Roncken, Leroy. 2021. Sculpting with Scores

Total Page:16

File Type:pdf, Size:1020Kb

Roncken, Leroy. 2021. Sculpting with Scores Research Master’s Thesis Musicology Utrecht University Department of Media and Culture Studies Sculpting with Scores: Musical World-Building in Medievalist Role-Playing Games by Leroy Roncken 5952999 Supervisor: Dr Michiel Kamp Second Reader: Dr Mark Sweeney 18 June, 2021 Word count of main text, footnotes, and bibliography: 35,508 The music on the cover is an excerpt from my transcription of “King and Country” (Jeremy Soule, The Elder Scrolls IV: Oblivion). Thank you, Michiel, for your guidance and enthusiasm, and for inspiring me to pursue my passion for video game music. Leroy Roncken Abstract Music is a core part of video games for numerous reasons: it can contextualise the game and provide structure, communicate gameplay information, evoke feelings and emotions, or it can simply be enjoyable to listen to. But music can do much more: it has the power to influence perception and shape gameworlds. Numerous existing studies investigate how video game music contextualises gameworlds historically, culturally, and topographically. These studies mainly rely on the use of cultural and genre-specific conventions. However, convention- based approaches have repeatedly brushed over many ways in which music can establish and enrich gameworlds. Studies that do examine other types of musical world-building besides broad contextualisation are rare and narrow in scope. Consequently, the abilities of music to define and enrich environmental details remain underexamined. In this thesis, I make a start towards a comprehensive theory of musical world-building that addresses how music develops gameworlds on large and small scales—from general moods to specific game objects. I do this by proposing and applying a method that focuses on intrinsic musical techniques. This means examining a video game’s score from a formalist perspective and avoiding other factors external to the game—notably conventions—to explain what music does for the gameworld and why. As I demonstrate in this thesis, this thought process can prompt an increased awareness of subtle instances of musical world-building that would otherwise likely go unnoticed. Because of the emphasis on intrinsic musical techniques, I propose the theory of intrinsic musical world-building. This theory requires an alternative approach to that when examining conventional contextualisation. However, the two diverging approaches are most valuable for understanding world-building when considered as complementing rather than challenging each other. I demonstrate my theory of intrinsic musical world-building by analysing how music shapes recurring environment types in medievalist role-playing games—a game genre that relies heavily on world-building. More specifically, after explaining the relation of this genre to musical world-building and explaining my methodology, I analyse scoring strategies for constructing forests, urban environments, and magical settings through a diverse selection of in-depth case studies. This thesis ultimately shows just how far music can go in building gameworlds beyond the limitations of the screen. v Sculpting with Scores Contents List of Images, Figures, and Transcriptions........................................................................... viii Introduction ................................................................................................................................ 1 0.1 Existing World-Building Studies and the Difficulties of Scope ................................. 3 0.2 Semiotic versus Background Hearing ......................................................................... 4 0.3 Conventions and their Pitfalls ..................................................................................... 6 0.4 Towards a Theory of Musical World-Building ........................................................... 9 Chapter 1. World-Building in Medievalist Role-Playing Games ............................................ 10 1.1 Medievalist Role-Playing Games and their Music .................................................... 10 1.2 World-Building or World-Creation? ......................................................................... 12 Chapter 2. Methodology .......................................................................................................... 15 2.1 Formalist Music Analysis ......................................................................................... 15 2.2 The Psychology of Music Perception........................................................................ 16 2.3 Cross-Media Analogies ............................................................................................. 21 Chapter 3. The Music of Forests: Creation and Recreation ..................................................... 24 3.1 The Timbre of Timber ............................................................................................... 25 3.2 The Modal Neutrality of Nature ................................................................................ 33 3.3 Rhythmical Rambling ............................................................................................... 40 3.4 Materialising the Forest ............................................................................................. 41 3.5 Bringing the Forest into the Room ............................................................................ 56 Chapter 4. The Music of Towns and Cities: Regimented Activity .......................................... 58 4.1 The Modal Neutrality of the Urban ........................................................................... 