, many first-person shooter games contain online components to allow deathmatch or arena style play. As consoles are becoming more like computers, online gameplay is expanding. The first online game console was the Super Famicom, which offered an online service with the Satellaview. This service was however offered only in Japan. Once online games started crowding the market, open source networks, such as the PlayStation 2, Dreamcast, Xbox and Nintendo GameCube took advantage of online functionality with its PC game counterpart. Games such as Phantasy Star Online have private servers that function on multiple consoles. Dreamcast, PC, Macintosh and GameCube players are able to share one server. Earlier games, like 4x4 Evolution, Quake III and Need for Speed: Underground also have a similar function with consoles able to interact with PC users using the same server. Usually, a company like Electronic Arts or Sega runs the servers until it becomes inactive, in which private servers with their own DNS number can function. This form of open source networking has a small advantage over the new generation of Sony and Microsoft consoles which customize their servers to the consumer. Early real-time strategy games often allowed multiplayer play over a modem or local network. As the Internet started to grow during the 1990s, software was developed that would allow players to tunnel the LAN protocols used by the games over the Internet. By the late 1990s, most RTS games had native Internet support, allowing players from all over the globe to play with each other. Services were created to allow players to be automatically matched against another player wishing to play or lobbies were formed where people could meet in so called game rooms. An example was the MSN Gaming Zone where online game communities were formed by active players for games, such as Age of Empires and Microsoft Ants. As the World Wide Web developed and browsers became more sophisticated, people started creating browser games that used a web browser as a client. Simple single player games were made that could be played using a web browser via HTML and HTML scripting technologies (most commonly JavaScript, ASP, PHP and MySQL). More complicated games such as Legend of Empires or RuneScape would contact a web server to allow a multiplayer gaming environment. MUDs are a class of multi-user real-time virtual worlds, usually but not exclusively text-based, with a history extending back to the creation of MUD1 by Richard Bartle in 1978. MUDs were the direct predecessors of MMORPGs Massively multiplayer online games were made possible with the growth of broadband Internet access in many developed countries, using the Internet to allow hundreds of thousands of players to play the same game together. Many different styles of massively multiplayer games are available, such as: |