20 Questions: Magnus Pålsson (SoulEye)

Magnus Palsson interview

A while back I reached out to Magnus Pålsson, better known as SoulEye, and best known for composing the stellar soundtrack of VVVVVV. He had just released a metal remix of that game’s soundtrack, MMMMMM and he quickly consented to an interview to help promote it.

Great! …except that when my computer crashed soon afterward, I thought I lost the draft. Only recently did I find it, and it might have been a stroke of good timing, since Pålsson had some technical difficulties with his web-host that prevented anyone from purchasing the album until now. So, while the delay wasn’t deliberate, I’m happy to be able to finally post the interview at a time when you can actually buy the album!

(Also, on a personal note, I can highly recommend Adventure. It’s absolutely incredible, and has been on permanent rotation for me.)

1) How did you originally get involved with Terry Cavanagh? How did your contribution to VVVVVV come about?

VVVVVVFirst of all, thank you for having me on here on this excellent site for an interview! It’s my pleasure to answer your questions.

I had put up some of my music for free download online, and one of Terry’s friends named Charlie asked me if he could use one of my songs for his game. I said sure, as long as I can have a copy of the game when it’s done.

He came back a month later and gave me a copy. The game turned out to be a shoot-em-up where you play a severed dog’s head, raining hot death on evil attacking space-penises that attack you with semen. That game is spunky. It’s called Space Phallus if you want to play it.

Anyway, Terry naturally played Charlie’s game, and liked the song I had provided. (The song is “Retro Tune” and can be found as track number four on my album “S” here.) He emailed me and asked if I wanted to make music for his (then-supposed-to-be) free game called VVVVVV.

I thought it was a great idea, since I’ve loved games all my life, so I was happy to make a songs for the game.

2) How much guidance were you given in terms of your work on the soundtrack? Any specific atmosphere or tempo to reach for?

I got a beta copy of the game. It was using an old c64 placeholder song, but I was largely given free reign. Instructions were limited to just a few adjectives. He would give me the beta, I would play it, and then think, “What does the ideal platformer song sound like in my head?” And then I produced “Pushing Onwards.”

Terry put “Pushing Onwards” into the updated beta, and got inspired by the song so much that he created a new level. And then he needed more music! So I made “Positive Force.”

And then he had that one on loop for days on end, and made another level. And so it went on. We inspired each other, like a symbiotic relationship designed to evolve the game.

At a certain point, I felt there was enough good stuff in there, but I wanted a masterpiece in there, that would stand out for a long time. And thus, “Potential for Anything” was dreamed up.

I cut out entire sections after writing these songs until I got everything “just right.” It took almost a month to complete because of all the structures, details and harmonic intricacies that went into it.

3) I’m not sure I’ve ever read a review of VVVVVV that doesn’t specifically praise the music. Why do you feel it’s stood out to players in a way that few soundtracks have?

I am entirely self-taught when it comes to music, for good and bad. Many people come to me and ask what programs I use, how I get inspired, how to be creative. Sometimes, those who have the hardest time being creative are those who have been taught in various educations that there is a right way and a wrong way to create music. That you should follow a certain structure, follow the rules, and if you don’t do it right, you shouldn’t be in the business of making music.

Of course, this isn’t always the case, and most educations are great. This is not about saying education is bad. And I have a point to make. It’s that if you believe someone when they say that kind of stuff to you, you might unconsciously put a lid on the very thing that made you want to go into music in the first place: your own soul’s unique voice.

For me, music is an expression of my inner life. It’s a way of sharing myself to the world, how I feel. The music I write is therefore “true,” in the felt sense of the word. There have been few places where I’ve forced myself to make music in a certain way. This intuitive way of writing music has also made me make music only when I feel like it. Typically, I like to write music when I’m feeling really good, happy and enthusiastic. If I’m not, the music reflects that.

Given the above, consider that the songs in VVVVVV were written from my heart. They were made without any thoughts on profits, career in music, fans, recognition, future travels, and so on. They were made for the sheer joy of it all. No agenda. All the things that happened later were really unexpected.

4) What was the first album you ever owned?

It was Hey Stoopid (released in 1991) by Alice Cooper. I remember buying it because I liked the music and a part of me thought I became cooler just by owning it.

I would listen to it a few times, but not obsessively. At that point I had no plans for making music. I was just enjoying it. I remember being fascinated how one track was produced so that it naturally flowed into the next at one point. I would hear the click sound when the CD player changed tracks, and keep the same synths playing.

It’s a good album even today, but Alice himself was never my biggest influence. The most enjoyable thing on there was, as I think back to it, was Slash and his masterful play on the guitars.

5) What was the first video game whose soundtrack really grabbed you?

Wizball on Commodore 64. The first minute of Martin Galway’s title track is a stroke of genius.

It made me feel like I was tapping into something magical. Like…welcome to the world of wonders, where anything is possible. I had my C64 hooked up to my parents’ old TV, and its crappy mono-speaker (by today’s standards) was, for once, producing something clear, beautiful, new, and real.

I felt exhilarated by it, and wanted the world to know this feeling, this music, and have the same experience I was having. And my teenage self didn’t give an F. I opened the door to the garden, turned up the music, and hoped the neighborhood would rejoice in this wonderful new discovery of mine, that surely would make all those grumpy grownups a reason to put a smile on their faces. But the only result was my mom telling me to shut it off.

I’m happy to report that by now, my now 67-year old mom likes chiptune music. Well, mine at least. There are a few tracks she plays over and over at her house.

6) What was the first film whose soundtrack really grabbed you? How did it make you feel?