58 4.2 Heroes, Mountains, Cities, Fourths, and Fifths ......................................................... 60 4.3 The Stable Hustle-Bustle of Urban Rhythms ............................................................ 64 4.4 Applications of Medievalist Ensembles and Romantic Orchestras .......................... 67 4.5 Shaping the Towns and Cities of Medievalist RPGs ................................................ 73 Chapter 5. The Music of Magic: Fables, Witchcraft, and Miracles ......................................... 74 5.1 Chromatic Magic ....................................................................................................... 74 5.2 Outlandish Orchestras ............................................................................................... 84 5.3 Stasis.......................................................................................................................... 90 5.4 Making Magic Palpable ............................................................................................ 94 Conclusion ............................................................................................................................... 96 vi Leroy Roncken Bibliography .......................................................................................................................... 100 Literature ............................................................................................................................ 100 Images ................................................................................................................................ 104 Ludography ........................................................................................................................ 105 vii Sculpting with Scores List of Images, Figures, and Transcriptions Images are screenshots of video games taken by me, unless otherwise credited. All figures and transcriptions were made by me. I used Dorico 3.5 (Steinberg) for all music notation and Sonic Visualiser (Centre for Digital Music at Queen Mary, University of London) for the spectrogram. All transcriptions are non-transposing unless otherwise specified, with the exception of the double basses, which sound an octave lower than written. References to the video games are given in full in the Ludography. Cues are named as they appear on the official soundtrack releases, unless otherwise specified. Image 0.1: mercenaries riding through a forest in Kingdom Come: Deliverance. .................... 1 Image 3.1: the green and sunny Toussaint (Witcher 3). .......................................................... 26 Image 3.2: tree-covered hills in pre-Searing Ascalon (Guild Wars). ...................................... 32 Image 3.3: An Skellig (Witcher 3). .......................................................................................... 43 Image 3.4: the lush forest next to the town of Lyndow (Eastshade). ...................................... 45 Image 3.5: Oakvale (Fable). .................................................................................................... 52 Image 4.1: the city of Cheydinhal (Oblivion). ......................................................................... 63 Image 4.2: Hierarch Square in Novigrad (Witcher 3). ............................................................. 64 Image 4.3: Greyfell (SpellForce 3). ......................................................................................... 67 Image 4.4: the streets of Rattay (Kingdom Come). .................................................................. 70 Image 5.1: a colourful glade in Teldrassil (World of Warcraft.) ............................................. 77 Image 5.2: the monastery of La Valette Castle (Witcher 2). ................................................... 80 Image 5.3: a Wood Nymph summoning scorpions using colourful magic in Fable. .............. 86 Image 5.4: the Land of a Thousand Fables (Witcher
Recommended publications
  • SILK ROAD: the Silk Road
    SILK ROAD: The Silk Road (or Silk Routes) is an extensive interconnected network of trade routes across the Asian continent connecting East, South, and Western Asia with the Mediterranean world, as well as North and Northeast Africa and Europe. FIDDLE/VIOLIN: Turkic and Mongolian horsemen from Inner Asia were probably the world’s earliest fiddlers (see below). Their two-stringed upright fiddles called morin khuur were strung with horsehair strings, played with horsehair bows, and often feature a carved horse’s head at the end of the neck. The morin khuur produces a sound that is poetically described as “expansive and unrestrained”, like a wild horse neighing, or like a breeze in the grasslands. It is believed that these instruments eventually spread to China, India, the Byzantine Empire and the Middle East, where they developed into instruments such as the Erhu, the Chinese violin or 2-stringed fiddle, was introduced to China over a thousand years ago and probably came to China from Asia to the west along the silk road. The sound box of the Ehru is covered with python skin. The erhu is almost always tuned to the interval of a fifth. The inside string (nearest to player) is generally tuned to D4 and the outside string to A4. This is the same as the two middle strings of the violin. The violin in its present form emerged in early 16th-Century Northern Italy, where the port towns of Venice and Genoa maintained extensive ties to central Asia through the trade routes of the silk road. The violin family developed during the Renaissance period in Europe (16th century) when all arts flourished.
