GUITAR HERO: THE ASIAN TOUR IMPLICATIONS OF AN ASIAN
Transcription
GUITAR HERO: THE ASIAN TOUR IMPLICATIONS OF AN ASIAN
GUITAR HERO: THE ASIAN TOUR IMPLICATIONS OF AN ASIAN LOOK FOR THE GUITAR HERO VIDEO GAME SERIES MASTER OF INTERACTIVE TECHNOLOGY THESIS PRESENTED BY HARYATI MOHD EHSAN i To the Graduate Faculty: I am submitting herewith a project written by Haryati Mohd Ehsan entitled Guitar Hero: Asian tour, Implications of an Asian look for the Guitar Hero video game series.‖ I recommend that it be accepted in partial fulfillment of the requirements for the degree of Master of Interactive Technology in Digital Game Development, with Specialization in Art Creation. _________________________________ PROF. DAVID CHERRY Supervisor I have read this Project and recommend its acceptance: ____________________________________ PROF. NICK HEITZMAN Advisor or Second Reader Accepted for the Faculty: _________________________________ PROF. GARY BRUBAKER Deputy Director, Academics SMU Guildhall ii GUITAR HERO: THE ASIAN TOUR IMPLICATIONS OF AN ASIAN LOOK FOR THE GUITAR HERO VIDEO GAME SERIES A Thesis Presented to the Graduate Faculty of The Guildhall Southern Methodist University in Partial Fulfillment of the Requirements for the degree of Master of Interactive Technology with a Major in Art Creation By Haryati Mohd Ehsan Haryati Mohd Ehsan B.A in Graphic Design Universiti Teknologi Mara, Malaysia iii ACKNOWLEDGEMENTS First of all I would love to express my gratitude to my wonderful supervisor Prof David Cherry for assisting me throughout the process to complete this thesis. Never forget my fellow friends from Cohort 14 in Guildhall at SMU for encouraging me to move forward and for the nice critique on my work. The credit also goes to Kesi who fixing my grammar and spelling mistake while in the process on completing this thesis. Last but not least to all my friends and the volunteers who spent their time to answering my research questions, thank you so much for your time, you guys are the best. For my future reader who reading this thesis, I hope this thesis will help you a little bit on your future research. Thank you and all the best. Mohd Ehsan, Haryati B.A in Graphic Design, Universiti Teknologi Mara, Malaysia,2008. M.A., Master of Interactive Technology, The Guildhall at Southern Methodist University, 2011 iv GUITAR HERO: THE ASIAN TOUR IMPLICATIONS OF AN ASIAN LOOK FOR THE GUITAR HERO VIDEO GAME SERIES Supervisor: PROF DAVID CHERRY Master of Interactive Technology conferred May 1st, 2011 Thesis completed October 31st, 2011 Guitar Hero video game series are well known as a video game that fully based on Art and Music from the Western Rock culture. Despite of the differences of culture across the world, Guitar Hero series are the most successful title when it comes to the music based video game genre especially in Asia. Even though the series are acceptable in Asia, but the lack of Asian identity in the video game did cut majority of the potential audiences to play the games. Therefore in this thesis, the author is discussing about the implementation of Asian culture in the existing Guitar Hero video game series and whether the fusion between Asian and Western art style for this game will be accepted to both Western and Asian gamers who embraced these cultures. The author hope that with the success of this research, the developers and publishers will broaden their horizon on art design in the game across every culture to attract more audiences and increase the profits overall. v TABLE OF CONTENTS Acknowledgements ............................................................................................................ iv List of Tables ................................................................................................................... viii Chapter 1: Introduction ....................................................................................................... 1 Background of the Study ........................................................................................ 1 Problem and Purpose Statement ............................................................................. 4 Research or Project Question .......................................................................... 5 Significance of the Study ........................................................................................ 6 Definitions............................................................................................................... 7 Chapter 2: Literature and Field Review .............................................................................. 8 Literature Review.................................................................................................... 9 Field Review ......................................................................................................... 15 Summary ............................................................................................................... 49 CHAPTER 3: METHODOLOGY .................................................................................... 51 Data Collection and Procedures ............................................................................ 53 Data Analysis ........................................................................................................ 55 Chapter 4: discussion and conclusion ............................................................................... 76 References ......................................................................................................................... 81 Appendix A: milestone schedule ...................................................................................... 84 vi Appendix B: SURVEY MATERIAL ............................................................................... 87 Vita.................................................................................................................................. 113 vii LIST OF TABLES Table 1: Age .......................................................................................................... 56 Table 2: Ethnicity.................................................................................................. 57 Table 3: Occupation/education related to game industry ..................................... 58 Table 4: Occupation/education art related ............................................................ 59 Table 5: Years playing games ............................................................................... 60 Table 6: hours per week playing videogames ....................................................... 61 Table 7: Are you familiar with Guitar Hero?........................................................ 62 Table 8: What type of gamer are you when playing Guitar Hero videogames? ... 63 Table 9: Are you familiar with the quality of art in Guitar Hero? ........................ 64 Table 10: Do you like Guitar Hero art style? ........................................................ 65 Table 11: Is it important to customize your character? ......................................... 66 Table 12: Is the choice of venue important to you? .............................................. 67 Table 13: Does the concept art for Guitar Hero: Asian tour appeal to you? ........ 68 Table 14: Comparison of quality between original Guitar Hero and Guitar Hero: Asian tour concept art. ........................................... 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Table 15: Would you enjoy playing a level based on this art? ............................. 70 Table 16: Would you enjoy playing a level based on this art? ............................. 71 Table 17: The effectiveness in using Asian design elements ............................... 72 viii LIST OF FIGURES Figure 1 Otocky: Famicon Disk System (1987) gameplay ..................................... 9 Figure 2: Konami‘s GuitarFreaks game arcade .................................................... 10 Figure 3: GuitarFreaks Append 2nd Mix for PS1 menu screen............................ 12 Figure 4: GuitarFreaks Append 2nd Mix animation ............................................. 12 Figure 5: Dance Revolution arcade Japan 1998 gameplay ................................... 13 Figure 6: Guitaroo-Man PS2 (2008) gameplay .................................................... 14 Figure 7: Guitar Hero complete kit (2005) ........................................................... 15 Figure 8: Character customization option in Guitar Hero series .......................... 17 Figure 9: Metal Head‘ Axel Steel ......................................................................... 17 Figure 10: Dave Murray (Iron Maiden) and Zakk Wylde (Black Label Society/ Ozzy Osbourne) .................................................................................................... 18 Figure 11: ‗Black Metal‘ Lars Umlaut.................................................................. 19 Figure 12: ‗Immortal‘ band- Black metal ............................................................. 20 Figure 13: ‗Punk rocker‘ Johnny Napalm ............................................................. 20 Figure 14: Sid Vicious (Sex Pistol) and Jorge Herrera (The Casualties) ............. 21 Figure 15: ‗Alternative Rocker‘ Judy Nails .......................................................... 22 Figure 16: Judita Wignall of (Halo Friendlies/ Scouts of Saint Sebastian) and LynZ, (Mindless Self Indulgence)............................................................................... 23 Figure 17: ‗Hard Rocker‘ Casey Lynch ................................................................ 23 Figure 18: Linda Lou (vocalist and guitarist) with ‗Cockpit‘ band ...................... 24 Figure 19: ‗J-Rock girl‘ Midori ............................................................................ 25 Figure 20: Linda Lou (vocalist and guitarist) with ‗Cockpit‘ band ...................... 26 ix Figure 21: Dream stage; Guitar Hero: Warriors of Rock ..................................... 27 Figure 22: Desert stage, Guitar Hero III: Legends of Rock .................................. 27 Figure 23: Grey stage, Guitar Hero: Metallica ..................................................... 28 Figure 24: Park stage, Guitar Hero 5 .................................................................... 28 Figure 25: The Spiders, earliest Japan rock band (1960s) .................................... 30 Figure 26: Champloose at Chakra Livehouse, Kokusai- dori, Naha, Japan (2008) ............................................................................................................................... 30 Figure 27: X-Japan and Malice Mizer (1980s ...................................................... 31 Figure 28: B‘z and L‘Arc-en-Ciel (1990s) ........................................................... 32 Figure 29: Asian Kungfu Generation (2000) ........................................................ 32 Figure 30: Orange Range (2000) .......................................................................... 33 Figure 31: Cui Jian (1980s)................................................................................... 