The truth is that I was never aware of being really grabbed by a film soundtrack. The only thing that comes up when I think of early movies with good music is Star Wars (1977). I was still in daycare when I saw that movie, and I didn’t completely get what was going on. The appreciation for that music came later on.

I saw an orchestra playing Star Wars music in my home town of Helsingborg a while back. That was an amazing experience. They played it so true to the originals, but the fidelity and quality of the raw vibrations of the different instruments resonating in my body is something I won’t forget easily.

7) MMMMMM is a complete reimagining of the VVVVVV soundtrack with live instruments in a very different style. What sparked this project? How did you come to collaborate with FamilyJules7x?

FamilyJules7x has a long history of covering game music soundtracks. I remember seeing him do a Super Meat Boy medley, and thought, “that’s cool, I wonder what my music would sound like there,” and a seed was firmly planted in me. Given half a chance, I would make it happen.

But I went on my merry way, and didn’t think of it until way later, when, one day, this subconscious dream was realized, and he made a medley of the VVVVVV music, presumably after a number of requests from his listeners. Or, as he put it: “VVVVVV‘s soundtrack is a work of genius and it’s a crime that I haven’t had a go at these songs earlier.”

Anyway, after popping all my gaskets while listening to that, I wanted to make a full remix album a reality, if nothing else, then for my very own listening pleasure. So I just emailed him and we worked it out. It was one of those “this is right; this needs to be done,” kinds of moments, where my guts had a stronger say than my brains.

I love those moments.

8) Explain “Plenary.” This was a track composed for the game, but which wasn’t ultimately featured, to my knowledge. Where was it meant to have gone?

Allow me to enlighten you. The name “Plenary” means “an adjective related to the noun plenum carrying a general connotation of fullness.”

The track which sounds like this in its original form ) is actually in the game but perhaps not heard very often, since it only plays once, when you complete VVVVVV. Am I to take it you haven’t completed the game?

It was a blast creating this jingle. It has a whole slew of intermingling leads, creating a pompous (in the good sense) fanfare that is fitting of a game complete stinger.

[ed: Believe me, I completed the game! I actually meant “Phear,” not “Plenary.” Magnus was kind enough to explain that track, too, once I’d had my mistake pointed out to me.]

“Phear” was a “song” (it’s more of a sound effect) which appeared on PPPPPP, the game’s soundtrack album, but wasn’t used in VVVVVV. It was supposed to be an Easter egg where if you stood still in a certain room for a long time, the screen would darken, and the creepy sound would start playing over and over at ever-increasing volume. Sadly, it had to be scrapped due to lack of time on Terry’s part for implementation.

9) Name the six biggest influences on your music.

Chris Huelsbeck, Martin Galway, Rob Hubbard, Jeroen Tel, Ben Daglish, and Tim Follin.

You may notice they’re all previous C64 musicians. There are so many others though, and much of what inspires me is unconscious. It’s easy to name these people, as their creations were the music playing during a lot of my formative years. Some of these have gone on to become famous on other platforms as well. Curious fact: one day a few years ago I saw that Jeroen Tel started following me on Twitter. That was a fun moment for me.

10) Name the six biggest influences on your life.

VVVVVVI like how that question was worded. I get to choose any type of influence! I’m going to give them to you chronologically, with the oldest influence first.

1. Games.
I would never be where I am if it wasn’t for computer games. I would play for hours on end, and still do some days, and escape from reality, like so many others. I love it. And at the same time, I’m aware that playing games too much can be detrimental to social interactions, which is where real life is lived.

2. Music.
Obviously. An offshoot from playing games, and hanging around tech-savvy people who liked computers. Music was often a joint interest, and some knowledge on how to work a computer was required to get games working back in those days when it all started. And then it became easy to get music programs working. Suddenly, I found myself at home in making music on a computer, and then I was creating music for others. And now I’m making a living off of it. It’s like I just fell into it.

3. Eben Pagan.
He is a well-known self-development teacher and business coach. He got me started on the road to self-knowledge, which is, like, the best thing ever.

4. Terry Cavanagh.
Again, obviously. And also inadvertently. I never knew what was in store, and how my life would change, after making the songs for VVVVVV. He didn’t either. Terry is one of the most straight-up good guys I know.

5. Decker Cunov.
Decker is transformational coach. If Terry’s influence made external things possible for me, Decker’s influence reshaped my insides in a profound way. With him (and his peers) as a powerful catalyst, I had my mind reset completely after a workshop in personal development back in 2012. I now have a completely different view and approach on life, and those who know me before and after can vouch for me changing.

Because of the great things I experienced in this workshop, I am happy to be part of a worldwide network called “Authentic World.” It consists of people who like authenticity and telling the truth, along with developing ourselves and welcoming different sensations. I educated myself in the subtle arts of the practices that Decker uses in his 6-month course held in your home state of Colorado, and now me and my friends do workshops in Europe in the same fashion, to my great excitement and benefit for participants.

If this tickles your curious bone, more info can be found here. We recently did a workshop in Amsterdam, and if you want to be part of the next workshop in Europe, I strongly recommend signing up for the newsletter.

6. Stefan Molyneux.
Stefan is a philosopher and runs the largest philosophy show in the world. He’s got some 60 million downloads of his stuff, and has almost daily videos put up on his youtube channel. His site is www.freedomainradio.com. If Decker Cunov changed my way of connecting with my feelings, Stefan has changed my way of thinking. He’s radically different than most people, and some of what he says is causing some upsets, but the show contains, in my opinion, healthy and important discussions for any decent human being.

11) The success of VVVVVV must have opened a lot of doors for you, but you haven’t composed for many games since. Are you just being choosy about your next major scoring job?