    [Show full text]
  • Yayını Görüntülemek Için Tıklayın
    Prof. Sir John Boardman Sir John Boardman’ın 90. Yaşı Onuruna In Honour of Sir John Boardman on the Occasion of his 90th Birthday TÜBA-AR Türkiye Bilimler Akademisi Arkeoloji Dergisi Turkish Academy of Sciences Journal of Archaeology Sayı: 20 Volume: 20 2017 TÜBA-AR TÜBA Arkeoloji (TÜBA-AR) Dergisi TÜBA-AR uluslararası hakemli bir TÜRKİYE BİLİMLER AKADEMİSİ ARKEOLOJİ DERGİSİ dergi olup TÜBİTAK ULAKBİM (SBVT) ve Avrupa İnsani Bilimler Referans TÜBA-AR, Türkiye Bilimler Akademisi (TÜBA) tarafından yıllık olarak yayın- İndeksi (ERIH PLUS) veritabanlarında lanan uluslararası hakemli bir dergidir. Derginin yayın politikası, kapsamı ve taranmaktadır. içeriği ile ilgili kararlar, Türkiye Bilimler Akademisi Konseyi tarafından belir- lenen Yayın Kurulu tarafından alınır. TÜBA Journal of Archaeology (TÜBA-AR) TÜBA-AR is an international refereed DERGİNİN KAPSAMI VE YAYIN İLKELERİ journal and indexed in the TUBİTAK ULAKBİM (SBVT) and The European TÜBA-AR dergisi ilke olarak, dönem ve coğrafi bölge sınırlaması olmadan Reference Index for the Humanities arkeoloji ve arkeoloji ile bağlantılı tüm alanlarda yapılan yeni araştırma, yo- and the Social Sciences (ERIH PLUS) databases. rum, değerlendirme ve yöntemleri kapsamaktadır. Dergi arkeoloji alanında yeni yapılan çalışmalara yer vermenin yanı sıra, bir bilim akademisi yayın organı Sahibi / Owner: olarak, arkeoloji ile bağlantılı olmak koşuluyla, sosyal bilimlerin tüm uzmanlık Türkiye Bilimler Akademisi adına Prof. Dr. Ahmet Cevat ACAR alanlarına açıktır; bu alanlarda gelişen yeni yorum, yaklaşım, analizlere yer veren (Başkan / President) bir forum oluşturma işlevini de yüklenmiştir. Sorumlu Yazı İşleri Müdürü Dergi, arkeoloji ile ilgili yeni açılımları kapsamlı olarak ele almak için belirli Managing Editor bir konuya odaklanmış yazıları “dosya” şeklinde kapsamına alabilir; bu amaçla Prof.
    [Show full text]
  • Viggo: a Video Game Corpus for Data-To-Text Generation in Open-Domain Conversation
    ViGGO: A Video Game Corpus for Data-To-Text Generation in Open-Domain Conversation Juraj Juraska, Kevin K. Bowden and Marilyn Walker Natural Language and Dialogue Systems Lab University of California, Santa Cruz fjjuraska,kkbowden,[email protected] Abstract give opinion(NAME [SpellForce 3], RATING [poor], GENRES [real-time strategy, role-playing], PLAY- The uptake of deep learning in natural lan- ER PERSPECTIVE [bird view]) guage generation (NLG) led to the release of I think that SpellForce 3 is one of the worst games I’ve both small and relatively large parallel corpora ever played. Trying to combine the real-time strategy for training neural models. The existing data- and role-playing genres just doesn’t work, and the bird’s to-text datasets are, however, aimed at task- eye view makes it near impossible to play. oriented dialogue systems, and often thus lim- verify attribute(NAME [Little Big Adventure], RAT- ited in diversity and versatility. They are typ- ING [average], HAS MULTIPLAYER [no], PLATFORMS ically crowdsourced, with much of the noise [PlayStation]) left in them. Moreover, current neural NLG I recall that you were not that fond of Little Big Ad- models do not take full advantage of large venture. Does single-player gaming on the PlayStation training data, and due to their strong gener- quickly get boring for you? alizing properties produce sentences that look template-like regardless. We therefore present Table 1: Examples of MRs and corresponding refer- a new corpus of 7K samples, which (1) is clean ence utterances in the ViGGO dataset. The DA of the despite being crowdsourced, (2) has utterances MRs is indicated in italics, and the slots in small caps.