34 Figure 32: Tang Dynasty band(1990s) ................................................................. 35 Figure 33: M Shariff and The Zurah (1960s)........................................................ 36 Figure 34: The Swallows (1960s) ......................................................................... 37 Figure 35: Search (1990s) ..................................................................................... 38 Figure 36: Rising star Rock performer in Malaysia (from above left: Meet Uncle Hussein, Hujan, Anna Rafali and Faizal Tahir) .................................................... 39 Figure 37: kimono fabric patterns based on Ukiyo-E ........................................... 40 Figure 38: Kimono, traditional Japanese clothing ................................................ 41 Figure 39: Hanfu and cheongsam; Chinese traditional clothing ........................... 43 Figure 40: Phoenix and Dragon, Chinese mythical creatures ............................... 44 x Figure 41: Wayang Kulit (shadow puppet heavily influenced by Hinduism culture) .................................................................................................................. 45 Figure 42: Traditional motifs influenced by nature .............................................. 46 Figure 43: Nyonya kebaya; a culture fusion between Malay and Chinese people 46 Figure 44: Ethnic groups in Malaysia ................................................................... 46 Figure 45: Anna Rafali performing with Kebaya, Malaysian traditional clothing 48 Figure 46: Gackt and Orange Range, some of the Japanese rock bands implement traditional cultures in their performances ............................................................. 49 xi DEDICATIONS This thesis is especially dedicated to my family, Mom and Dad who always supporting me in everything that I do, and to my little sisters who inspired me to write this thesis. Lastly to all Guitar Hero fans out there, Rock On! xii CHAPTER 1: INTRODUCTION This chapter introduces the background and context of the study, the problem and purpose of the study and its significance. It concludes with the methodology used, the limitations of the study, and specific definitions used throughout this paper. BACKGROUND OF THE STUDY The Guitar Hero series is a series of music videogames developed by Harmonix, Neversoft and Vicarious Visions. First published in 2005, this game series introduced a new type of gameplay in which players use a guitar-shaped game controller to simulate playing in an actual rock band. By hitting the colored buttons on the neck of the controller in time to the color coded notes that scroll on the screen, the player looks like he is actually playing a guitar. The most interesting mode in Guitar Hero games is ‗Career Mode‘ where the in-game bands travel to various venues and unlock new contents such as songs, characters, stages, and music items. The player has the option to select one of several pre-created avatar characters who represent the player performing on the stage during gameplay. The characters can be customized by using points earned from successful performances. There are also Standby Characters ready to be selected by the player, each representing the look of a different variety of rock music genre such as Heavy Metal, Punk, Alternative Rock and Pop Rock. Every venue in the game has its own unique settings based on the rock music style that is performed on each stage. 1 In the past five years, the Guitar Hero franchise has published six series (not including expansion packs) which introduce legendary rock bands like Guitar Hero: Metallica, Guitar Hero: Aerosmith and Guitar Hero: Van Halen. Every series offers numerous rock songs which originally came from successful artists and popular rock bands across the United States and Europe. The Guitar Hero videogame series combines uniquely original gameplay and an awesome selection of rock songs with beautiful graphics and visual effects. This compilation has caused the series to be recognized as one of the most popular music theme genre video games around the world. The popularity of the Guitar Hero game series also has significant impact in the fields of music and education. The series has become a useful learning tool in music education. Some of the rock bands also use the influence of Guitar Hero games to introduce their songs to a much broader target market across the world, increasing music sales for both new artists and old. The series also presents the songs, fads, and fashions of the rock culture in the United States and Europe to the videogames audience on the other side of the world, Asia. Asian people have been introduced to rock songs since early 1960‘s when The Beatles was the huge phenomenon of the time. In Japan, there is a special rock genre created by Japanese known as „visual kei‟. This rock genre started to gain popularity during the 1990‘s by combining the styles of glam rock, punk rock, and gothic in one genre. Visual Kei Rock groups such as X-Japan, Dir En Grey and Luna Sea are widely known around the world despite the language barrier. Across Southeast Asia in countries such as Malaysia, Indonesia, Singapore and Thailand, Alternative Rock is the most 2 popular genre. Popular rock bands like Meet Uncle Hussein, Hujan, Sheila on 7 and Peterpan are just a few of the well known bands using this genre for their songs. At first, Asian rock bands were heavily influenced by the United States and European cultures in their songs since Rock music is originally from the west, but some of the cultural elements are not appropriate to the Asian people. More recently, some of the rock bands in Asia have begun to find their own identity by implementing traditional Asian music in their songs. Some of them also introduced the uniqueness of Asian rock through graphics and packaging design. Their music videos are often made in interesting locations across Asia and serve to introduce the Asian culture to audiences around the world. Thanks to the effort of these bands, rock music from Asia, and the art associated with them, is starting to be known and gain in popularity in the homeland of rock music, the United States and Europe. 3 PROBLEM AND PURPOSE STATEMENT Despite the popularity of the Guitar Hero videogame series, all the songs and styles are derived from western cultures (primarily the United States and Europe). Although Guitar Hero is widely accepted by Asian videogame fans, there is still no effort by its publishers to introduce Asian rock songs into the series. As a result, the game‘s saturation into Asian markets has not been as strong as it could have been if Asian consumers had been presented with a version that reflected their own culture. Guitar Hero‘s art department tried to win the heart of the audience in Asia by introducing a character named ‗Midori‘, a cute female rock star from Japan, in Guitar Hero III in 2009, but the effort was less than successful. The name of the character was Asian, but her appearance was not. One version of the game did add a ninja suit as a bonus costume for player avatars, but that, plus one Western looking character with a Japanese name, has not been enough to introduce the breadth Asian Rock culture in the videogame itself or to signal to Asians that they are a respected part of the game‘s target audience and are not being bypassed or ignored by the game itself. More could be done. Asian Rock does not come from a single country. It taps into the art, music, and cultural heritage of the many countries that comprise Asia and is strong, rich, and powerful as a result. It is waiting to take its place in the world market. If the developers of the Guitar Hero series were to create a new edition, still using the popular music of Western culture but also employing Asian art, concept, and design in ways that might make it interesting and acceptable to the traditional Western target audience, such a cultural mix might allow Asian audiences to feel more ―included‖. This, 4 in turn, may result in a win/win situation where Western and Asian audiences are pleased with the product and the publisher and developer are pleased by greater revenue from increased penetration of the Asian market. This thesis proposes a project as a proof of concept for this idea. Ideally, an entire working level should be created and test marketed. That, unfortunately, would require a full team of programmers, engineers, designers, and artists, and such a team is not available. The author can, however, create the art that would be needed and test that for its effectiveness. For the purposes of the project, then, the author shall create character, accessory, and environment art assets (such as a stage) from concept to finish for an imaginary version of Guitar Hero which will show famous rock celebrities and bands on tour to famous sites and venues throughout Asia. Traditional Asian art, fashion, and design will be employed. The name of the game, aptly enough, shall be Guitar Hero: The Great Asian Tour. Research or Project Question There are several questions yet to be answered during this process, such as: 1) How can one combine two significant cultures that have a lot of contradiction between each other in this game? 2) How can one implement the Asian cultural styles in Guitar Hero‘s art design and make them acceptable for both Western and Asian target audiences? 3) Will one be able to introduce the Asian culture itself through the art? What should be done to make that happen? 5 Answering these questions will enable one to collect data as to the process and procedure of creating art of quality sufficient for use in such a game as Guitar Hero and to collect data as to whether art based on traditional Asian culture can be used to successful advantage in such a game. SIGNIFICANCE OF THE STUDY Asia is the biggest continent in this world and consists of many cultures. The videogame industry in Asia has steadily increased in past years and has reached billions of US dollars in revenues recently, In Japan, China, and Korea, the profit revenue in 2008 was USD6.26 billion, USD2.75 billion and USD1.7 billion respectively. In the rest of Asia, the revenue in 2006 was USD14 billion. The numbers show a potential for increased sales and profits for The Guitar Hero series should they be able to attract a greater share of the main target audience in Asia. The series itself has been used as one of the mediums in music education. By implementing Asian culture in this game, it is hoped that this unique combination can introduce this exotic culture to the younger generation in the future. Overview of Methodology and Limitations For this thesis, all the works were analyzed using quantitative methods. The data gathered, explaining the source of idea and progress of the works based on the timeline given from start to completion. All the process to complete the thesis will be made in Adobe Photoshop CS4, then the survey questions were made based on the concept art 6 and passed to the volunteers to be answered in Guildhall at SMU, New York Comic Convention and also via online through author‘s website. Their answers determined the success of this research. In the process of making the Asian looks, all characters‘ costumes and accessories will be made based on the traditional era from 3 different Asian countries: Malaysia, China, and Japan. The unique patterns, accessories, and traditional costumes from each country will be modified to into a new casual and modern look, suitable to wear on stage for rock performances. The art style will focus on creating characters that are able to blend with the existing characters and costumes in the Guitar Heroes series and can potentially be used as the design for the next Guitar Hero game. A stage for the characters will be created based on Asian architectural designs and motifs. DEFINITIONS Gameplay – the features of a computer game, such as its plot and the way it is played, as distinct from the graphics and sound effects. FretOne of several ridges set across the fingerboard of a stringed instrument, such as a guitar. Avatar A graphic identity you either select from a group of choices or create on your own to represent yourself to the other party in a chat, instant messaging (IM) or multiplayer gaming session. An avatar is a caricature, not a realistic photo, and can be a simple image or a bizarre fantasy figure. 