I have enough material to release a new album tomorrow on my hard drive if I could. There are many reasons for not releasing some stuff. I’ve made music for some games that were shelved at the last moment and now need a new game to make sense, and some games have yet to be released.

To be honest I’ve been dividing my time with other things as well. I’ve been traveling the world and exploring different life stuff. (See my answer to question #5!) I also have a few ideas about making my own game, and am doing research.

The game that is brewing in my mind is a social game about telling the truth or lying, and catching other players doing the same thing. I am still looking for a team on this one (coding and graphics to begin with), and it’s preferable if anyone interested has a solid sense of, and can differentiate between, both objective and subjective truths.

That being said, I’m open for music business! If you’ve got that killer game needing some Souleye TLC, don’t hesitate sending me an email. I would love to make some chiptunes for another fun game. Perhaps they will be chiptunes with some metal infused next time…

12) They’re making a live action VVVVVV movie. Who plays Captain Viridian?

VVVVVVKeanu Reeves. Haha! He took the red pill and became green. Maybe Tom Cruise or Brad Pitt would work as well…let me talk to their agents.

Already confirmed supporting actors are: Christopher Lloyd as Chief Verdigris, Kirsten Dunst as Doctor Violet, Scarlett Johansson as Doctor Victoria, Jim Carrey as Officer Vermilion, and Jim Parsons as Professor Vitellary.

13) Which Mega Man boss has the stage music?

My experiences aren’t THAT in-depth with the series. I’ve played through Mega Man 2 from start to finish, but that was a long time ago.

14) What has your experience been like with fans of your music? I have to assume it’s been positive, as you’ve collected many of their remixes and given them official release on the PPPPPPowerup album.

Oh, the people have been great. Just great. The fans are really nice to me. It’s one of the great things about being in this line of work; you get paid not only in money, but also in little internet hearts! I love my fans. <3 One of the most touching letters came from a guy who had been suffering from depression for months and months, and then he started listening to PPPPPP, and, I don’t know, subconsciously caught on to the subliminal messages that I would never admit to putting in there, because they’re not in there, and anyone who says they are in there haven’t played some of the songs backwards yet because that’s how you really get to…

Wait…I’ve said too much about those subliminal messages. They aren’t there…

Okay, enough with the joking. He claimed that my music helped him out of his depression in a very real way, and was very nice and thankful. His message moved me to tears. When I get feedback like that I sometimes feel like the effect the music had on him alone would have made it worth making the music.

Music is powerful.

15) Name one song that makes you want to turn the radio off every time you hear it.

Oh… I know where this is going. If I bring a song up like that to a friend, they’ll instantly start singing it back to me…

Haha! Well okay, it doesn’t matter. I’ll look forward to getting Rick-rolled with the song in the future.

That which you resists, persists, so… I’m going with a Swedish song called “Hej Monika.”

16) Go back in time and give one piece of life advice to Magnus Pålsson, age 10.

Trust yourself. Find out what your values are, what feels good. Learn how people make meaning out of words. And if the world seems to be doing it wrong, and you don’t quite understand it even if you really try, most likely they’re all doing their best with what they know and the only thing you can do is learn the ways they were taught to do it so that you one day can untangle those webs from yourself and others.

17) Go forward in time and give one piece of life advice to Magnus Pålsson, age 100.

Hey dude, I didn’t think you’d make it this long! But it’s time to face the fact: it’s near the end.

After you’ve said your goodbyes to your, well, to be honest, rather obscenely large family, I want you to have a good time and not fear death. I hear that hard drugs are effective in achieving that.

They’re also addictive and ruin your life in the long run, but there’s no long run anymore, so it’s time to find out what you’ve been missing! Full speed ahead! Geronimo!

On a more serious note though, what I believe is one of the best ways to go is to be in deep connection with your loved ones. Ask them to spend a lot of time with you during those last moments. Knowing that you’ve already imparted what you’ve learned about life with them, and that they’ll be all right. All what we got left is to be with each other, and stay connected for as long as possible.

But then again, that’s true for every moment in life, so why save that piece of advice for later?

18) If you were physically transported into VVVVVV, taking Viridian’s place, how far would you make it before dying?

VVVVVVI would die to the first thing that could kill me, because I’d be in total disbelief and want to see how it feels to die and respawn. If I respawned, I’d be yelling at the fourth wall a lot about wanting to be let out of this Groundhog Day-like spiked-hell existence, or maybe hit on Victoria to create some mini-Vs.

19) Who was or is the handsomest world leader?

Bill Clinton. I’m not that big into checking out political leaders but Bill is definitely charismatic. I even listened to his biography audiobook, read by himself.

20) Your star has risen to the point that every major gaming company on Earth is offering you full creative control over the soundtrack to the next installment of any franchise you like. Which series of games do you give the SoulEye stamp to?

Good question. I went through a bunch of games in my mind before singling out a series, and the honor would go to…

Drumroll…

The Street Fighter series. I think I could really do it justice, legacy-wise, and bring something new and fresh to the series. A bit ironically perhaps, as some of PPPPPP (and therefore MMMMMM) has influences from Street Fighter II. But there you go!

BONUS: Say anything to our readers that you haven’t gotten to say above!

I’m going to go out on a limb and give you a poem on life I wrote two years ago.

As I lay my heart to bare
plain for all to see
the pain I carried deep within
is shared, to more than me

The walls containing my fragile heart
came tumbling down, they broke apart
the life I thought was not for me
revealed itself, and it was free

Connected, I would sense the pain
of life, love, death, my sadness
and for the first time in my life
I made sense of all the madness

The cross I now have to bear
is holding pain, for all who’s dear
I want to ease your heavy burden
shoulder all your fear
staying present, to my purpose
I am with you here.