    [Show full text]
  • 20/21 Interim Report 3 Reg No
    OCTOBER–DECEMBER 2020 EMBRACER GROUP AB (PUBL) 20/21 INTERIM REPORT 3 REG NO. 556582-6558 OPERATIONAL EBIT INCREASED 100% TO SEK 603 MILLION THIRD QUARTER, OCTOBER–DECEMBER 2020 (COMPARED TO OCTOBER–DECEMBER 2019) > Net sales increased by 44% to SEK 2,168.1 million (1,508.5). Net sales of the Games busi- ness area increased by 62% to SEK 1,355.6 million (835.7). THQ Nordic SEK 379.8 million (333.0), Deep Silver SEK 496.9 million (466.6), Coffee Stain SEK 99.2 million (36.1), Saber Interactive SEK 307.0 million (-) and DECA Games SEK 72.7 million (-). > Net sales of Partner Publishing/Film business area increased by 21% to SEK 812.5 million (672.9). > EBITDA increased by 70% to SEK 878.7 million (518.4), corresponding to an EBITDA margin of 41%. > Operational EBIT increased by 100% to SEK 603.1 million (302.1) corresponding to an Operational EBIT margin of 28% (20%). > Cash flow from operating activities amounted to SEK 840.4 million (239.5). Investments in intangible assets amounted to SEK –557.7 million (–419.0). Free Cash Flow amounted to SEK 309.1 million (–207.3). > Adjusted earnings per share was SEK 1.06 (0.68). > Organic growth in constant currency for the Games Business Area amounted to 21% in the quarter. > Total game development projects increased 56% to 150 (96). Total headcount increased 93% to 5,730 (2,970) where total game developers increased 92% to 4,325 (2,258). Oct–Dec Oct–Dec Apr–Dec Apr–Dec Apr 2019– Key performance indicators, Group 2020 2019 2020 2019 Mar 2020 Net sales, SEK m 2,168.1 1,508.5 6,620.0 3,910.3 5,249.4
    [Show full text]
  • Welches Spiel Ist in Welcher Halle?
    Welches Spiel ist in welcher Halle? Gamescom 2017 • Köln Präsentiert von 22.Präsentiert bis von26. August Halle 8 www.gameswirtschaft.de /gameswirtschaft /gameswirtschaft Spiel Aussteller Halle Spiel Aussteller Halle Ace Combat 7: Skies Unknown Bandai Namco 6 Ni no Kuni II: Revenant Kingdom Bandai Namco 6 Age of Empires: Definitive Edition Microsoft 8 Nintendo Switch Nintendo 9 Agents of Mayhem Koch Media / Deep Silver 9 No Heroes Allowed (VR) Sony Interactive 7 Aquanox: Deep Descent THQ Nordic 8 Overwatch Blizzard Entertainment 7 ARMS Nintendo 9 Playerunknown‘s Battlegrounds ESL Arena (Bluehole) 9 Assassin‘s Creed: Origins Ubisoft 6 PlayStation VR Sony Interactive 7 Battalion 1944 Square Enix 9 Pokèmon Tekken DX Nintendo 9 Battlefield 1: In the Name of the Tsar Electronic Arts 6 Pro Evolution Soccer 2018 Konami 6 Blade & Soul (eSport-Turniere) NCSOFT 9 Project Cars 2 Bandai Namco 6 Bravo Team (VR) Sony Interactive 7 Pure Farming Techland 8 Call of Duty WWII Sony Interactive (Activision) 7 Railway Empire Kalypso Media 8 Counter-Strike Global Offensive ESL Arena (eSport) 9 Sea of Thieves Microsoft 8 Crossfire ESL Arena (eSport) 9 Sick City Roccat 8 Destiny 2 Sony Interactive (Activision) 7 South Park: Die rektakuläre Zerreißprobe Ubisoft 6 Diablo 3 Blizzard Entertainment 7 Sparc (VR) Sony Interactive 7 Detroit: Become Human Sony Interactive 7 Spellforce 3 THQ Nordic 8 Die Gilde 3 THQ Nordic 8 Splatoon 2 Nintendo 9 Dissidia Final Fantasy NT Square Enix 9 Star Citizen ESL Arena 9 Dragon Ball FighterZ Bandai Namco 6 Star Wars: Battlefront
    [Show full text]
  • History of the Violin
    History of the Violin Batchelder violin (USA) The earliest stringed instruments were mostly plucked (the Greek lyre). Bowed instruments may have originated in the equestrian cultures of Central Asia, an example being the Kobyz (Kazakh: қобыз) or kyl-kobyz is an ancient Turkic, Kazakh string instrument or Mongolian instrument Morin huur: Turkic and Mongolian horsemen from Inner Asia were probably the world’s earliest fiddlers. Their two-stringed upright fiddles were strung with horsehair strings, played with horsehair bows, and often feature a carved horse’s head at the end of the neck. The violins, violas, and cellos we play today, and whose bows are still strung with horsehair, are a legacy of the nomads. It is believed that these instruments eventually spread to China, India, the Byzantine Empire and the Middle East, where they developed into instruments such as the erhu in China, the rebab in the Middle East, the lyra in the Byzantine Empire and the esraj in India. The violin in its present form emerged in early 16th-Century Northern Italy, where the port towns of Venice and Genoa maintained extensive ties to central Asia through the trade routes of the silk road. The modern European violin evolved from various bowed stringed instruments from the Middle East and the Byzantine Empire. It is most likely that the first makers of violins borrowed from three types of current instruments: the rebec, in use since the 10th century (itself derived from the Byzantine lyra and the Arabic rebab), the Renaissance fiddle, and the lira da braccio (derived from the Byzantine lira).
