Call, Response, Repeat: Rhythm Games As Short Form Fiction

Flash fiction and rhythm games are both beholden to brevity. In the former’s case, complicated ideas are cut down to be conveyed with only the most necessary word economy. In the latter’s, music is often composed (or edited) to score a two minute burst of mechanical showmanship and flashy short films.
In both rhythm games and flash fiction, the emphasis in each piece is on impact—not volume.
To read flash is to take out your fine tooth comb, willfully, and pick something apart. In a good work of flash, each word has meaning and every syllable has a place. It teaches you to read with a more stringent eye, and forces speedreaders to slow down for once. Likewise, each button press in a rhythm game matters. A dropped or delayed input can spell the difference between a high score and your worst run. It can’t be mashed around—you need to be able to sound each input out on your controller, in time, in sequence.
Parappa The Rapper can be considered the first rhythm game in proper, and in its presentation lies the ludonarrative heart of the genre. Parappa’s comical rise to rap glory is a cohesive long-form narrative, broken apart into separate vignettes to highlight different soundtrack cuts. It can only be played in time to the score, which forces players to get the rhythm down for each track if they want to finish the game. The game’s hyper-colorful cartoon aesthetic compliments each track, motivating players to try harder just to see more of it.
Konami released the first installment of Beatmania one year post-Parappa, in 1997. The persistent, personal musical experience of Parappa was broken apart, commodified, and doled out piecemeal in a colorful cabinet—three songs for one credit. Rhythm games, as we know them, wouldn’t exist without this crucial capitalist choice. Three-song sets are the lay of the land for the genre to this day, even in home releases with no need for credits.
Beatmania was a runaway success in Japanese arcades, and as the inaugural game under Konami’s still-active Bemani label, gave future developers a roadmap to build off of. Pop N’ Music, Dance Dance Revolution, and Guitar Freaks owe their existence to this initial success. Each of those series—particularly the first two—would pioneer short form storytelling in rhythm games. Early games included simple representations of DJs, dancers, and mascots, but would eventually expand to include flashy and compelling short videos with very little narrative substance. By the mid-aughts, however, Bemani songs like “Xepher” and “DoLL” housed limited mini-stories centered around popular otaku fare like big robots and cutesy anime girls.
2004 was the watershed year for short form ludo-narrative resonance in rhythm gaming, however. The DJMax series, originally introduced as an online-only PC game in South Korea, took the basic gameplay of Beatmania—right down to the note highway—and geared it around a home play audience. This meant making a more cinematic, less skill-dependent title that could have broad appeal and be enjoyed solo.
Aside from mechanical flourishes, like gummier notes and more forgiving accuracy that gives it a higher-than-average skill ceiling for the genre, DJMax puts a square focus on the visuals behind the note highway. Each song comes paired with a unique video, most of which house compelling micro-narratives. Songs like “Oblivion,” “Mess It Up,” and “Fallen Angel” introduce entire worlds and casts of characters, while cuts such as “Miles,” “So Much In Luv,” and “Let’s Go, Baby” offer smaller slices of life with self-contained stories of love, heartbreak, and everything in between.