7 CHAPTER 2: LITERATURE AND FIELD REVIEW The Guitar Hero series is the series of music video games developed by Harmonix, Neversoft and Vicarious Visions. First published in 2005, Guitar Hero is recognized as one of the most popular music video games around the world. Despite its popularity around the world, all of its songs and bands are from the United States and Europe. Even though the games are widely accepted by Asian videogame fans, they are not the top choice of Asians because Asian culture is not represented in the games, making it difficult for Asians to become fully immersed in the environment or in the action. Rock culture has existed in Asia since the 1960‘s when The Beatles came into the scene. Rock songs in Asia have not just copied the western songs. They have evolved to include the uniqueness of Asian culture in music, design, and fashion sense. As one of the most popular music video games in this world, the Guitar Hero series has introduced and popularized many rock songs from the United States and Europe. It has been on the market for five years. It is time now for the series to introduce the richness of Asian rock culture gain a wider acceptance in the Asian market. 8 to the rest of the world and, in so doing, LITERATURE REVIEW For this thesis, extensive research was conducted into the Guitar Hero videogame series from its origin to the X-factors that make this game so popular around the world. It is interesting to note that, although Guitar Hero is based on Western culture, rock music simulation games originated in Asia. The history of music games goes back 20 years ago to the first rhythm based game, called Otocky. It was developed by interactive media artist, Toshio Iwai for Famicom Disk System in 1987. The game is a side scrolling shooter which enables the player to pilot a ship and fire projectiles by using different notes which are quantized in real time to the basic background music. This means the player adds his own beats to the music to defeat his enemies. Otocky is known as the first videogame to include creative/generative procedural music, giving the composer (player) the freedom to create different compositions. Figure 1 Otocky: Famicon Disk System (1987) gameplay 9 Music video games genre based on guitar simulation began about 10 years ago when one of the popular game companies in Japan, Konami, introduced Guitar Freaks into every game arcade in Japan back in 1999. The game was developed by Bemani. It is a simulated arcade game with a controller that looks like an electric guitar. The game consists of music predominantly from J- Rock and J-Pop genres. The game was so popular in Japan at that Harmonix became interested in bringing it to western markets and offered to help Konami develop a music game using a guitar controller for PlayStation2 (PS2), Guitar Hero was, then, produced in 2005. Figure 2: Konami’s GuitarFreaks game arcade 10 Even though Konami was the first company to create a guitar simulation videogame, and even though it did so many years ago, its Guitar Freaks franchise was never introduced outside the Japanese market. Compared to Guitar Hero, the Guitar Freaks series only offers songs from local rock and pop bands from Japan. ―It‘s very niche, and doesn‘t really translate into who the videogame player is in general‖ (Interview with Bryan Lam, Red Octane 2008). The song choices were only popular with the Japanese population and did not really suit the taste of American gamers at that time. Aside from that, Guitar Freaks is only available in a version that must be played in game arcades, therefore the guitar simulation technology was initially tied to the game arcade environment, and not many non-Japanese videogame fans were willing to spend most of their time playing the game in an arcade. Konami tried to bring Guitar Freaks videogame out of the game arcade and into the Playstation 1 (PS1) console in Feb 24, 2000, but it was only available in the Japanese language and, therefore, failed to attract major audiences outside of Japan. One of the flaws of this game is its graphic quality .The animation is poor, static, and unattractive. Even though the players used controllers which look like guitars, they never had the level of immersion that made them feel like actual rock stars. There are no characters and environments that create the rock atmosphere in the game. Thus the game looks dull and boring. 11 Figure 3: GuitarFreaks Append 2nd Mix for PS1 menu screen Figure 4: GuitarFreaks Append 2nd Mix animation Despite of the lack of graphic quality in Guitar Freaks, Konami did really well when they‘re introducing Dance Dance Revolution arcade game in Japan back in 1998. In that game an in-game character shows the player dance moves so the player can move and dance along with the character. The environments change according to the mood of the songs chosen. Dance Dance Revolution is so popular around the world even though 12 the game mostly uses J-pop songs. It is available for multiple consoles including PS1, Dreamcast, Nintendo 64, PS2, Xbox and Wii. Its gameplay is based on a simulation similar to Guitar Freaks, but this game has attractive graphics and an entertaining environment. Because of this, Dance Dance Revolution really allows the player to become involved with and immersed in the game. This shows the importance of having attractive characters that move and interact with the players during the game. The environments also help in creating the mood to the player to keep playing. The Guitar Hero developers used this formula successfully for their first Guitar Hero game in 2005. Figure 5: Dance Revolution arcade Japan 1998 gameplay Another interesting Music video game created in Japan is Guitaroo-Man. It was published by Koei in 2002 for Playstation 2 (PS2) and had a semi-realistic environment but a cartoonish looking character. The art style is really unique and weird, representing the Japanese pop-culture at the time. Guitaroo-Man is based on the story of the main 13 character, named U-1, and his talking dog, Puma. U-1 uses the power of his Gitaroo (Guitar) to save the universe against aliens. By having such a storyline for the characters; the player feels a purpose, becomes involved with the characters, and tends to spend more time to finish every mission, level, or task instead of simply trying to finish the song to get better marks. Figure 6: Guitaroo-Man PS2 (2008) gameplay 14 FIELD REVIEW Figure 7: Guitar Hero complete kit (2005) When Guitar Hero was first introduced in 2005, it easily attracted major audiences by using the formula of success that had been achieved by the previous rhythm games genre. This game is extremely successful. It is chosen by the author because of its major influence in the music videogame industry. The Guitar Hero series has been the main platform to introduce new songs from rising rock stars and to resurrect the image of existing legendary Rock bands like Metallica, Aerosmith and Van Halen to attract younger audiences to their music. Even when Harmonix created a new version of game, called Rock Band, which game still used elements from Guitar Hero before moving on to create its own identity later. Even though Rock Band comes close as its main competition, Guitar Hero has been able to maintain its popularity by releasing more popular songs and downloadable features from the website. 15 The formula of the Guitar Hero series‘ success has many elements. Players have easy access to the game on home consoles such as PS2, PS3, and X-Box. They do not have to go a game arcade. Guitar Hero also hit its target market by using the music of some of the greatest bands of all time, including the songs that were already well known to the majority of rock fans from United States and Europe. Of equal importance with these factors is the fact that its graphic quality is way better than previous guitar simulation games like Guitar Freaks, allowing enhanced player involvement and immersion—making it more fun. Characters customization in Guitar Hero series One of the most important features in the Guitar Hero series is the ability of players to choose characters as avatars and customize them according to the player‘s taste. It has always been one of the basic principal of videogames to let the player take control and that is what makes Guitar Hero so successful. It allows the player to customize pre-created characters to represent them as avatars performing in the game. So far, there are more than ten original characters have been designed by the Guitar Hero art team. Every character is designed based on a particular genre in rock culture, and many genres are represented. 