Here are basic definitions from music theory, game design and other music games related fields. You can click on a term for more info.


A (Back to Top)

Accompanist (role) — Participant that plays music during the game but doesn’t have to follow the rules.

Ad libitum — "As you like it", a score annotation that gives a level of freedom to the performer.

Agenda of Players — Player's agenda is the most general aim he or she wants to achieve when entering a game.

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Balance — Game is balanced when it's mechanics don't lead to the dominance of a single scenario.

Bartle taxonomy — Four types of players by their playstyle preference in relation to others and the game.

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Conductor (role) — Participant that makes music without producing sounds directly.

Constructor (role) — Participant that doesn't influence music directly, but rearranges the objects in the playing space.

Co-optionality — A feature of a game - being able to be played cooperationally and competitively during a single playthrough.

Cue cards — Cards that can be shown by the Conductor (or Prompter) to Players to cue the direction of improvisation.

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Dice — Throwable objects used for randomization.

Dimension — A scalable quality of the material.

Downtime — A situation during the game when a player is not engaged in play.

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Emergence — A phenomenon when qualities of the entity are not due to qualities of its parts but as the result of interactions between them.

End Condition — A rule by which the game ends.

Event — "Anything" in music terms.

Event list — List of events.

Extended technique — Any unusual way of producing sounds with your instruments or voice.

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Fighting — A game mechanic that allows two or more Players to exchange actions to establish a winner.

First Rule Of Music Games — "The main aim of playing a music game is to play good music".

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For Game piece check Music game.

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Horizon of intent — A set of desirable moves at the given stage of the game.

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Insert game — A game easy to be made a part of other musical structures.

Inspire cards — Deck of cards that show images to interpret musically.

Instrument preparation — Altering sounds of the instruments by placing objects on it.

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Judge — Participant that affects only the outcome of the game.

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King-making problem — Occurs in competitive games for more than two players when one's result is not dependent on one's performance.

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Leader problem — Occurs in cooperative board games when all decisions are taken by one player that is more skilled in the game than others.

Learning curve — Characterisation of progress of skill during the gaming experince.

Ludomusical dissonance — Situation when gaming incentives in a music game lead Players to play worse music.

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Mechanic — A subsystem of the game that regulates interaction with a game state.

Music game — A set of rules that control players to create music.

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Non-idiomatic music — The genre of "no genre", also known as free music.

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Open work — A work of art which is not fully determined by its author.

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Player — Participant that takes full part in the game. One of the Roles.

Preparation — Tasks to be done in advance before the game starts. For a different term see: Instrument preparation

Prompter (role) — Participant that gives signals to change music without deciding about the direction of that change.

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R (Back to Top)

Roles of participants — A way of participating in a music game (like playing, conducting, accompanying or judging).

RPG — Role-Playing Game, a game where main focus is assuming the role of a fictional character.

Rule Cards — Cards that provide instruction to players (usually in text).

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Segue — smooth transition

Skill floor — Minimum skill required to play the game. See: Learning curve

Speedrun — Playing the game as fast as possible.

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Timmy, Johnny, and Spike — Three player types by main internal motivation to play.

Trading — When two musicians interchange their playing.

Transition — Changing from one section of music to another.

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Upgrade — Game mechanics of providing better possibilities to the player.

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Victory condition — A rule (preferably precise and conclusive) that decides who wins the game.

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Xenochrony — Extracting a part of one piece of music and combining it within a context of a different piece.

XP — "Experience points" that are gathered during the game to gain upgrades.

Y (Back to Top)

Yes And — Method of improvising when you accept everything that is played and do something with it.

Z (Back to Top)

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