All posts tagged kelly

  • Qweekend story: ‘Beat Generator: Tom Thum’, October 2013

    A story for The Courier-Mail’s Qweekend magazine, originally published in the October 26-27 2013 issue. Click the below image to view as a PDF, or read the full story underneath.

    Beat Generator

    A young Brisbane man with a versatile voicebox has built a career out of the unlikeliest of musical talents.

    Qweekend story: 'Beat Generator: Tom Thum' by Andrew McMillen, October 2013. Photograph by David Kelly

    Story Andrew McMillen / Photography David Kelly

    Moments after completing the most important performance of his life, Tom Thum gave a gesture that seemed fitting: he leaped in the air and clicked his heels. The Brisbane-based musician had spent the last eleven minutes with the thousand-strong Sydney Opera House audience in the palm of his hands, entertaining TEDxSydney conference attendees with little more than his voice and a microphone.

    “My name is Tom, and I’ve come here to come clean about what I do for money,” he said upon taking the stage in May. “I use my mouth in strange ways in exchange for cash.”

    Innuendo aside, Thum’s description of his own talent couldn’t be more apt. Beatboxing — a technique rooted in using the human voice as a percussive instrument in the absence of a boombox or a drum kit — is a highly specialised skill within hip-hop culture, and one that has proven almost impossible to cross over into the mainstream. Yet through a freakish ability to accurately mimic musical instruments and layer intricate compositions, allowing him to replicate the vibe of a smoky jazz dive or Michael Jackson’s signature hits – among many other unlikely and impressive feats – the 28-year-old has connected with a mass audience.

    The standing ovation was enough to prompt a celebratory heel-click, but the best was yet to come: in the hours that followed, his vocal talents contributed to an impromptu jam session with guitar virtuosos John Butler and Jeff Lang, and he was approached by Audi Australia representatives to star in an online advertising campaign that saw Thum mimicking the vehicle’s complex array of sound effects. Footage of the performance clocked one million YouTube views within two days of being uploaded in July. By the end of September, Beatbox Brilliance – so dubbed by conference organisers – had surpassed six million hits and become the most-watched TEDx video of all time. The boy from Brisbane christened Tom Theodore Wardell Horn had gone viral.

    ++

    While the empty building bakes in the heat of an early spring day, the artist reclines in a well-worn office chair in a recording studio at Elements Collective, a hip-hop dance studio in inner-north Brisbane’s Fortitude Valley. He tweaks the vocal mix on a local MC’s debut album at high volume while hunched over a Macbook. Navy curtains block out the sunlight; a bold, colourful graffiti mural dominates the back wall. Wearing long pants, a baggy black shirt and silver sneakers, the jetlagged artist is enjoying his second full day back in the Queensland humidity.

    Some of Tom Thum’s appeal can be ascribed to his gregarious on-stage nature. In the video, he comes across as a personable extrovert who revels in the ability to share his talent with the middle-aged audience, many of whom have probably never seen or heard anything like it. It helps, too, that the tanned, blue-eyed young man is easy on the eye; plenty of YouTube and Facebook comments mention his appealing appearance. It’ll disappoint those adoring female fans, then, to learn that he’s been in a relationship for three and a half years. “I think she likes my work,” he says thoughtfully. “But she doesn’t like the things my work makes me do.”

    By this he refers to the fact that most of his year is spent on the road. The past several months have been devoted to touring throughout the United Kingdom, Europe and United States, performing both solo and as a duo, alongside Melbourne-based singer and guitarist Jamie Macdowell.

    While Horn’s dance card has been packed of late – he’s spending a little over a week at home before jetting off once again, this time to work on a hush-hush project with a well-known American animation studio – it’s been a hard slog to get to this point in his career. Born at South Brisbane’s Mater Hospital on April 2, 1985, Horn attended Yeronga State School and, later, Anglican Church Grammar School in East Brisbane. “People always ask me if my real name is Tom Thum,” he says. “My parents aren’t that sadistic! Tom Horn would’ve been a good stage name; either that, or a porn star name.”