16 Figure 8: Character customization option in Guitar Hero series When the first Guitar Hero game appeared in 2005, it introduced several characters including: 1) The „Metalhead‟ Axel Steel Figure 9: Metal Head’ Axel Steel 17 Alex Steel is one of only a handful of characters to appear in every game in the series. His clothing style and attitude in the game represents the Metal Headbanger style by showing his long hair, strong build, sharp metallic accessories, and torn jeans. He also appeared as an awesome guitar player, a fan of motorcycles and skulls, and a man who loves to party. Alex Steel was inspired by some of the popular Rock solo guitarists in Heavy Metal or Thrash Metal genre such as Mick Box (Uriah Heep), Dave Mustaine (Megadeth), Zakk Wylde (Black Label Society / Ozzy Osbourne), Phil Campbell (Motorhead), Kirk Hammet (Metallica), Kerry King (Slayer) and Dave Murray (Iron Maiden). Figure 10: Dave Murray (Iron Maiden) and Zakk Wylde (Black Label Society/ Ozzy Osbourne) 18 2) „Black Metal‟ Lars Ümlaüt Figure 11: ‘Black Metal’ Lars Umlaut Lars Ümlaüt is one of the characters from the Guitar Hero series representing the Extreme/Black Metal genre, particularly the Scandinavian regional scenes like Germany and Norway. His distinctive look can be recognized by his face paint, typically called ―corpse paint‖, his black leathery pants, and dangling metal straps and spikes on the hand and shoulder pad, representing the extreme fashion style of this genre. He is inspired by the look of the band, ―Immortal‖, from Bergen, Norway 19 Figure 12: ‘Immortal’ band- Black metal 3) „Punk rocker‟ Johnny Napalm Figure 13: ‘Punk rocker’ Johnny Napalm 20 Johnny Napalm represents the punk genre in the Guitar Hero series with his incredible Mohawk hair style, tall, slim, and lanky body with tattoos, and he does not usually wear any shirt while performing on stage. He wears the torn up jeans and sneakers appropriate for punk rock artists. Punk rock is a rock music genre that developed from 1974 to 1976 in the United States, United Kingdom, and Australia expressing youthful rebellion and characterized by distinctive clothing and hair styles like Mohawk and Skinhead. Johnny embodies the true spirit of punk rock with his signature swagger and skills. His aggressive behavior on the stage and when performing is very intense, showing the real attitude of a punk rocker. This character‘s mannerism was inspired by the Sex Pistols‘s bassist, Sid Vicious, and The Casualties‘ vocalist, Jorge Herrera, whose hair is fashioned with a spiked Mohawk. Figure 14: Sid Vicious (Sex Pistol) and Jorge Herrera (The Casualties) 21 4) „Alternative rocker‟ Judy Nails Figure 15: ‘Alternative Rocker’ Judy Nails Judy Nails is one of the regular characters since the start of the Guitar Hero series. She represents Alternative rock with the combination of gothic and punk rock look in her appearance. She stands out from the other characters in the series due to her distinctive black smoky eyes and lips, striking red hair, and clothing with metallic accessories that are a ―must have‖ for every rock artist. Her appearance has changed from time to time in the series, but she still maintains the combination of gothic and dark with something striking and attractive in her clothing styles. The Judy Nails character was inspired by Judita Wignall of ‗Halo Friendlies‘ and ‗Scouts of Saint Sebastian‘. She also shows a strong resemblance to Lyn-Z, the bassist of ‗Mindless Self Indulgence‘. 22 Figure 16: Judita Wignall of (Halo Friendlies/ Scouts of Saint Sebastian) and Lyn-Z, (Mindless Self Indulgence) 5) „Hard Rocker‟ Casey Lynch Figure 17: ‘Hard Rocker’ Casey Lynch 23 Casey Lynch has been a regular character in the Guitar Hero series since she was first introduced in Guitar Hero 2 . She represents the Hard Rock genre in the game. She is always dressed in dark leather pants, the most popular outfits for the Hard rock artists like KISS and Aerosmith, and a jacket with a black bra underneath it. Her distinctive look is her dirty blonde hair with bangs and black choker necklace. Her personality was inspired by Linda Lou, lead singer and guitarist of the LA band, “Cockpit”. Figure 18: Linda Lou (vocalist and guitarist) with ‘Cockpit’ band 24 6) „J-Rock girl‟ Midori Figure 19: ‘J-Rock girl’ Midori Guitar Hero series also introduced the one and only Asian rock character from Japan named Midori. She made her first appearance in Guitar Hero III: Legends of Rock and became a regular in the series representing the Asian rockers. Her appearance was influenced by the local Japanese rock genre, well known as J-Rock or Visual Kei. She sports a cute and cheeky attitude and wears a Japanese school uniform as her costume on 25 stage. She also has a ridiculous hair color like flashy green or sometimes bright red. Her accessories are sometimes outrageous, like a giant bow on her head or bunny ears, this is just one of the ways to show the craziness of Japanese rock bands like ‗An Café‘ and ‗Scandal‘ when it comes to its fashion and styles. Figure 20: Linda Lou (vocalist and guitarist) with ‘Cockpit’ band Environments and venues in Guitar Hero series As interesting as the characters look, Guitar Hero series also offered exciting venues and environments for the Rock performances in the game. As noted, these were important to the success of the series in that they fostered player involvement and immersion in a way that previous rhythm based games were unable to achieve. The venues vary from fantasy based to locations such as Times Square in New York and even prison. Each environment is designed based on a specific rock genre, appropriate to the group on stage at that location. 26 Figure 21: Dream stage; Guitar Hero: Warriors of Rock Figure 22: Desert stage, Guitar Hero III: Legends of Rock 27 Figure 23: Grey stage, Guitar Hero: Metallica Figure 24: Park stage, Guitar Hero 5 28 Rock Influence in Asia Since this thesis deals with the impact and effect of cultural differences in artistic styles upon player immersion in a game, specifically whether use of game assets based on Asian designs and styles can be as functional and acceptable to Western audiences as assets based on Western culture have been in Asia, it is appropriate to examine a sampling of art, design, and styles from Asian cultures. To represent Asia in this regard, Japan, China, and Malaysia have been selected as appropriate due to the significant impact of their art styles within Asia and worldwide. 1) Rock history in Japan Western rock has been popular in Japan since the 1960s, when the Japanese bands like The Spiders and The Wild Ones were influenced by the most popular Western rock bands of that era, such as The Beatles, Bob Dylan, and the Rolling Stones. The Mod fashion subculture originated in London, England addressed the ―fashion-obsessed and hedonistic cult of the hyper cool people‖ (Wikipedia,2011) 29 Figure 25: The Spiders, earliest Japan rock band (1960s) At the end of the 1960s, the Japanese began to adapt western rock songs into their traditional folk songs. That led to the development of Japanese country rock which became popular in the 1970s. A band from Okinawa, named Shoukichi Kina & Champloose, blended Okinawan traditional music with a strong Western rock influence. Figure 26: Champloose at Chakra Livehouse, Kokusai- dori, Naha, Japan (2008) 30 In the 1980s, Boowy was the first Japanese rock band influenced by alternative rock and inspired many Japanese rock bands at that time including mainstream bands such as Glay and The Pillows which are still popular till today. Also during the 80s, Japanese Metal rock began to rise and gave birth to the new genre, Visual Kei, represented by the most popular Japanese rock bands ever, such as X Japan, Buck Tick, Luna Sea and Malice Mizer. Visual Kei artists are well known all around the world because of the uniqueness of their fashion and stage presentation. Figure 27: X-Japan and Malice Mizer (1980s During the 1990s, Japanese rock musicians, such as B‟z, Southern All Stars, and L‟Arc-en- Ciel, achieved great commercial success when rock genre became popular and widely accepted by its fans in the late 1980s. All commercial rock songs are well known as J-Pop and often used in films, television advertisement, and drama series in Japan. 31 J-Pop‘s popularity led to much criticism by the rock fans in Japan who said that J-Pop is too consumerist and shallow. Figure 28: B’z and L’Arc-en-Ciel (1990s) Nowadays underground Japanese rock bands are more likely known for Indie groups like FLOW, Orange Range and Asian Kungfu Generation who have competed so successfully with the bands of the 1990s that some of them have become popular not just in Asia but all around the world. Figure 29: Asian Kungfu Generation (2000) 32 Figure 30: Orange Range (2000) 2) Chinese rock Dilemma. Usually referred as Mandorock and Cantorock depending on the song‘s language, rock influence in China is significant. At first, rock songs were used during 1980s for politic propaganda by the Communists until the Northwest Wind anthem ―Nothing to My Name‖ was first performed by Cui Jian, which introduced into postrevolutionary China a whole new ethos that combined individualism and direct, bold expression. Since then Chinese rock bands began to gain popularity. 33 Figure 31: Cui Jian (1980s) During the 1990s, a Chinese rock band called Tang Dynasty, whose styles were comparable to British Heavy metal, successfully sold their debut album, ―A Dream Return to Tang Dynasty‖, selling over 2 million copies throughout Asia, including Japan, Korea and Southeast Asia. In this period, Chinese rock bands embraced glam rock styles with pretty face, long hair, jeans, silver accessories, and black leather coats for their attire as well as grunge styles. These influences from Western countries have shifted the attitudes of many of China‘s intellectuals, and they are starting to neglect Chinese traditional and rural culture. 34 Figure 32: Tang Dynasty band(1990s) Due to this fact, the Communist party banned many of the songs created by Chinese rock bands, but the underground scene started to grow since that. English language is widely used by the rock bands to express the words that Chinese lyrics cannot, and also to provide crossover to the Western music market. The turning point for rock in China was Cui Jian‘s performance with The Rolling Stones in 2003. This performance opened the genre to the rest of the world for the first time. 3) Rock movements in Malaysia During 1965 to 1971, the music and the fashions of The Beatles and other British Rock and Roll bands had a strong influence on many Malaysian rock bands. In Malaysia, the term Rock and Roll had been localized into Malay language as „Pop yeh-yeh‟. This genre was popular, not just in Malaysia but also Singapore and Brunei. At that time this genre was dominated by one popular rock band called M. Shariff & The Zurah which maintained its popularity until the 1980s. 35 Figure 33: M Shariff and The Zurah (1960s) At the end of the 1960s many Malaysian rock bands tried so hard to imitate The Beatles that there are not so many varieties of song choices at that time. Those bands who tried to look and sound like The Beatles introduced the name „Kugiran‟ which is an abbreviation for ‗Kumpulan Gitar Rancak‘ into Malay language. In the English language, this would translate as ―Rhythmic Guitar Bands‖. Not counting the vocalist, these band were comprised of five members: a lead guitarist, a base player, a rhythmguitarist, a keyboardist, and a drummer. ‗Kugiran‘ rock bands have produced many well known songs. One song, entitled ―La Aube‖ and performed by The Swallows, was featured in a radio station in Germany and stayed there for a while in the German pop chart. 