    [Show full text]
  • GOG-API Documentation Release 0.1
    GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end.
    [Show full text]
  • Embracer Group Årsredovisning 2019/2020
    EMBRACER GROUP ÅRSREDOVISNING 2019/2020 EMBRACER GROUP AB (PUBL) | ÅRSREDOVISNING 2019 / 2020 A INNEHÅLL 2 Årets höjdpunkter 4 Bolagets grundare och VD har ordet 6 Mål och tillväxtstrategi 8 Marknadsöversikt 11 Spelportfölj & Affärsområden 31 Hållbarhetsredovisning 46 Aktien & Bolagsstyrning 59 Årsredovisning & Koncernredovisning 95 Revisionsberättelse 98 Aktieägarinformation FINANSIELL KALENDER Årsstämma 2020 16 september 2020 Delårsrapport, april-september 18 november 2020 Delårsrapport, april-december 18 februari 2021 Bokslutskommuniké 2020/2021 20 maj 2021 Alla uppgifter i denna årsredovisning avser förhållandet vid verksamhetsårets slut, 31 mars 2020 såvida inte annan tid anges. Uppgifterna på sidan 1 avser förhållandet vid tidpunkten för årsredovisningens publicering. B ÅRSREDOVISNING 2019 / 2020 | EMBRACER GROUP AB (PUBL) EMBRACER GROUP I KORTHET USA AUSTRALIEN JAPAN KANADA SYD- KOREA POLEN RYSSLAND SVERIGE FINLAND NORGE BELARUS TYSKLAND NEDERLÄNDERNA FRANKRIKE STORBRITANNIEN SPANIEN PORTUGAL UKRAINA SCHWEIZ BULGARIEN ITALIEN SLOVAKIEN TJECKIEN ÖSTERRIKE MALTA Embracer Group är moderbolag till företag som utvecklar och förlägger PC, konsol- och mobilspel för den globala spelmarknaden. Bolaget har en bred spelportfölj med över 190 ägda varumärken, som till exempel Saints Row, Goat Simulator, Dead Island, Darksiders, Metro, MX vs ATV, Kingdom Come: Deliverance, TimeSplitters, Satisfactory, Wreckfest, Insurgency, Destroy All Humans!, World War Z, SnowRunner och många fler. Koncernen har huvudkontor i Karlstad och global närvaro genom de sex operativa koncernerna: THQ Nordic, Koch Media/Deep Silver, Coffee Stain, Amplifier Game Invest, Saber Interactive och DECA Games. Koncernen har 43 interna studios och fler än 4 000 anställda och kontrakterade medarbetare i fler än 40 länder. Embracer Groups aktier är noterade på Nasdaq First North Stockholm under kortnamnet EMBRAC B. Bolagets Certified Adviser är FNCA Sweden AB.
    [Show full text]
  • Miroslav Stojisavljevic Archival
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by RMIT Research Repository i THE GUSLE - THE SOUND OF SERBIAN EPIC POETRY: AN EXAMINATION OF CONTEMPORARY GUSLE PERFORMANCE PRACTICES AND GUSLE INSTRUMENT-MAKING IN SERBIA AND THE SERBIAN-AUSTRALIAN DIASPORA COMMUNITY Miroslav Stojisavljevi ć M.A. (RMIT University), B.A. (Music Industry) (RMIT University) School of Education College of Design and Social Context RMIT University ii Statement of Declaration This project contains no material which has been accepted for the award of any other degree or diploma in any university or other institution. I affirm that to the best of my knowledge, the project contains no material previously published or written by another person, except where due reference is made in the text of the project. Candidate’s signature…………………………………………………………………. Date………………………………………………………………………… iii Table of Contents Title page………………………………………………..…………………………i Statement of Declaration........................................................................................ii Table of Contents...................................................................................................iii List of tables, diagrams and figures………………………………………...…...v Acknowledgements................................................................................................vi Abstract..................................................................................................................vii Chapter one: Introduction................................................................................