    Horn is a true student of hip-hop, having embraced the art form in its four distinct elements – aural, physical, visual and oral – and excelled at each of them. His entrée into Brisbane’s underground hip-hop community began with taking an interest in graffiti writing in 1999. He started learning how to breakdance in 2000, but it wasn’t until 2001 that Horn heard beatboxing for the first time. “It was a couple of years after that until I realised it was something I could pursue,” he says. “I just really liked it, and worked at it. I never thought about it competitively; I did it because I was a hyperactive kid with too much time on his hands.” He was never diagnosed with attention-deficit or any associated disorders. “I just picked up a microphone,” he shrugs. “That was the medication.”

    After graduating from Churchie and exploring the fringes of Brisbane’s independent music scene, Horn started a Bachelor of Arts (Psychology) at southside Griffith University in 2003. He sat in a crime and justice lecture and wondered, “What am I doing here? I’m a hyperactive little graffiti writer in a room full of aspiring cops! The second that I understood that no-one was going to force me to go to uni, I was like peace, baby!

    Horn gave up breakdancing earlier this year as a result of constant injuries and between 2007 and 2012 toured the world with Tom Tom Crew, a theatre troupe that featured five acrobats backed by three musicians who blasted loud drum’n’bass, dub and hip-hop. Horn has also released three albums as a rapper under the MC name Tommy Illfigga, an EP as Tom Thum in 2012, as well as a 2010 LP of beats as Crate Creeps, a partnership with fellow Brisbane musician DJ Butcher. Beatboxing is Horn’s forte, though: his versatile voicebox won him first place at the World Beatbox Battles alongside compatriot Joel Turner in 2005; and in 2010, he was awarded “best noise and sound effects” at the World Beatbox Convention in Berlin.

    ++

    Brisbane beatbox musician Tom Thum performing at TEDxSydney in May 2013One Saturday morning last November, Horn woke with a start in his rented Berlin apartment. His musical offsider, Jamie Macdowell, was about to leave to get a second key cut. The pair had performed together the previous night and come home, completely sober; a strangely quiet Friday for two young men in a foreign country. Suddenly, Horn broke the silence by yelling for his friend. “I went into his bedroom and Tom was reeling,” says Macdowell, 27. “He said it felt like there was a ten cent piece on his sternum, and an elephant was sitting on the coin. As soon as he sat up, he just lost his mind. The pain got so intense that he couldn’t talk or move. He fell back down onto the bed and was shaking. It looked like he couldn’t breathe.”

    An ambulance took him to hospital, where he was admitted to a cardiac ward. His roommates were two elderly Germans. The pair listened to the doctor describe what had happened to Horn in complicated medical terms. “We couldn’t understand; we were nodding quizzically,” says Macdowell. “Tom got it before I did. He said to her, ‘is this the kind of thing that you would explain to someone who’d just had a heart attack?’ She looked straight at him, full of intent, and said ‘yes’.” The next day, Horn underwent an operation to put a stent in his heart; “a rollcage that stops your artery from collapsing,” in his words.

    That near-death experience provided fertile ground for planting the seeds of artistic inspiration. “It was fucking boring in the hospital,” Horn says. Naturally, his creative mind wandered. While he couldn’t understand what the doctors or his roommates were saying, he was intrigued by the beeps, hums and whirs of the medical machinery that kept him alive. A key moment in Horn’s solo show is a layered reimagining of the sounds of the hospital, which gradually evolves into an evocative cover of Hearts A Mess, a 2006 single by chart-topping Melbourne musician Gotye, aka Wally De Backer.

    To his frustration, the assumption that many strangers make upon hearing this story is that Horn’s heartrate must have been artificially boosted. This couldn’t be further from the truth. “Everyone assumes that, because I’m a musician and I had a heart attack, [I should] lay off the cocaine a bit,” he sighs. “No-one can tell me what [the attack] was from. I’d been deemed perfectly healthy by doctors. It’s not what you expect at age 27. Now I have to live on these medications – but at least I get to live on them. It gave me a great piece for my show … Everyone seems to think that heart attacks only happen to people over 60.”