36 Figure 34: The Swallows (1960s) In the late 1980s, slow rock, Heavy metal, Hard rock and Blues gained popularity in Malaysia. Popular rock bands from the West, like Scorpions, Led Zeppelin, Deep Purple, and Def Leppard, were some of the major influences on the Malaysian rock bands at that time. M.Nasir, the song writer and producer from Singapore, played a role shaping rock music in Malaysia. In 1990s, he produced local commercial rock bands like Search and Wings, the most legendary Malaysian rock bands to this day, well known throughout Southeast Asia. 37 Figure 35: Search (1990s) In the mid-80s and mid-90s, other Malaysian rock bands, using genres such as punk, hardcore and ska were moving underground under the glamour of pop music. The underground scene in Malaysia at that time was really strong and slowly gained many music fans and followers throughout the period. At the end of the 1990s, after gaining much support, these independent bands, such as Butterfingers and OAG, started to work with major music record companies and brought fresh sounds and new evolution to the Malaysian rock music industry. 38 Today, independent rock bands, such as Hujan and Meet Uncle Hussain, as well as solo rock performer like Yuna, Faizal Tahir and Anna Rafali have gained much popularity due to the uniqueness in the music composition of their songs and also due to their appearance which is different than just typical Western influenced rock bands. Figure 36: Rising star Rock performer in Malaysia (from above left: Meet Uncle Hussein, Hujan, Anna Rafali and Faizal Tahir) 39 Introduction to traditional cultures of Japan, China and Malaysia 1) Japan Japan‘s culture has greatly evolved over millennia from the country‘s prehistoric period to its contemporary hybrid culture from Asia, Europe, and the United States. Since the 7th century, the Japanese developed its own unique style in painting, calligraphy, ikebana (flower arrangement) and sculpture. Ukiyo-E, a painting style that uses woodblock prints, became popular and widely use in fabric patterns for Japanese traditional clothing. Figure 37: kimono fabric patterns based on Ukiyo-E 40 The traditional Japanese clothing also distinguishes Japan from all other countries around the world. Kimono means ―something one wears‖ and is the traditional garment from Japan, wearable both by male and female, although men mainly wear darker or muted colors while women tend to wear brighter colors and pastels with floral patterns. Figure 38: Kimono, traditional Japanese clothing 41 Kabuki is one of the most popular traditional theatres. It originated in the Edo period during the sixteenth century. It is only performed by men, including the feminine characters. Martial arts, such as Karate and Kendo , are some of the Japanese culture that is widely known in the whole world. 2) China China‘s traditional culture is one of the oldest and most complex cultures aside from that of India, with the culture varying greatly between towns, cities and provinces. Today there are fifty six distinct recognized ethnic groups in China, which results in a wide variety of artistic styles and designs. Chinese traditional art encompasses all types of architecture, fine art, folk art, poetry, porcelain pottery, and performance art. Its art is distinctive for its symmetrical pattern based on its Yin and Yang principal, meaning ‗balance and harmony‘. In architecture, the Chinese use the art of fengshui, to create good luck to its owner. It too evidences balance in composition. 42 Figure 39: Hanfu and cheongsam; Chinese traditional clothing Chinese traditional costumes, referred to as Hanfu or traditional Han Chinese clothing, is a fashion from Qing Dynasty, China‘s last imperial dynasty. It is still popular today and uses mostly red colors as a sign of fortune. The fashion evolved until the nineteenth century when Cheongsam and Samfoo, a simple version for Chinese traditional clothing, was introduced. 43 Figure 40: Phoenix and Dragon, Chinese mythical creatures China is also popular for its legendary folk lore creatures like dragon and phoenix. The stories and myths of these two creatures always associated with Chinese art and literature has become a part of China‘s identity in the eyes of the world. 44 3) Malaysia The culture of Malaysia is diverse due to its multiracial population. The varied cultures of the different peoples are mixed within it. Art and music have a long tradition in Malaysia, dating back to the Malay Sultanates era. Traditional art and pattern heavily influenced by Persian, Arabic and British cultures create the unique motifs in its fashion, carvings, weaving, and silver works. Before Islam, Malay people embraced Hinduism. Performing arts like „Wayang Kulit‟, or shadow puppet shows, in English language were popular until Islam came to Malaysia in the nineteenth century. Islam does not allow artwork that depicts humans, so plants and flower motifs became widely used. The architecture of traditional houses in Malaysia has inspired modern buildings including the tallest twin towers in the world, Petronas Twin Towers. Figure 41: Wayang Kulit (shadow puppet heavily influenced by Hinduism culture) 45 Figure 42: Traditional motifs influenced by nature Figure 43: Nyonya kebaya; a culture fusion between Malay and Chinese people Figure 44: Ethnic groups in Malaysia 46 The society of Malaysia has been described as ―Asia in miniature‖. Every culture looks distinctively significant yet harmonizes at the same time with the other cultures in Malaysia making Malaysia very unique and deserving of the slogan, ―Malaysia Truly Asia‖. The fusion between Asian and Western Rock culture Asian rock bands were heavily influenced by the Western cultures, since rock music is originally from the west, but some of the Western cultural elements are not appropriate to the Asian people. Western Rock is rough with few, if any, restrictions at all, unlike Asian culture which is full with mannerism and grace. More recently, some of the rock bands in Asia have begun to find their own identity by implementing traditional Asian music in their songs. They also introduced the uniqueness of Asian rock through graphics design and through fashion. Malaysia‘s solo Rock performer, Anna Rafali, always wears „Kebaya‟, the Malay traditional clothing, at every performance as part of her identity as a Malaysian rock artist. 47 Figure 45: Anna Rafali performing with Kebaya, Malaysian traditional clothing Asian rock band music videos are often made in interesting locations across Asia and serve to introduce the Asian culture to audiences around the world. Japanese rock bands, such as Orange Range and Gackt, are some of the Asian rock bands that use Japanese traditional culture in their music video entitled ‗O2‘, while Gackt does the same with his song entitled ‗Returner‘. By combining Asian traditional culture with the sound of rock music, the result is unique and entertaining to watch, for which reason Asian rock bands are starting to be recognized and gain in popularity in the homeland of rock music, the United States and Europe. 48 Figure 46: Gackt and Orange Range, some of the Japanese rock bands implement traditional cultures in their performances SUMMARY Rock music is about its music, lifestyle, culture, and ideology. From the study above it is amazing to see how rock music which came from the Western world touched the people of the other half of the world as well. Asia is a melting pot of thousands of cultures, and somehow the Asian people adapted to Western music without forgetting their own roots. Right now Asian Rock music has starting to become known by the rock fans from the United States and Europe, but all the Asian bands need right now is a worldwide platform to show the uniqueness of Asian rock music to the rest of the world. 49 Guitar Hero would be a perfect vehicle introducing Asian rock music and its culture to the world. Therefore, the goal for this thesis is to create the characters and environment based on Asian cultures by implementing the uniqueness of patterns, accessories, and traditional clothing from three distinctive cultures from three distinctive countries (Japan, China and Malaysia) and mix it with the Western Rock culture to create one casual and modern look that would be suitable for performances in the Guitar Hero series, using the inspiration from traditional architectures from these three countries to create the environments for the venue itself. 50 CHAPTER 3: METHODOLOGY PROCESS AND DEVELOPMENT The overarching theme of this study is the impact and effect of cultural differences in artistic styles upon player involvement and immersion in a game. More specifically, it examines whether Western audiences would be as accepting of art assets and environments drawn from Asian culture as Asian audiences have been in accepting art assets and environment drawn mainly on Western (American and European) culture. More specifically still, it uses art created for the video game, Guitar Hero, to perform this analysis. Ideally, one would have a full team of artists, designers, and programmers available to work over a period of many months to create and test a complete playable mockup level of the game if one were to properly test this thesis. Since such abundance in not available to this researcher, either in terms or time or manpower, investigation at that scale must be left for future inquiries into this question. This researcher must advance as far as possible toward that model [the complete level] but do so within the limits of the time and manpower available. As this is written, a date has already been selected for the Defense of this paper: the week of November 14th, 2011, a few months in the future. 51 If a complete level of the game were to be created, the steps in that process would begin with a research and planning stage then progress through asset concepting, modeling, unwrapping, initial texture creation, rigging of models for animation, creation of animations, creation of an export model, importation of the model and basic textures into the game, creation of material shaders in game to apply the textures to the models, adjustment of lighting in the game, and a phase during which the level is played and tested to find and fix defects. Realistically, the researcher has the resources to achieve the first two of those steps at a professional level. So the aim of this project will be to create and test a complete set of concept art which could be used to create a mock level of Guitar Hero. It will employ Asian art and design in order to test the overall theory of this paper. If, during the process of creating these assets, it becomes evident that it will be possible to proceed further—say to the stage at which models are created, unwrapped, and textured—the researcher will do so and adjust this paper to include the additional data. RESEARCH The game, Guitar Hero, were examined to determine how many assets of what different types were needed to be created in order to create a level of the game. The researcher attempted, to the extent possible, obtained a complete set of concept art examples from the game. These examples establish the ―bar‖, the level of quality and polish which must be reached by work created for this project. Research was also conducted into Asian culture, art, and design. Asia includes hundreds of countries, each with history and culture going back to the dawn of 52 civilization on this planet. The wealth of information could be overwhelming. In order to bring structure to this research, investigation was limited to three of the largest and most influential of the Asian cultures: Japanese, Chinese, and Malaysian. The goal of the research was to identify Asian styles in art, design, textiles, and architecture that could be used to produce a set of concept art for a mock level of Guitar Hero. CREATION OF CONCEPT ART Concept art for this project started as pencil sketches using traditional media. Those were scanned and reworked in Photoshop to add finished line work, color, shading, and textures. Final art were at a printable resolution of 300 dpi in jpeg format. DATA COLLECTION AND PROCEDURES The Review established that all games in this genre, prior to Guitar Hero, had limited success overall and limited geographic saturation whereas Guitar Hero achieved worldwide success, due in large part to the fact that its art assets, unlike those of its predecessors, invite players into a world in which they become personally involved, allowing them to become immersed in gameplay. Just as existing levels of Guitar Hero were envisioned in concept art prior to their creation in 3D, this researcher created a set of concept art envisioning a new level in an imaginary new edition of Guitar Hero called Guitar Hero: The Great Asian Tour. Theoretically, these art assets should provide sufficient visual information to enable an audience to determine whether the asset set is as effective as those used in the creation of current levels of the game and whether the audience would be interested in playing the game in such a level. 