With strength and courage to be weak
I will shelter all the meek
Let me shield you from your pain
I don’t mind, it’s my gain

I must die, it is my path
from this earth I’m torn
And in knowing but this simple fact
my true love is reborn

20 Questions: Matt Sainsbury

The Interactive Canvas

About a month ago I wrote about a project called The Interactive Canvas. At the time it was a Kickstarter hopeful, with author Matt Sainsbury (of Digitally Downloaded) hoping that people would pledge enough money for him to assemble the games industry interview collection of his dreams.

Typically Kickstarter success is measured in terms of funds: if you don’t meet your goal, you’ve failed. If you have met your goal, you’ve succeeded. If you’ve exceeded your goal, you turn cartwheels for several weeks straight.

In the case of The Interactive Canvas, however, success took quite a different form: Matt got the news that a traditional publisher was interested in his book, and he wouldn’t have to crowdfund it after all. The Kickstarter came down, and The Interactive Canvas was fast-tracked to becoming a reality. Hot on the heels of this good news, Matt Sainsbury sat down to graciously respond to my stream of nonsense.

1) In exactly 21 words, what is your intention with The Interactive Canvas?

To provide a definitive resource on the topic of art games, through interviews with some of the industry’s greatest creative minds.

(That was more restrictive than Twitter, you evil man!)

2) What’s the philosophy behind the book? What goes into selecting what you’ll cover, and how you’ll cover it?

The Interactive Canvas is taking my standard journalist process — interview, interview and interview some more — and building a book around it. It’s the people that make games that best know the creative process behind making games, so I do believe that letting them talk about themselves, their backgrounds and their approach to game design will be the best way to show the broader arts community that games are really no different to film or literature now.

As for how I select what to cover, I play dozens of games, sometimes in one week, so, while it would be impossible to cover every artistic game, I have played a very broad range of very artistic games. Securing interviews with the developers of those was my first priority.

3) If you could change one thing about the games industry, what would it be?

It needs greater input from women. The number of women who are game directors (ie: the top of the industry’s creativity) is small — certainly smaller than in any other creative industry. It would be truly great if this industry could move past the boy’s club, and the creative ideas of women could be given the same prominence as their male counterparts.

4) If you could change one thing about gaming community / fans, what would that be?

It would be really lovely of the gaming community could stop harassing game developers for their creative ideas. Mass Effect 3‘s ending and Dante’s “new look” in DMC are just two examples, but there are many more where, the moment a game developer does something that people don’t agree with or don’t understand, those same people take to Twitter, forums, Metacritic and more to harass and threaten harm to the developer. How can we have a creative industry for artists to work with when said artists have a good reason to be frightened to be creative?

5) You’ve referred to The Interactive Canvas as the first book in a series. In what ways would you like to see the series evolve as it progresses?

In my dreams this book will be an annual publication that will continue to track the development of the games industry as a creative medium through more interviews with more developers. I would be over the moon if, ten years down the track, people have access to ten editions of this book, and they can refer back to the first and second book to see the progress of the ideas and philosophy that drive game developers and the games they make.

6) You’ve traveled through time, and you’re handed a pre-release copy of Super Mario Bros. 3. It’s your job to change it in some way to make it better than the game we know today. What do you change? And don’t give me that “It’s already perfect” horsecrap.

I add Chocobos. Every game gets better with Chocobos.

7) What’s your favorite Bob Dylan song?

“One Headlight” by The Wallflowers. I’m the only person in the world that prefers Bob Dylan’s son’s music, but there you go.

8) You’ve got a lot of great interviewees lined up for The Interactive Canvas, but if you could rub a lamp and have any three people in the industry agree to an interview, who would you choose?

David Cage: I interviewed him once before and the guy thinks about games more deeply than anyone else I’ve ever met.

Shigeru Miyamoto: It’s impossible to discuss games on any meaningful level without considering the impact that this man has had on games.

Yuko Taro: People might not know this name, but this is the man that made Nier. Nier is pure art.

9) Discussions about video games seem to get heated rather more quickly than discussions about literature or even music. Why do you think that is?

Discussions about video games get heated quickly, but, more importantly, they get heated over the silliest of topics. “My console is better than your console,” or “I disagree with you so you’re stupid.” It’s quite childish really and I do think that the reason that literature and music have more interesting, civil conversations is because it’s possible to find places to have discussions on a mature level. With the games industry it’s impossible to avoid the immaturity.

10) What is the second best gaming system ever made?

The PlayStation 3. I like my consoles handheld so the fact that the PS3 isn’t portable is the only reason why the DS will always be the better console in my mind. Both consoles have a shedload of JRPGs on them, and this really is all I care about when determining the quality of a console.

11) Why Kickstarter? What sort of challenges did you face working with that platform?

Because Kickstarter was to be the only way I could raise the money to self-fund the publishing of the book. It’s a marketing nightmare to try and get people to support a Kickstarter campaign; I must have spent 15 hours a day working on that thing while it was live, but it worked — without the Kickstarter I would never have got the publisher.

12) Peach or Rosalina?

Peach is a hopeless character, so Rosalina.

13) While it’s debatable whether or not the Ouya failed, it’s obvious that it didn’t meet expectations. What do you think happened?

I think people had unrealistic expectations of Ouya. People saw that it raised a few million dollars via Kickstarter and overshot its target by a massive margin, but forgot to remember that a console like the Sony, Microsoft and Nintendo devices cost more than a few million dollars to make and support. Ouya was always going to be a “B-Grade” console. The fact people were disappointed by this just shows how little people understand about how the spreadsheet side of the industry works.