    Macdowell adds: “Tom’s the most sober person I’ve ever met. He’s changed a lot since the heart attack. His consumption of alcohol has almost completely ended. He eats really well, and tries to exercise. It’s really changed him for the better.”

    Ever the perfectionist, Horn says he’s got four full albums of original material that haven’t yet seen the light of day due to his “inability to let go of things, and to call something ‘complete’. I’ve got a vault of music that hasn’t been opened yet.” He adopts the voice of a Hollywood mad scientist: “Soon I shall relinquish my pretties!

    With a few more dollars in his pocket of late, he’s keen to outsource some of the do-it-yourself ethic that has always surrounded the production of his own music. “I’ll still have 100 per cent creative input and control,” he says, “but I can be like, ‘okay, press record now! Drop the bass out of this, filter out that sample, boost this’. Because now I know what I’m talking about, I can still drive the ship without having my hands on the wheel.”

    ++

    For those few months each year that he calls Brisbane home, Horn stays with his parents in inner-south Annerley. His 60-year-old mother, Sue, admits that the cloud of noise that surrounds her eldest son can be irritating.

    “Especially if you’re watching something really good on TV, one has to be very patient,” she says. “I think if he lived at home all the time, it could be quite difficult. [This living situation] probably works well for us all.” The former nurse and her husband Murray, a forensic scientist, occasionally fret about his chosen career in the performing arts. “I’m not really happy about it, because I think it’s not a terribly stable industry. But he’s his own person. We have no influence,” she laughs. “We frequently have these discussions.” Are they playful discussions, or serious? “Playfully serious,” she replies. “Tom doesn’t appreciate them at all! He went to uni for a year and said that was the greatest waste of time. But I think he does have a lot of talent.”

    Macdowell agrees. “Tom is a prodigious noisemaker. He has no attention span for anything except beatboxing and creating sound effects. His practice is relentless. The guy just doesn’t stop making noise. It infuriates me when we’re on tour; I was okay with the European tour ending, just to get some silence,” he laughs. “But every time I think about saying something, or coming close to telling him to shut up, I remind myself that that’s why he’s so brilliant – he doesn’t stop.”

    While Qweekend’s photographer and his subject explore the colourful canvases at Elements Collective, 25-year-old Alex Steffan slips into the studio, slides on a pair of headphones and listens to the latest vocal mix that Horn has spent the morning working on. He nods his head in approval. “He was always the most talented one of our group of friends; he always had freakish abilities with his beatboxing, breakdancing and graffiti,” says Steffan, whose stagename is DJ Butcher. “We’ve all been waiting for him to blow up. All of a sudden, the TEDx talk has let the world know what we’ve known for ten years.”

    Throughout the photo shoot, Horn’s voicebox produces soulful trumpet tones, intricate beatbox phrases, and even a note-perfect take on Fly Me To The Moon. He’s preoccupied with perfecting his saxophone – “reed instruments are hard; I’ll get there one day” – and says that the hardest thing about making sounds with his mouth is in finding the instruments’ accents; their defining characteristics. The pluck in a blues guitar, or the woozy feel of its tremolo arm. The way the pitch slightly wavers in a trumpet when the player stops blowing so hard. The breathy tone of a flute. These are the sounds that Tom Horn studies and rehearses in a constant feedback loop that fills nearly every waking hour.

    “People often ask me if I’m making a living out of beatboxing,” he says. “I reply, well, I’m making a ‘not dying’. I’m not hungry. I’m definitely not making a living in terms of the traditional sense of saving up for a house, a home loan, a wife and kids; an Audi …” he smiles. “I’m not rich monetarily, but I’m definitely rich in experience, and that’s my priority at the moment. I’m not earning mad cheddar, but I’m 100 per cent happy with my life.”