53 TEST DESCRIPTION Test subjects were shown two sets of concept art packages. One will be concept art from a current level of Guitar Hero. The other will be the concept art created for this project. It is anticipated that some participants will be familiar with the concept art from the existing game and some will not. After viewing both packages of concept art, participants were asked to rank each set from 1 to 5 (with 5 being the highest possible score) as to visual interest, narrative/storytelling quality, level of professional polish, emotional impact, and whether they would enjoy playing a level based on such art. Each will also indicate whether he was familiar with the real Guitar Hero art prior to the test. One half of the test subjects in each ethnic group will be shown the researcher‘s art package first, and half will be shown the other package first. The researcher took note of that data at the time of testing. PARTICIPANT SELECTION Test subjects participated on a volunteer basis. Participants were screened to insure that 1) they were age 18 or above, 2) were gamers, and 3) were familiar with Guitar Hero, its art, and gameplay. Each was asked whether his experience with Guitar Hero is casual, moderate, or dedicated and to list the number of months or years he has played the game. Since ethnicity has a bearing upon the resulting data, each participant was asked to state ethnic origin and, if Asian, whether he considers himself to be Asian or Asian American. Effort was made to obtain as large an audience as possible. The goal 54 was to obtain 10 participants of Western ethnic origin, 10 Asian Americans, and 10 Asian. This was achieved. TEST SETTING Testing took place either at the Guildhall at SMU, at the New York Comic Con, and online through the researcher‘s website [www.xanseviera.deviantart.com], DATA ANALYSIS After viewing both art packages, the participants were asked to answer survey questions calculated to determine whether the set of concept art created by the researcher was as acceptable as actual game concept art and whether the participants would enjoy playing a level of the game based on those concepts. Data analysis, which follows, is quantitative in nature. General Questions Participants were screened to insure that 1) they are age 18 or above, 2) are gamers, 3) Are they familiar with the art in the videogames. 55 1) Age Age 100% 90% 80% 70% 50< 60% 40-50 50% 30-39 40% 18-29 30% > 18 20% 10% 0% Asian Asian American Western Table 1: Age Except for a 10 per cent variation in the Asian group, all participants were 29 years old or younger with the majority in each ethnic group ranging between 18 and 29 years old. This has significance in that it matches the main target audience of the original Guitar Hero series which focused on young gamer audiences. 56 2) Ethnicity ethnicity Western Asian American participant Asian 0 2 4 6 8 Table 2: Ethnicity Each ethnic group had 10 participants. 57 10 12 3) Is your occupation / education related to the game industry? Occupation/education related to game industry 12 10 8 Yes 6 No 4 2 0 Asian Asian American Western Table 3: Occupation/education related to game industry Only two Asian American and three Western participants had an occupation or education related to the game industry. None of the other participants did. 58 4) Is your occupation / education art related? Occupation/education related art related 9 8 7 6 5 Yes 4 No 3 2 1 0 Asian Asian American Western Table 4: Occupation/education art related The majority of the participants had an art related background. This was viewed as a positive factor since people with a background in art would be, at least theoretically, better qualified to pass judgment on the quality and effectiveness of the researcher‘s art package. 59 5) Years playing games Years playing games 100% 90% 80% 70% 21< 60% 10 to 20 50% 5 to 9 40% 1 to 4 30% 0 (not a gamer) 20% 10% 0% Asian Asian American Western Table 5: Years playing games Seventy per cent of western participants had ten to twenty years gaming experience compared to thirty per cent of Asian Americans, and twenty per cent of Asians. All participants had at least some game playing experience. 60 6) Hours per week playing games Hours per week playing video games 100% 90% 80% 70% 21< 60% 10 to 20 50% 5 to 9 40% 1 to 4 30% 0 (not a gamer) 20% 10% 0% Asian Asian American Western Table 6: hours per week playing videogames Most of the participants spend one to four hours per week to play videogames, but twenty per cent of Asian Americans and ten per cent of Western participants spend ten to twenty hours per week to play their favorite videogames. 61 Guitar Hero Questions Each participant was asked 1) are familiar with Guitar Hero, 2) whether his experience with Guitar Hero is casual, moderate or dedicated, and 3) whether he is familiar with the art in Guitar Hero videogames. 1) Are you familiar with Guitar Hero videogame series? Are you familiar with Guitar Hero? 100% 90% 80% 70% 60% Not at all 50% Somewhat 40% Yes 30% 20% 10% 0% Asian Asian American Western Table 7: Are you familiar with Guitar Hero? Except for 2 Asian participants, all participants in each ethnic group were familiar with the game to one extent or another. The fact that it was the Asian group in which there were participants who were not familiar with the game underscores the researcher‘s 62 assertion that, while Guitar Hero has achieved some acceptance in the Asian market, it‘s penetration in that vast market could be improved. 2) What type of gamer are you when playing Guitar Hero videogames? What type of gamer are you when playing Guitar Hero? 100% 90% 80% 70% 60% Hardcore 50% Moderate 40% Casual 30% 20% 10% 0% Asian Asian American Western Table 8: What type of gamer are you when playing Guitar Hero videogames? Aside from two participants who did not play Guitar Hero videogames, sixty five per cent of Asian participants are casual Guitar Hero gamers while twenty five per cent are hardcore gamers. Seventy per cent of Asian American participants are casual Guitar Hero gamers, and sixty per cent of Western participants are moderate Guitar Hero gamers. It is interesting that the Asian ethnic group, while it had twenty per cent that had never played the game, also had the largest percentage of hard core Guitar Hero players. 63 3) Are you familiar with the quality of art in Guitar Hero? Are you familiar with the quality of art in Guitar Hero? 100% 90% 80% 70% 60% Not at all 50% Somewhat 40% Yes 30% 20% 10% 0% Asian Asian American Western Table 9: Are you familiar with the quality of art in Guitar Hero? Two [twenty per cent] participants from the Asian ethnic group could not respond because they never play Guitar Hero. Almost half of the participants had some familiarity with the quality of art in Guitar Hero series. Over half expressed full familiarity with the quality of the art in the game. 64 4) Do you like Guitar Hero art style? Do you like Guitar Hero art style? 100% 90% 80% 70% 60% Not at all 50% Somewhat 40% Yes 30% 20% 10% 0% Asian Asian American Western Table 10: Do you like Guitar Hero art style? Sixty per cent of both Asian American and Western groups liked the art style of Guitar Hero. Only forty per cent of Asians did. Overall, the art style was liked, at least somewhat, by all participants except for one of the Western participants. 65 5) Do you consider it is important to customize your character? Is it important to customize your character? 100% 90% 80% 70% 60% Not at all 50% Somewhat 40% Yes 30% 20% 10% 0% Asian Asian American Western Table 11: Is it important to customize your character? A majority of the Western participants agreed it is important to customize one‘s character, while half or more of the Asian American and Asian participants felt that customizing character in Guitar Hero is not all that important. Two of the American Asians responded that customizing character in the game is not really important at all. 66 6) Is the choice of venue important to you? Is the choice of venue is important to you? 100% 90% 80% 70% 60% Not at all 50% Somewhat 40% Yes 30% 20% 10% 0% Asian Asian American Western Table 12: Is the choice of venue important to you? Choice of venue is one of the elements present in Guitar Hero. Since one way of stating the purpose of this paper is whether an Asian venue would be accepted or rejected by the participants, it was important to ask this question. Asians are divided on the unsure. Forty per cent felt it was not important at all. An equal number said it was important. Forty per cent of Asian Americans agreed with those Asians who said choice of venue was important. Forty per cent said it was at least somewhat important. Only twenty per cent said it did not matter at all. In the western group, thirty per cent said it was important. Sixty per cent said it was at least somewhat important, and only one person said it was not important. Overall, choice of venue was, at best, only somewhat important. 67 References to the Concept Art of Guitar Hero: Asian Tour Questions In these following charts, the participants were asked to compare the researcher‘s package of concept art with concept art from the actual game All the questions are rated by number from scale one to five, with 5 being the top score. 