    [Show full text]
  • Instruction Process on the Violin Performance of Great Teachers at Vietnam National Academy of Music
    International Forum of Teaching and Studies Vol. 10 No. 2 2014 Research Brief: Instruction Process on the Violin Performance of Great Teachers at Vietnam National Academy of Music Somjit Saysouvanh , Suphanni Luebunchu, and Atha Nantachak College of Music Mahasarakam University, Khamriang Sub-District Kantarawichai District, Maha Sarakham Province, Thailand [Abstract] The Vietnam National Academy of Music has carried on Violin Performing Studies, developing it and searching for ways to promote it at universal standards. Many great teachers at the Vietnam National Academy of Music are accepted as quality violinists. Some of them have received the Best International Violinist Award. This qualitative research is aimed at investigating the instruction of the violin teaching process on violin performance of great teachers at the Vietnam National Academy of Music. A sample group of 34 people, consisting of 10 violin academic teachers, 10 teachers in other musical branches and 14 music experts researchers in instruments were observed, were interviewed, and participated in a focus group. Research data were examined by means of a triangulation technique, and the findings were presented by means of a descriptive analysis. The findings revealed that the great teachers had instructed their students from the kindergarten level to the university level. The instruction process on the violin performance at all levels was alike; it began with preparation and operation and ended with evolution. The differences among all levels were the difficulty and the complexity of performance techniques. [Keywords] violin instruction process; Vietnam National Academy of Music; Indicators of best practices in music teachers Introduction The earliest stringed instruments were mostly plucked (e.g.
    [Show full text]
  • Greek Traditional Songs & Instruments
    Greek traditional songs & instruments In this e-book we, the Greek Erasmus+ Team, will present you some of the customs,the traditional songs and instruments from all over Greece. Junior High School of Agia In Greece we have many traditional songs for dierent occasions. They passed down from generation to generation oray and remain unforgettable ti today. The Greek traditional song is basicay monophonic. It was created by the anonymous people and it was inuenced by Byzantine ecclesiastical music. The ethnomusicologists divide the Greek traditional songs into two species: The So, Lina, Nicky, Antonia, Marilia, Elena, ones that exist on the islands and the Stergios and Konstantina began to seek others in the mainland. for information. After a lot of research In this e-book we chose to share with they decided to share with you the you traditional songs that are connected following customs, songs and traditional with some of our customs both in the instruments!! mainland and the islands! CAROLS OF LAZARUS In Greece, we celebrate the day that the That day children holding a Lord stood in front of Lazarus´tomb and basket decorated with flowers go called to his dead friend “Lazarus, come from door to door and sing the forth”, by singing the carols of Lazarus following lyrics. Housewives give one week before the day of Lord's them money and eggs. resurrection. PERPERUNA 'S CUSTOM Perperuna is a pan-Hellenic and ancient ritual asking for rain. When it wasn't raining in various parts of our country and the crops were in danger of being lost due to the drought, the inhabitants would either go to church to pray or perform a Perperuna ritual.
    [Show full text]
  • Instrument Teaching in the Context of Oral Tradition: a Field Study from Bolu, Turkey
    Oral Tradition, 27/2 (2012): 363-380 Instrument Teaching in the Context of Oral Tradition: A Field Study from Bolu, Turkey Nesrin Kalyoncu and Cemal Özata Introduction1 In almost all industrial and post-industrial societies of the modern age as well as in a majority of developing countries, musical-cultural accumulation is documented via writing, musical notation, and similar audio-visual tools to achieve transmission with minimum information loss. As a consequence of the formation of written culture and widespread use of musical notation, musical works could then be registered on permanent documents to enable transmission not only to the immediately following generations but also to many generations over future centuries. The use of writing and the consequential transmission of music via writing, however, are comparatively new yet noteworthy developments in the long history of humankind. The earliest traces of using symbols or writing in music can be seen in the musical cultures of “ancient Mesopotamia, Egypt, India, China, and Greece” (Michels 2001:159).2 Nonetheless, “music writing with a notation system” (Rösing 1997:79) and its written transmission is a practice that gained popularity amidst European culture, though it was not so widespread among other global musical cultures. Western notation started with letters and neumes, but it then became more systematized when the ninth-century Dasia Notation gained prominence through the spread of the printing press and then underwent several evolutionary steps up through the sixteenth century. It reached its peak use in the twentieth century, when it was then renewed and reused by New Music composers or abandoned completely by other composers.
    [Show full text]