  • FasterLouder story: ‘Urthboy – The Storyteller’, July 2013

    A story for FasterLouder; a profile of the Australian hip-hop artist Urthboy. Excerpt below; click the image for the full story.

    Urthboy – The Storyteller

    Andrew McMillen charts Tim Levinson’s rise from petty criminal to one of Australia’s most important musical voices.

    FasterLouder story: 'Urthboy - The Storyteller' by Andrew McMillen, July 2013

    The middle child began acting out in his teens. Spurred by small-town boredom, a desire to test the boundaries of authority, and an absentee father, a fascination with petty crime took shape. The adrenaline rush of “bombing” public property with spraypaint cans, breaking into empty buildings, and shoplifting were all par for the course among his friends. The more audacious would steal cars and nearly run over their accomplices by accident, or go “searching” – their innocuous euphemism for the serious transgression of popping store tills, grabbing the money, and fleeing.

    Stints in juvenile detention followed for these boys, yet Tim Levinson was in awe of the wits that crime demanded. “Those graffiti artists and crims were the sharpest thinkers and quickest responders to nerve-wracking situations,” he says now. “I feel like I was never really that way inclined.” A voice at the back of his head told him, as the age of 18 fast approached, that soon, these boys would no longer be tried as children in the court system. And so the middle child and petty crime parted ways.

    Tim Levinson tells stories. His preferred medium is the song and verse of hip-hop, where he performs under the pseudonym Urthboy, a name which has no greater significance other than sounding cool, an all-important factor for a teenager registering his first Hotmail address. Levinson’s skill in this field has developed to the point at which the 35 year-old finds himself in mid-2013: surrounded by a strong national audience, critical plaudits (three of his four solo albums have been nominated for the industry-polled Australian Music Prize) and widespread respect among his peers of all musical stripes.

    For a genre that was largely derided and dismissed at the turn of the century, this country’s hip-hop culture has slowly but surely moved from the fringes to the centre. And at the centre of that culture is this particular storyteller. His father left the family home in the small Blue Mountains town of Wentworth Falls, NSW – population 5650 – when Levinson was nine, owing to issues over drinking and domestic violence.

    This separation shook up their lives considerably: suddenly, his mum became the breadwinner through necessity, working up to 14 hours a day to support her three children. Levinson processed this abandonment as best a child could, but would still find himself out on the front lawn some nights, alone, watching cars on the highway and wishing that the tiny headlights of his mother’s beaten-up Corolla would come home.

    Music became a refuge during this formative time. His elder brother, Matthew, introduced a raft of influences by sharing his CD and cassette collection. At first, Britpop bands like Blur and Pulp appealed, before his ears attuned to Leonard Cohen. Run DMC’s Tougher Than Leather was the first hip-hop record he truly loved. His own rhymes scribbled on pages would eventually be coupled with beats, and recorded. His first band was named Explanetary, a hip-hop six-piece that featured Levinson and two others on vocals.

    Staying in Wentworth Falls never appealed; he moved to Sydney after completing high school. His musical aspirations slowly shifted from a hobby – something done with friends, and not taken seriously – to a full-time career. Explanetary would only record one EP together: In On The Deal, released in May 2001. Twelve years later, Levinson has released four solo albums, five with influential Sydney-based nine-piece band The Herd, and worked with dozens of hip-hop artists to release their music on Elefant Traks, an independent record label that Levinson co-founded in 1998, and where he still works as a label manager.

    Despite the widespread enjoyment of this once-niche music genre nowadays, it’s worth remembering that it took quite some time for the nation’s ears to attune to Australian accents backed by synthesised beats. “Because hip-hop was such a strong Afro-American music, it was hard to hear it another way,” says Paul Kelly, who Levinson is supporting on a national tour this month. “But to me, hip-hop is like soccer: it’s very portable, adaptable, and can work worldwide. It just needed to seed for a while here, so that our own blooms could grow out of that. It’s well-suited to local vernacular, so once people get their own style, it’s going to work well, wherever it goes.”