14) What classic novel deserves a video game adaptation?

The Big Sleep. But I worry that Activision would buy the rights and turn it into a linear FPS with a cover system and dog companion.

15) You describe The Interactive Canvas as a coffee table book. On a scale from 1 – 10, how offended would you be if somebody kept it on their kitchen table instead?

10. The Kitchen is where you put cook books. Does it look like I’m going to have a recipe for my world famous lemon tart in there? Actually, that’s not such a bad idea…

16) It’s a tired question. I don’t care. Are video games, today, as they currently stand, art?

Yes. But people don’t treat games like art. They say “oh, games are art because look at how pretty they are,” completely misunderstand that a game’s graphics are not what makes it a work of art, and then go back to their arguments about how Call of Duty is better than Battlefield.

If games are to be legitimised as works of art in culture, then people need to start having discussions about games as art. This means philosophy. This means sociology, and psychology. This means feminism — without the writer then being targeted by threats of rape. Games will only truly be “art” when the conversations around games grows the heck up.

17) Your tastes seem to gravitate toward games with a traditionally Japanese flair. Why do you think that resonates more strongly with you than what you see in Western games? Or does it?

Japanese games tend to have a stronger grasp on the idea of “fun.” I look at Western games and I see two things absolutely dominate: sports games, and extremely violent games. The former is fine if you’re a fan of the sport, the latter is visceral. But where’s the oddball humour? The variety of experiences? The silly sexuality? The surrealism? The abstraction?

I generalise, of course, but the western games industry tends to take itself very seriously, while the Japanese games industry has Hidetaka Suehiro and Goichi Suda. And, somewhat ironically, because the likes of Suda are so off-the-wall and weirdly creative, his work has far more artistic merit than the Western developers that seem to be more interested in competing with Michael Bay.

18) If you could have complete creative control over a new game in any franchise, which would you choose? What would the game be like?

Not so much a franchise, I’d say, but rather a license – the Warhammer franchise has been done dreadfully for 15 years, or however long it’s been since Warhammer: Dark Omen was released. I would take that license and build a slow-paced strategy RTS that focuses heavily on the strategy side of things. You know, like how the actual tabletop game is.

19) Most disappointing game purchase or rental ever. Go.

Any modern game that has the words “Star Trek” on the cover. Seriously, how can developers mess up that franchise when they literally have decades of lore and an entire universe to play with? Mass Effect proved galactic character-based narratives can work in games. Star Trek developers have no excuse.

20) You’re trapped forever in any video game. Which is it?

Atelier Meruru: The Alchemist of Arland. Because Meruru.

BONUS: Say anything to our readers that you would like to say that hasn’t been covered above.

The best way to enjoy a good game is with a six pack or ten of beer.

I’d like to thank Matt for taking the time to answer my moderately-relevant questions. I’m sure that as publication dates are set I’ll be talking about it again, so keep an eye out here and on Digitally Downloaded.

The Importance of Keeping Artist and Audience Separate

Flappy Bird

Some of you might have heard about Flappy Bird, a very simple iOS game that saw an unexpected spike in popularity over the course of the past week or so. If you’re not interested in that game, don’t worry; I’m not going to talk about it, beyond using it to provide some context.

What I am going to talk about is the importance of maintaining the distance between artist and audience, and that’s something that Flappy Bird unwittingly illustrated quite well.

The simple game wasn’t exactly a critical success, but it found a large and appreciative audience all at once. To play you’d tap the screen. That was really it, but the cumbersome nature of the titular bird meant that it was downright miraculous if you made it any further than a few seconds into the game before failing. One tap equals one flap, but the physics complicated things; avoiding obstacles meant maintaining steady flight, which was quite hard to do when your bird was front-loaded and tended toward a natural face-plant.

That was the game, but that’s not why I’m talking about it. Why I’m talking about it is the fact that its developer, Dong Nguyen, has removed it as of yesterday from the App Store. His reasoning was both vague and clear; the game turned his life into a nightmare. Or, rather, those who played the game turned his life into a nightmare.

The kinds of messages Nguyen was receiving through Twitter and other media were absolutely out of line, but they were nothing compared to what happened after he announced the unavailability of his game: his life was threatened, the lives of his family and loved ones were threatened, and many in addition to that threatened to kill themselves. Whatever you might think of Nguyen’s decision to remove it from the App Store, the subsequent behavior of those who ostensibly enjoyed his game retroactively justifies his move. Why should he worry about disappointing people who would threaten homicide upon a man they’d never met?

Presumably Nguyen had fun designing the game. Presumably he also made the decision to monetize it. (It was available as a free download, but ads were shown in game.) What happened was that the fun was over, and the threats to his life and those he cared about were not worth the money. His audience, in a very direct way, killed what they loved.

This is something I’ve been thinking a lot about lately, and the Flappy Bird debacle is just the most recent instance. While there has always been some amount of interplay between artist and audience, for the most part this flowed in entirely one direction: downhill. The artist composes upon the mountaintop, the audience waits below.

Of course there wasn’t a perfect break between them. Artists still have (and have always had) families and friends. Agents, managers, publishers. There is always somebody around who will have a chance to provide their opinions and guidance to those doing the creating. But they made up a very small portion of the audience. They were necessary exceptions.

Now with Twitter, Facebook, email, forums, Reddit and the like, artists engage with fans much more directly. Rather than a handful of close friends, artists field feedback — and demands, and threats — from hundreds, thousands, or hundreds of thousands of members of their audience constantly. It gets overwhelming, I’m positive, and when issues do arise, things are compounded by the fact that the audience member providing feedback has the option of remaining anonymous. The artist has no such luxury.