1) Does the concept art for the Asian Tour appeal to you? Does the concept art for Guitar Hero: Asian tour appeal to you? Western 1 (not at all) 2 Asian American 3 4 5 (A lot) Asian 0% 20% 40% 60% 80% 100% Table 13: Does the concept art for Guitar Hero: Asian tour appeal to you? NOTE: This question was asked in reference to the art package prepared by the researcher. A majority of the participants from Asian and Asian American groups stated that the concept art for Guitar Hero: Asian Tour is really appealing to them. Western participants were divided but half did give it top marks. Overall, that majority of participants said they like the art a lot. No one gave the art lower than a ranking of four. 68 2) Compared to the concept art from the actual game, the art for Guitar Hero: Asian tour is… Comparison of quality between original Guitar Hero and Guitar Hero: Asian tour concept art Western 1 (lesser quality) 2 Asian American 3 4 5 (Better quality) Asian 0% 20% 40% 60% 80% 100% Table 14: Comparison of quality between original Guitar Hero and Guitar Hero: Asian tour concept art. Based from the chart above, seventy per cent of the Asian participants strongly agree that researcher‘s Guitar Hero: Asian Tour concept art is much better than the original Guitar Hero concept art. The majority of all participants ranked it better than the original Guitar Hero concept art. 69 3) Would you enjoy playing a level based on this art? (Assuming the music rocks) Would you enjoy playing a level based on this art? Western 1 (Not at all) 2 Asian American 3 4 5 (A lot) Asian 0% 20% 40% 60% 80% 100% Table 15: Would you enjoy playing a level based on this art? Only a couple of the Asian participants said they would not enjoy playing a level based on the researcher‘s art. The majority said that they would. Perhaps the two Asians who responded negatively were the two who had never played the game. 70 4) To what degree do you relate any of these characters with yourself? To what degree do you relate any of these characters with yourself? Western 1 (Not at all) 2 Asian American 3 4 5 (A lot) Asian 0% 20% 40% 60% 80% 100% Table 16: Would you enjoy playing a level based on this art? Western participants had mixed feelings as to how close they could relate themselves to the Guitar Hero: Asian Tour characters. Most of the Asian American and Asian participants felt they could relate to the characters. This dichotomy is understandable and is the reverse of what Asians and Asian Americans have felt playing the current game since it has had virtually no Asian based art or characters. 71 5) The use of Asian design elements was: The effectiveness in using Asian design elements in concept art Western 1 (Not pleasing) 2 Asian American 3 4 5 (very pleasing) Asian 0% 20% 40% 60% 80% 100% Table 17: The effectiveness in using Asian design elements Overall, every participant agrees that the use of Asian design elements in the concept art is very pleasing. 72 6) Suggestions or comments about the Guitar Hero: Asian tour concept art. In this section participants are free to express their opinion about the concept art. All the comments are different, based on the participant‘s ethnicity. Below are the comments and suggestions made by the participants. Comment #1 “I would like to see more characters and more stage designs. They were all really good, and incorporated the designs well” Comment #2 “My favourite character design is China. It really stands out for me. I also think that the guitar designs are a lot more detailed than most of the actual guitar hero ones and the Japan one is much more visually interesting than the guitar hero ones because it manages to stay true to the guitar form, but yet really stylized. (Nothing wrong with having un-guitar shaped guitars, but it can get a little boring after a while and it‟s nice to see something different.) My own idea for improvement would be that the two male characters look quite similar physically to one another (not outfits, they are very striking and I like them a lot) it‟s just that they both seem to have the same hair colour and body shape, the only real difference in the glasses. (Japan‟s headdress kinda gives the impression of long hair so it seems similar to Malaysia.) Where as in the female characters, they have different hair colour and body shape and drastically different clothing 73 styles. So maybe change one of the males hair colour. For the venue, again, I like the Asian tour one more, it‟s something different and fresh from what has been seen on guitar hero and seems very fun. I also love the drum pattern, very beautiful and I think I like it even more so because it is inspired by the batik pattern, it gives a real essence of the place, if that makes sense? Based on the art, I would buy this if it was in the shops because it looks very, very awesome” Comment #3 “It‟s so rad. I love it!!!!” Comment #4 “All the costumes are very beautiful. It seems there is much more efforts put in the conception of the Asian characters than the Americans ones” Comment #5 “I like the overall style and would like to see the outfits and instruments in future games included within the western designs” Comment #6 “The males are very female looking, not sure if that‟s appealing to a western audience” 74 Comment #7 “Love the detail. To modernize Asian components, details and accessories are really necessary so I love it, especially how colorful the designs are, and the cutesy feeling without being over the top (I have some outfits similar to some of them)” Comment #8 “Nice use of textures. Interesting combination of western/eastern” 75 CHAPTER 4: DISCUSSION AND CONCLUSION DISCUSSION General questions and Guitar Hero questions. The general question section focused on the participants themselves. It was a very good group with which to test the researcher‘s theories. There were thirty participants in all. Ten were Westerners, members of what we shall call, for the purposes of this paper, the Western culture. Ten were Asian Americans, members of the Western culture but with Asian roots. And Ten were simply Asians, people reared in Asian cultures. By and large, their age range was the ideal target audience for Guitar Hero, and virtually all were gamers. Most were familiar with Guitar Hero as a game and familiar, to one degree or another, with its art style. If this was not an ideal test group, it was very close. It is interesting that the Asian group was largely familiar with the game, even though two were not. And no other ethnic group had any members who were not familiar with the game. This reflects the worldwide popularity of the game but also the fact that penetration of the Asian market is not complete. The questions as to whether venue was important to the players was important to determine whether there was any bias against creation of an Asian venue in Guitar Hero. Apparently, there is not. The question as to whether the participants could identify with or relate to the characters in the Asian Tour concept package is significant to reach a determination as to 76 the success of the art in allowing the players to become immersed in the game. No ability to relate to the characters would mean no immersion. With few exceptions, mostly in the Western group, participants did, indeed, feel an ability to relate to the art and characters. That being the case, immersion in the game would be possible, all other elements being equal and in place. References to the concept art of Guitar Hero: Asian Tour questions. The questions in this section were more directed to the Guitar Hero: Asian tour concept art that had been made by the researcher. The purpose was to show that, if done properly, use of Asian art and design can be as acceptable to Western audiences as Western based assets have been to the Asian audiences and that it can be as effective as Western art and assets in achieving player involvement and immersion in Guitar Hero videogame series. Most of the participants liked the concept art prepared for the imaginary Asian Tour version of Guitar Hero. Virtually everyone agreed that it compared favorably in style and quality to the actual concept art from Guitar Hero, and several felt it was entirely superior. Then, the big question: did they feel they would enjoy playing an edition of Guitar Hero using those concepts prepared by the researcher? The majority of those tested, across all ethnicities, said that they would, and many were excited at the prospect. 77 But even though most of the participants said they can see themselves enjoying the game with the new design, when it comes to the representation of every character as their avatar in Guitar Hero videogame, most of the Western participants can‘t see themselves related to the new character design. This is already suspected during the early research that people from different side of the world will only familiar with the culture that they‘re already in. This is shown not only to Western people but also the other part of the world, but majority of the participants from other ethnics can see the relation of themselves with the new concept art for the game. In the end, participants were asked whether the researcher was successful in combining Asian design elements with the existing rock fashion genre in Guitar Hero series. Every participant gave the highest rank, showing that they were very pleased with the new concept art that they saw and considered it the equal of art currently used in the game. This really positive comeback shows that even with the implementation of Asian culture elements, the design still looks appealing and attractive to both Western and Asian audiences. CONCLUSION At the beginning of this project, the development of Japanese musically based games was traced to the development of Guitar Hero, a western based game that achieved worldwide acclaim, which had eluded those prior games, and it was reasoned that Guitar Hero‘s success was due to its ability to provide players with an immersive experience beyond anything offered by those other games. It was further noted that this sense of 78 immersion was due to a combination of elements and that, along with music and the fun of using a controller shaped like a guitar, the art style and presentation was a key element of this combination. It was noted that, although Guitar Hero was known and played worldwide, it had yet to fully penetrate the great vastness of the Asian market. It was theorized that one reason for this might be the almost complete absence of any trace of Asian characters, art, or culture in the game. That led to the thought that, if art in the style of Guitar Hero but based on Asian design and cultural influences could be used to create a new edition of the game, that edition might be more widely accepted in Asia, thereby benefiting the company that produces the game as well as the many people who would be able to enjoy participating in it. There were, however, many questions about whether this could be achieved. Could the researcher successfully achieve work in the style of Guitar Hero [which was not a style she then used]? If so, could she do that while successfully incorporating Asian design, fashion, architecture, and other cultural elements? Would Asian audiences find this work pleasing? Would it enable them to identify with the characters in the imaginary version of Guitar Hero? If so, then the researcher‘s theory might be proven right. Another issue remained: Assuming success with an Asian audience, would a game based on concepts of Asian influence be rejected by Western audiences? Would they be able to find immersion in identification with the characters and enjoyment of the environment? If not, then the producers of Guitar Hero might find greater penetration of the Asian market but only at the cost of alienating their core Western audience. That would not be an optimal result. 