    To read the full story, visit FasterLouder.

  • Rolling Stone Q+A: Paul Kelly, December 2012

    A Q+A with Paul Kelly in the December 2012 issue of Rolling Stone. Click the below image for a closer look, or read the article text underneath.

    Q&A – Paul Kelly

    The singer-songwriter on his new album, having his life documented, and nephew Dan’s cooking skills

    Few of us will ever know the feeling of watching a feature-length documentary about our own lives while sitting in a cinema filled with friends and family. Paul Kelly is one of the lucky few, though he probably wouldn’t use that adjective when describing the premiere of Stories Of Me at the Melbourne International Film Festival in August. Its limited release in October coincides with the release of the acclaimed singer-songwriter’s eighteenth album, Spring And Fall, which sees Kelly pare back rock-band tropes in favour of largely acoustic, softly-sung songs.

    Before we discuss that, though: what was it like to watch your life dissected on film? “It’s something I want to do only once in my life,” Kelly replies. “I had some of my brothers and sisters there. That was the best part of it for me; the celebration of my family. The rest of it was a pretty awkward thing to watch. But I got through it.”

    First the memoir two years ago, now this film. What in your life hasn’t been documented, Paul?

    I think too much has been documented, so it’s probably time to jump back into the shadows again for a little while! [laughs] I gave Shark Island [Productions] pretty good access, but from that point it was their film, not mine. It’s funny; I don’t feel connected to the doco like I would to my own work. I liked that they picked up a lot on my family; generations back, as well as my wider clan. That’s showing that people don’t work in isolation – they’re a product of a whole lot of things.

    Speaking of family, you and your nephew Dan have spent thousands of hours together, both onstage and off. Which trait sticks out more in your mind: the fact that he’s a great musician, or that he’s family?

    Family’s first, but he’s a joy to play with. He can be a bit of a worrier. He’s a great cook, so he’s great to travel with. He cooks like he plays [guitar]; never really follows a recipe, but he’s a great improviser. His playing has big, deep roots, because he listens widely to a lot of music. He’s got one of those ‘fermenting’ brains: there’s always a lot going on in Dan’s head, and it’s just a matter of catching it as it falls out.

    Spring And Fall is a love story – what can you tell us about the starring characters?

    It’s a love story from a couple of different points of view. Some of the songs are narrated, like ‘When A Woman Loves A Man’; ‘Time And Tide’ feels a bit more like a third-person story. Others are more directly speaking from the characters involved. But to me, the emotional arc of the record starts with love’s beginning – the ‘spring’ – and there’s a turning point in the middle around ‘Someone New’, followed by the aftermath.

    With your characters, do you go as far as envisaging their physical appearances and personality traits?

    Not on this record. I didn’t have it that defined; I don’t have names for them. But a bit of a model was a Willie Nelson album from 1974 called Phases and Stages. It’s the story of a divorce: side one is the man’s point of view, side two is the woman’s. I wasn’t getting quite as specific as Willie, but I kinda liked that idea.

    I’m not sure what you’ll make of this, but every time I listen to your song ‘When A Woman Loves A Man’, I think of how perfect it’d be as the soundtrack for a sex education video.

    Really? [laughs] Well, you know, if you know people in the know, then send it off!

    “Time and tide wait for no-one,” as you sing. You seem to have taken aging in your stride better than many musicians, perhaps even working harder as you grow older.

    Songwriting’s really a form of play. I still find it fascinating. It doesn’t feel like a grind. There are certain aspects of my job that’s grinding; sometimes the touring, and proofing, and approving YouTube videos. [laughs] If you want to be any good, you have to get involved with everything. There’s more work on the creative side now. And also, the record companies do less now than they used to: I do it, or me and the team do it. But the actual thing that starts it all is ‘play’: writing a song. Nothing would happen without playing in the sandpit. And that’s all it is.