While that’s a topic worthy of discussion — it really is, though that discussion should probably be started by somebody other than myself — what really baffles me is why such a large number of people choose to employ this unprecedented level of communication for destructive purposes.

Why the threats? Why the insults? Why the demands? When artists came down from the mountaintop with their paintings, their sculptures, their novels, their poems, their double-albums in illustrated gatefolds, that’s all the audience got. They could enjoy it and appraise it at their own pace in their own way, and only in very rare exceptions would they have a one-on-one audience with the artist during which they could register their opinions.

That was a good thing, because their opinions didn’t matter. Artists unappreciated in their time have gone on to become legends, precisely because they did not take advice. They worked the way they must work; that is to say, they remained true to themselves, and to their vision. They weren’t wrong to shut out the world…they were absolutely right, because it’s very often the world that has some catching up to do.

Now very few artists could achieve any kind of following at all without some kind of public presence, and a public presence today carries with it availability. Artists shouldn’t be personal entertainers, and yet we insist that they are. We don’t want to wait, we don’t want to be teased, and we don’t want to be disappointed. We hold artists personally accountable, and when we disagree with something, we tear them to shreds. It’s still the world that has the catching up to do, but we’re quick to destroy, and by the time we do catch up, that entire universe of artistic potential has been crushed or derailed.

Even when we do like something we tend toward destruction. Quentin Tarantino recently shelved The Hateful Eight, which was to have been his next movie project, because somebody saw it fit to leak the script. Not because they hated it…but because they could. We seek, and we destroy. We take a level of direct openness and transparency with our favorite artists that fans generations ago would have killed for, and we use it to kill anyway.

I do think there’s a debate to be had upon the merits of engaging with an audience. Certainly in some cases it seems to have worked out well…the DMX / George Zimmerman fight cancellation being a recent example of public outcry seeming to have turned a despicable publicity stunt into a rare moment of humble apology. There’s also The Venture Bros., whose pair of writers not only monitor online discussion but have openly spoken about ditching plotlines and resolutions that fans saw coming. While this level of organic response frustrates me, the fact is that the show is great, and for all we know it never would have achieved the highs that it has had the writers stuck to their original (apparently easily guessable) plans. Then, of course, there’s Ezra Pound, whose edits could well be the only reason we know T.S. Eliot today.

But, overall, I find it hard to believe that it’s constructive, or conducive to creating great art. Fans don’t know what they want; fans are fickle and reactionary on the whole. For everyone who quietly appreciates, fifty loudly rage.

Why? There’s certainly an awful lot of art that I don’t enjoy, and a lot of artists I make a point of avoiding, but I wouldn’t see the benefit in attacking them, in obstructing their plans, or of vocally detracting. The world is large. The world is varied. If an artist makes a choice you don’t agree with, the odds are good that there’s another artist making the opposite choice that you do agree with. There’s enough out there. It is no artist’s responsibility to appease his or her audience, regardless of what the modern culture of constant interconnectivity seems to suggest; it’s the audience’s job to follow the artists that they enjoy.

In the past, if an artist read negative reviews of his or her work and got upset, the onus was at least partially upon the artists. After all, you don’t need to read those. You can, but you realize you’re making a choice to do so.

Now it’s different. An artist wakes up to more messages from strangers than he or she does to messages from friends. That’s a scary imbalance, and it’s something I wouldn’t know how to address. Online, accessible socialization is increasingly mandatory for up-and-comers. Without it, how could you amass a fanbase today? But with it, won’t it get pretty tiresome trying to do the art you love when thousands of people you’ve never met are insisting you’re doing it wrong?

We lost Flappy Bird. To many people, that will mean nothing, and that’s okay. But that’s only one example; there’s no telling how much else we’ve lost, are losing, and will continue to lose by insistently stifling creativity. The Hateful Eight. Fez II. Whatever phantom episodes of The Venture Bros. never made it to production. All those unmade seasons of Chappelle’s Show. All those concerts Ryan Adams walked out of rather than deal with hecklers. That inconceivably long initial draft of The Waste Land.

Art is the one thing that makes this world tolerable. Well, that and love. Some would argue — and I’d be one — that they’re very similar concepts, and they’re both easy to destroy in the same way.

Let them be. If you don’t like it, move along to something you do like. Killing it gets you nowhere, and it just leaves the quiet, contemplative fans that much poorer for the loss.

Xmas Treat: The Pac-Man Christmas Album

The Pac-Man Christmas Album

Happy Xmas, everyone! I hope you don’t mind that I’m giving you your gift early…

Yes, this was real. No, this is not a hilarious joke. (Though, truth be told, it is pretty hilarious.)

In 1980, the Pac-Man Christmas Album was released, and thanks to friend of the website Ed Adams, I’ve got a digital version of the original, long out of print LP for your downloading and listening pleasure.

Grab The Pac-Man Christmas Album here.

The interesting thing about this, to me, is that Pac-Man — while undoubtedly iconic — doesn’t really have a distinct personality, or roster of rich characters. An in-character album of new Christmas tunes and covers of old classics seems crazy to me, since Pac-Man can sound like anything and say anything because we have no idea who Pac-Man is.

It’s not like a Super Mario Christmas album or something…which I’m sure would be just as awful, but would at least have had some vaguely-defined characters upon which to base its conceit. Here it’s just a yellow circle singing about Jesus with his family of yellow circles. That’s distilled insanity right there.

Anyway, I hope you enjoy. Actually, no I don’t. “Under the Tree” is a masterpiece, though. Who would have thought Pac-Baby would have such potential as a lyricist? And it’s worth listening to simply because it climaxes with the ghosts feeling the Christmas spirit for the first time, and apparently orgasming loudly.