79 This researcher is pleased to conclude that her project has proven successful on all counts. A full package of concept art was produced in the style of Guitar Hero but with Asian elements and influence. Test data indicates that it was equal or superior to actual concept art used in the game and that those who saw it felt they could relate to it and would enjoy playing an edition of the game based on such art. It is noted that Western test participants did not all say they found it easy to relate to the art and characters. This was, it is believed, an anticipated cultural bias, similar to what Asians now feel playing the game in its current form which has no Asian characters, art, fashion, or architecture. It was also anticipated that this bias, while evident in the response from the Western participants, would not be true for all members of that group. This proved to be the case. A significant number of Western test participants felt they would have no problem relating to the art and characters. It is logical to conclude, therefore, that, should an edition of Guitar Hero be produced using concepts based on Asian influences, it might well prove to be a key to the door of the Asian market and still be acceptable to Western audiences. If both Western and Asian audiences are pleased with the product, the publisher and developer could benefit from greater profit overall. As a result of this thesis, it is hoped that publishers and developers will broaden the scope of their efforts and consider use of art and design outside of that which is available in Western cultures when developing future editions of games such as the Guitar Hero series. 80 REFERENCES Brady, Mark (2008).Next Generation Character Creation Pipeline. SMU Guildhall, TX: http://guildhall.smu.edu/fileadmin/Masters_Thesis_PDFS/Art_Creation/BradyFinal_Thesis_v1.3.pdf WikiHero. (2009). Midori character Guitar Hero III. Retrieved January 20, 2011, from: http://guitarhero.wikia.com/wiki/Midori WikiHero. (2007). 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Sketches proposal shown and approved Feedback on the sketches Turn in to (May) Week 2 Committee via email Week 3 Lineart for the asset start Week 4 Lineart progress shown and approved Feedback on the linearts Committee via email Coloring process start Finish concept art characters coloring Week 6 Coloring process shown Finish concept art stage coloring Week 7 Coloring process continues Finish concept art stage coloring Week 8 Polish and touch up process start Week 9 Polish and touch up process continues Week 5 (June) (July) Week 10 Polish and touch up process continues 84 Signature Week 11 Week 12 Polish and touch up process continues and approved Feedback on the final artwork Data questions prepared Feedback on the data questions Committee via email Committee via email Thesis development schedule (August-October 2011) Done Date Week 1 Deliverable Data questions prepared Description Student starts work on Thesis/Project. (August) Week 2 Data questions revision Week 3 Data collection Week 4 Data collection Week 5 Data process Data gathering from Guildhall and online (Sept) Week 6 Data process Week 7 Data process Week 8 Data process Week 9 Final documentation 85 Turn in to Signature (Oct) Week 10 Final documentation Week 11 Final documentation and fixes. Feedback on the final documentation Committee via email Week 12 Final documentation and fixes Send to supervisor Committee via email 86 APPENDIX B: SURVEY MATERIAL Guitar Hero: Asian tour concept art – researcher’s version. (package 01) 1) Splash page 87 - Asian art is always based on nature and by adding floral pattern in the splash page adding the uniqueness on the cover art compare to existing Guitar Hero cover art. 2) Guitar Hero: Asian tour logo - The researcher modified Guitar Hero original logo to suits with the Asian tour version. - Font for ‗Asian Tour‘ is based from Japanese writing style. - The smoke effect behind the logo giving the edgy and dark style. 88 3) Characters 89 China: - Character position: bassist. - Rock type: Alternative - Costume inspired by Cheongsam, it‘s a body-hugging one piece Chinese dress for women. Originally came from Shang Hai, China during 1920s and was made fashionable by socialites and upper-class women. The modern look combined with old fashion Aviator style to give her a cheeky and active personality 90 91 Japan: - Character position: drummer. - Rock type: Visual Kei, Glam rock - Costume based from Harajuku style from Japan. It‘s a Japanese fashion adopted by the teenagers and young adults in the Harajuku train station area and its side streets which have many boutiques and trendy clothes shop. This style is focusing more to Visual Kei, which refers to a movement among Japanese Rock by the use of elaborate costumes, eccentric looks and hair styles. The hoodie inspired from 1950‘s Japanese monster movie Gojira, which has been stylized to given more ‗kawaii‘ (cute) looks. The traditional ‗kitsune‘ (fox) mask is a sign of cunningness and the agility of the character. 92 93 Malaysia: - Character position: vocalist. - Rock type: Glam Rock, Punk Rock. - Costume based on Malay traditional costume ‗Kebaya‘, originates in the court of the Javanese Majapahit Kingdom as a means to blend the existing female ‗Kemban‘, torso wrap of the aristocratic women to be more modest and acceptable to the newly adopted Islam religion. The costume embroided with a traditional pattern from ‗Songket‘ style, Malaysian traditional weaving technique that mostly used gold threads, specially made for the royal families during early 600s. 94 95 Malaysia: - Character position: Guitarist. - Rock type: Alternative Rock, Punk Rock. - Inspired from Sarawak sub-tribe Iban, from Malaysia. The Ibans are renowned for their „Pua Kumbu‟ (traditional Iban weavings), silver craft, wooden carvings and bead work, Iban tattoos, which were originally symbols of bravery among Iban warriors, have become among the most distinctive in the world. Pua Kumbu considered being a sacred object especially woven for lifecycle rituals, the curves and symmetrical looks represents the nature and compliments with the circle of life. 96 4) Music instruments 97 Guitar concept Bass- Japan - The guitar concept is based from Japanese folklore entitled ‗Hagaromo‘ (the crane wife). This design is inspired from Japanese Ukiyo-E traditional art. Guitar- Malaysia - The design is inspired by Iban musical instrument ‗Sape‘. The sape is a traditional lute of many of the sub-tribe people who live on the long houses that line the rivers of Central Borneo. Sape are carved from a single bole of wood and given Pua Kumbu design that resembles human and nature. 98 99 Drumset concept - Drumset decorations are inspired from ‗Batik‘ pattern. Originally came from Asia mainly Indonesia and Malaysia. The pattern is drawn on the cloth traditionally uses a manual wax-resist dyeing technique. In traditional Batik, the pattern themes usually taken from everyday lives, incorporating patterns such as flowers, nature, animals, folklore or people. Almost all the dye for the clothes is natural dyes that give Batik a distinctive indigo and brownish color. 100 Stage Design Inspired from Japanese traditional God, Fujin (God of Wind) and Raijin (God of Thunder). Both of them always depicted together, bringing destruction by their hurricanes and thunderstorm. 101 Guitar Hero - original concept art. (package 2) 1) Splash page Guitar Hero: World Tour – Original cover (October 2008) 102 2) Characters - All the characters are based from the existing characters in Guitar Hero series. 103 104 105 106 3) Stage Design - Original concept art from Guitar Hero 2. 107 5) Instrument design - Original concept art from Guitar Hero 2. 108 HARYATI MOHD EHSAN (GUITAR HERO QUESTION FORM) Research form Age: ___ >18 ___ 18-29 ___ 30-39 ___ 40-50 ___ 50< Ethnicity (tick one below) ___ Asian American ___ Asian ___ Western Is your occupation/education related to the game industry? ___Yes ___ No Is your occupation/education art related? ___ Yes ___ No Years playing games: ___ 0 (Not a gamer) ___ 1-4 ___ 5-9 109 ___ 10-20 ___ 21< Hours per week playing games: ___ 0 (Not a gamer) ___ 1-4 ___ 5-9 ___ 10-20 ___ 21< 110 GUITAR HERO QUESTIONS: Are you familiar with the Guitar Hero videogame series? _____Yes _____ Somewhat _____Not at all What type of gamer are you when playing Guitar Hero videogame? ___ Casual ___ Moderate ___ Hardcore Are you familiar with the quality of art in Guitar Hero? _____Yes _____ Somewhat _____Not at all Do you like the Guitar Hero art style? _____Yes _____ Somewhat _____Not at all Do you consider it important to customize your character? _____Yes _____ Somewhat _____Not at all Is the choice of venue important to you? _____Yes _____ Somewhat _____Not at all 111 THE FOLLOWING QUESTIONS REFER TO THE CONCEPT ART FOR THE ASIAN TOUR: (circle a number) 1) Does the concept art for the Asian Tour appeal to you? Not at all 1 2 3 4 5 A lot 2) Compared to the concept art from the actual game, the art for the Asian Tour is Lesser quality 1 2 3 4 5 Better quality 3) Would you enjoy playing a level based on this art? (Assuming the music rocks) Not at all 1 2 3 4 5 A lot 4) To what degree do you relate any of these characters with yourself? Not at all 1 2 3 4 5 A lot 5) The use of Asian design elements was: Not pleasing 1 2 3 4 5 Very pleasing 6) Do you have any suggestion/comments about the concept art? ________________________________________________________ ________________________________________________________ 112 VITA Haryati Mohd Ehsan is a professional artist with two years of work experiences in comic and game industry, was born in October 14th, 1983 at Petaling Jaya, Selangor, Malaysia. Her parents’ names are Mohd Ehsan Amin and Rosnani Salimin. She attended local university at her hometown, University Teknologi Mara, Malaysia and got her Bachelor of Art Degree in Graphic Design there and currently she is a graduate student at Guildhall at SMU in Plano, Texas obtaining a masters degree in Interactive Technology, specialized in Art Creation and she will be graduating in December 2011. During her involvement in art industry, she’s working as a comic artist for local comic publishers, Art Creation Sdn. Bhd, and published four comics with them and won several awards and attended major art exhibitions during her career as a comic artist. She also worked as a freelance concept artist for small scale videogames and attended short course in 3D animation, organized by Les Copaque production in Malaysia in 2009. Interested to pursue her dream to be the videogame artist, she is granted the scholarship from Universiti Teknologi Mara, Malaysia to continue her master in Guildhall at SMU specialized in art creation. Permanent address: 33, Jalan Gembala Satu 19/9A, 40300 Shah Alam, Selangor, Malaysia. This thesis was typed by Haryati Mohd Ehsan. 113