    That’s a view that hasn’t changed over the years?

    Yeah. Songwriting’s not real work. Don’t let anybody tell you it’s a “craft”. It’s play.

  • Qweekend story: ‘Goal Mining: Minecraft and education’, October 2012

    A story that was published in Qweekend magazine on October 13, 2012. Click the below image to view as a PDF (link opens in a new window), or read the article text underneath.

    Goal Mining
    Story: Andrew McMillen / Photography: David Kelly

    A video game that uses collaboration and communication to engage children online has inspired a new method of teaching.

    The first thing we need to do is collect wood. We do this by smashing our fists into tall trees until the wood disintegrates into small blocks, which then become ours to keep. Curiously, punching out the tree trunks makes no difference to their structural integrity; they continue standing tall, trunkless, while we pilfer their wood.

    The second thing we need to do is make sticks. “Using the crafting table, put one wood block on top of the other,” says James Keogh, who acts as group leader and instructs our gang of five as we navigate this strange world.  Easier said than done. Under the clear blue sky, I can’t interpret his instructions to make the most obvious and essential item.

    Sticks are the basis of the pickaxe, the shovel and the sword. I need all of these things to survive and prosper in the world of Minecraft, a computer game set in a randomly generated landscape of mountains, valleys, forests and deserts. Minecraft is unlike any game I’ve played – there are neither clear objectives nor clear instructions. The player is left to his own devices in this virtual playground, to spend his time however he wishes.

    My fellow adventurers – four 11-year-old boys who attend West Moreton Anglican College, west of Brisbane – try time and again to explain the simple process of creating sticks. I’m sweating as oblong clouds pass across the square sun. The blocky mountains surrounding us seem to be frowning at me. Dark squid float idly in the lake nearby, indifferent to my crafting struggles.

    I feel stupid and inadequate, especially in the company of these four well-travelled friends. Darcy Keogh, James’s twin brother, takes pity and gifts me a stone pickaxe, short-cutting the process considerably. It’s a relief. Without my companions, I’d be clueless; come nightfall, I’d surely be dead.

    James and Darcy have been busy using their pickaxes to excavate dirt out of the side of the nearest mountain for our “hidey-hole”, while their friend Liam Catlan patiently attempts to coach some success into me. Torrin Beverley has taken it upon himself to begin digging deeper into the earth in search of precious resources like iron, gold, and – if he’s lucky – maybe even diamond. Mining tools in hand – just a pickaxe and a shovel for now – I climb partway up the mountain and stand at the entrance, admiring their handiwork.

    James warns us that it’s almost night time. I step inside the hidey-hole, shutting the door behind me. Foolishly, Liam stays out and attempts to fight a giant spider. Anguished howls echo across the landscape as he dies at the fangs of his eight-legged foe. His now-itemless character respawns beside us. “Did you have anything worthwhile on you?” James asks. Two stone pickaxes, his friend types. “Not really much, then,” replies our leader nonchalantly.

    Torrin asks if anyone wants a sword. “Yes,” I type, before opening the door and stepping outside. It’s snowing. Pretty, digital snowflakes criss-cross the night sky, falling lazily to the ground. “Whoa,” I say to no-one in particular. It’s a beautiful sight.

    I check my inventory and find Torrin’s gift. All four boys have joined me outside, just beyond the light cast by the flames of our farthest torch. The square moon passes slowly overhead. I wonder aloud whether it’s a good idea for us to be out here, given that one member of our gang of five was so recently slain. “Not really,” says James, swinging his sword defiantly at nothing in particular.

    The boys tell me that there are zombies, skeletons, Creepers, spiders and Endermen out here, prowling the dark landscape. Horrible creatures all. We head back inside and close the door behind us. I turn and stare through the window once again at the mesmerising snowflakes, reflecting on the wide range of emotions I’ve experienced during my first 20 minute-long day/night cycle: confusion, frustration, satisfaction, wonder and, finally, fear.