God bless us, every one.

The Pac-Man Christmas Album
1) The Magic of Christmas
2) Snowflakes and Frozen Lakes
3) Under the Tree
4) Dialogue 1
5) Deck the Halls
6) An Old Fashioned Christmas
7) Dialogue 2
8) Some Days Are More Important
9) Dialogue 3
10) Friends Again
11) We Wish You a Merry Christmas
(Download)

Never before has 25 minutes felt like such a long, lonely lifetime.

Why I Love, Love, Love, Love A Link Between Worlds

A Link Between Worlds

I haven’t been very impressed with the past few Legend of Zelda games. Actually, that’s putting it a bit too lightly; I think the past few Legend of Zelda games are terrible. And I don’t mean “terrible” in a relative sense, with me comparing them to the incredible highs the series has achieved in the past and calling them failures because they don’t have quite the same resonance. No, I mean “terrible” as in “these really are some lousy games.”

And so I didn’t get my hopes up about A Link Between Worlds, which was released this past week after many months of buildup. After all, I’ve been burned a bit too much by the past couple of releases. And yet I took the plunge anyway, and I’m glad I did. Not only because I absolutely adore the game on its own merits, but because it’s helping me to see, and to articulate, the problems I’ve had with the series lately. It not only illuminates them…it seems to deliberately atone for them.

The game, as you can probably tell from the comparative screenshots above, takes place in the same world as A Link to the Past, which is quite likely my second favorite Zelda game. I even chose it as my favorite thing from 1991 when asked to make such a selection, and it’s a choice I absolutely stand by. It is, for all intents and purposes, an absolutely perfect video game experience. And I’m choosing my words carefully here; I really do think of it as an experience.

The plot is not much to speak of; it doesn’t go much further than the standard boilerplate “kingdom in peril” that the first game already used, and it doesn’t really get any deeper here. But that’s a good thing. Yes, that’s right…for all of the bickering about chronology and intra-series cross references and alternate timelines, worlds and universes, Zelda is at its strongest when it doesn’t try to tell a story.

Flash back to your first time playing the original game. I can’t tell you that your experience with it was anything like mine. Actually, I can more or less promise you that it wasn’t…but that’s okay. In fact, again, that’s a good thing.

I remember playing it as a kid and being absolutely terrible at it. It was fun, don’t get me wrong, but with a wide open world like that, I wasn’t sure what to do. And I don’t mean that I was confused about my objectives…I meant that I did not know how I would survive.

At this point in my life, I was used to video games that broke their experiences into sequential chapters. Whether it was clearing a board of pellets and ghosts or leaping triumphantly at a flag pole, I felt as though I was in good, careful hands. I’d have to use my own cunning to figure out a way to achieve that goal, but there was a sense of safety and of security in knowing that somebody, somewhere, had taken the time to organize these things for me.

It’s easy to understand the appeal. If you succeed, you will be assigned the next objective, and it will be a little harder. And that was okay, because we trusted them. Games were designed as gradual challenges, to be ratcheted up at regular intervals. I may not have known what was coming next, but I trusted that it would never be unfair. I was secure.

The Legend of Zelda opens with its blackness parting like a curtain, revealing a stage upon which you are the only actor, in a show with no script. There is no security. There is simply a world for you to explore. And that’s why it’s remembered so fondly today, and why the series is still alive; there was a genuine sense of adventure, because the literal unknown stretched out in all directions around you.

Your experience of fumbling through the game is a lot different from my experience of fumbling through the game. 200 people could be asked to give a play-by-play of how they made it through The Legend of Zelda, and the only overlap would be in the tiny details. They collected the pieces of the Triforce. They slayed Ganon. They rescued the princess. Everything else would be — and must be — a more personalized story, something unique to their own experience that enfolded entirely, silently, within their own minds. Compare that to Super Mario Bros., which would be exactly the opposite: the main experience of the game would be identical no matter who you asked, with the only deviations coming in the smaller details…such as where they decided to farm for lives, or whether or not they used a Warp Zone.

There’s no right or wrong approach. The continuing success of both franchises proves that well enough. There’s a comforting, charming sense of advancement in addictive platformers, and there’s an unforgettable sense of excitement and surprise that comes along with open-ended adventure.

A Link to the Past built upon the formula of the first game — and rejected nearly everything from the second — to create what was ultimately a much more refined experience. It’s a purposeful retread over old ground, and it’s done for a respectable purpose: there was new hardware, a new controller, and new ways to do so many things better.

And it did do so many things better. The sense of adventure was left intact, but the world felt more real. More deliberately constructed. More coherent. Which only intensified the effect of your inevitable trip to the Dark World. That was a brilliant gameplay wrinkle that worked only because the Light World felt so genuine. It felt like an actual place, rather than a large and varied battlefield. If it hadn’t, it wouldn’t really have meant much to see it in such disarray, to find familiar landmarks gone or perverted, to see the palette of deadness tossed over the formerly lush grass and trees.

When I was a child playing The Legend of Zelda, I didn’t know how I would survive. Survival, for me, was more important than advancement. So I kept to the areas that felt safe to me. I could fight weak enemies over and over again, amass the cash that would let me buy the items that would make me stronger, and then I’d peek out a little bit. I’d let the screen scroll me into a new area. Sometimes it felt safe, because I had more abilities at my disposal. Other times I still felt unprepared, and so I retreated back. The point was, though, that this was a game that I could experience on my terms. The Legend of Zelda didn’t care where I went, or when I decided to go there. It didn’t care about the sequence in which I tackled the dungeons, and it didn’t even seem to care if I tackled them at all.

A Link to the Past was like an incredible punch to the gut, because I felt much safer in the overworld this time than I had in the original game. Sure, there were some difficult enemies, but it never felt like I was more than a few screens away from sanctuary. So I explored more recklessly. I was emboldened.

…until I found myself banished to the Dark World. Just like in the original game, I was in an area that suddenly made me feel overwhelmed. Unlike the original game, however, I wasn’t allowed to go back to my safe spot. I was trapped…and the only way out was forward, through what I dreaded most. Today it’s a development that probably feels quaint. To a ten-year-old boy playing the game in a dark room late at night, however, it was the stuff of nightmares. The Legend of Zelda was a game that had already stripped me of my security, and now A Link to the Past stripped me of whatever small amount of comfort still remained.

The original game didn’t care if you ever grew up and matured as an adventurer. A Link to the Past said, “You mature now, or you don’t get home alive.”

I loved it. And I still love it. I’ve played through it many times since, and it’s an experience that simply feels timeless. Yet there was an unfortunate side effect to A Link to the Past saying “You do this now.” What it did was set a precedent for all of the games that followed. And while Ocarina of Time, Majora’s Mask and The Wind Waker probably constitute the single best three-game run in any series ever, the fact remains that the “adventure” was dismantled.

A Link to the Past relied on the sequential usage of items more than either of the previous games, and it set the stage for the series to rest on its laurels. Whereas items were necessary to progress in the first two titles, they now started to fall into a predetermined chronology. It was no longer a case of choosing to go somewhere on a map…it was a case of choosing to go somewhere, realizing you needed an item to get past the barricade, seeking out that item, finding out you need some other item in order to find what you’re looking for, and so on. Adventure is striking out into the unknown…and by constructing these chains of mandatory causality, the Zelda series gradually forgot what adventure meant.

It found substitutes, of course. Ocarina of Time built a genuinely engrossing story, totally revamped the combat system, and featured positively breathtaking visuals for its day. Majora’s Mask — my particular favorite — delved into deep, hallucinogenic abstraction, and re-built the Ocarina world from the ground up as a Twilight Zone-worthy hellscape of death, despair, and inevitability. The Wind Waker turned the entire concept of a video game into an interactive, gorgeously animated cartoon. There was enough to keep us distracted from the fact that as “open” as they may have still seemed to be, the Zelda games had been reduced to level 1, level 2, level 3, and so on. Those labels were missing, but their effects were felt. The original game was an empty stage upon which you could act as you saw fit. The later games were more like massive murals of great adventures that were thrilling to look at, but which you could never get inside.

Twilight Princess was my first true Zelda disappointment, because it was not only as rigid as ever, but now it no longer seemed to be any fun. The palette was dismal, the character design uncreative, and the gameplay wrinkles just felt like less effective clones of things the series had already done. Skyward Sword rectified the graphical approach somewhat…at least in the sense that it let its characters be characters. But it also featured a control scheme that wanted to be immersive but instead reminded you with literally everything you did that you were just playing a video game. It also featured the most intrusive tutorial character yet…a spirit named Fi that literally never shut up, and would constantly feed you puzzle solutions whether you liked it or not.

The evolution of the Zelda series — and this is something that A Link Between Worlds has made clear to me — has gone something like this: adventure, then regimented advancement, then games that don’t trust you at all to play them.

I didn’t want that. And so I fell out of love with what was once the most exciting adventure a boy could have with a controller in his hands. That was okay, though. People grow up. We leave some things behind, and other things leave us behind.

But A Link Between Worlds won me back. Not just because it takes place in a world we’ve already seen, but because of what it does with that world. Just as the Dark World was a sucker-punch inflicted upon every child in the early 90s, A Link Between Worlds uses the comforting familiarity against us. It reaches back to the game that unintentionally introduced stodginess and rigidity to what was once an open and exciting formula…and it creates a new time-line. In this one, the adventure is still yours to have. In this one, your experience will be different from my experience, and those in turn will be different from the experiences of 198 other people making their way through the game. The series has never left us, but that’s something we haven’t seen in decades.

A Link Between Worlds does to A Link to the Past what that game did to The Legend of Zelda. It gives us largely the same experience, but it builds upon and refines it in ways we didn’t even consider. In this case, it’s down to tighter controls, non-sequential dungeons, and a shop that rents out items to you. Almost all of the items. You can take them and leave them as you please. This means that if you need to melt an icy barricade, you don’t need to figure out where the Fire Rod is, and then work backward through the chain of reasoning to figure out all the items you’ll need before you can get it; you just go rent the Fire Rod.

That might sound like the game is easier, but it’s actually not. It’s more difficult when you have the freedom to do what you’d like to do. Why? Because it’s your responsibility to get it right. The game isn’t providing the gradual accumulation of important items like it used to…it literally lays them all on the table and wishes you luck. For the first time in more games than I can count, The Legend of Zelda trusts me.

And that’s why I love A Link Between Worlds. Forget the lovely graphics. Forget the great soundtrack. Forget the funny dialogue and silly — but addictive — mini-games. All of that stuff has been with us all along.

What matters is that it rediscovered its own sense of adventure, and that, once again, it wants me to have fun playing it.

I hope we do get more Zelda games in this vein. Because it really is a lot more fun when you have responsibility for your own actions. That’s what Zelda should be all about. Not cut-scenes and long lectures from your mandatory helper character, but a sense that it’s up to you to figure this out. The odds are against you, you’re alone, and the fate of the world is in your hands.

Sure, it’s intimidating…but it’s the only way you can correctly consider yourself a hero.