    ++

    Minecraft is fun because it’s so divorced from reality that minds run free with possibility. Key attractions include its detachment from the responsibilities of daily life – school, work, parenthood, traffic, taxes – and the ease with which the digital world bends to your will. Want to dig a hole in real life? It’s bloody hard work, for starters. Then there are property rights and land ownership to consider, as well as the high likelihood of your dad going off at the sight of his well-tended lawn transformed into a crater.

    In Minecraft, though, it takes just seconds to carve into the ground, or a mountain, and begin exploring what’s beneath. (Once you’ve conquered the admittedly tricky first act of crafting your mining tools, of course.) Likewise, it’s just as easy to create solid structures in-game. Two of the most impressive mega-creations include a 1:1 scale model of the Starship Enterprise, from Star Trek, and a current project involving a few dozen people working on crafting the entire Westeros realm, from the fantasy series Game Of Thrones. Put simply, it’s Lego in a limitless virtual world where the only impediment is your imagination.

    Created by 33 year-old Swedish game programmer and designer Markus Persson, best known by his online handle “Notch”, Minecraft is an international phenomenon. Notch self-published the first “alpha” version of the game online in May 2009, charging a one-off fee of about $12 (€9.95) and updating Minecraft with new features until version 1.0 was released in November 2011 for $24.50 (€19.95). More than 10 million players have bought the game across both the PC and Xbox 360 platforms; it also boasts 42 million registered users, a figure still growing by around 140,000 new players per day.

    Few are immune to its charms, even those who struggle with the game’s mechanics at first – which is essentially everyone, as the PC version of the game offers no in-game assistance. (Minecraft Wiki – a popular first destination for the clueless – contains more than 2,000 detailed articles.) This is the kind of unorthodox design decision that few gaming studios or publishers would allow, yet since Notch created it all himself, he was beholden to no such orthodoxy. Evidently, it hasn’t hindered the game’s popularity.

    “Younger gamers are completely enthralled by Minecraft,” says Janet Carr, series producer of ABC TV’s Good Game, which screens Tuesday nights on ABC2 and attracts an average weekly audience of 108,000. “Since you create your own fun, it gives you the freedom to play it the way you want to. It’s personally satisfying because you have that feeling of discovery, and of creation. Normal game design theory would say that making it hard to play is lethal to your game. Minecraft is the complete opposite: because the kids have to work quite hard at getting a handle on it, they get invested in it really quickly, and very deeply.”

    Carr’s team also works on Good Game Spawn Point, a program aimed at gamers aged 8-12 watched by 80,000 viewers on ABC3 Saturday mornings. She estimates that half of the 10,000 emails sent to the show’s presenters each week are from younger gamers seeking answers to Minecraft gameplay questions. “It’s not even just the number of emails we get about the game that’s surprising, it’s the sophistication of the information they’re seeking,” Carr says. “It’s not, ‘how do I build a pickaxe?’ It’s ‘how do I set up my repeater units so that my mine cart will travel a few kilometres?’ Engineering questions.”

    ++

    It’s impossible to discuss Minecraft without acknowledging its potential to become truly consuming. Since the game world is randomly generated and limitless, it’s unsurprising that those who fall for its charms tend to invest serious hours in the never-ending process of day and night, mining and crafting, exploring and expanding. “A lot of parents are concerned their kids are spending too much time on video games,” says Carr, whose youngest son was obsessed with Minecraft but has since moved on. Unlike most other games, though, Minecraft is undirected. Players must use their own intelligence, intuition and inspiration to derive enjoyment from the game, rather than relying on objectives and rewards predetermined by game designers.

    “A large issue for parents is that they don’t understand what their kids are so enthusiastically raving about,” says Luke Bennett, a 49 year-old ecological consultant who lives in Castlemaine, Victoria and is the father of 11-year-old twins. “When our son first started playing, my wife and I discovered that if he played up until he went to bed, he was so mentally wired that he could not sleep. I’ve responded by letting him play, but not in large chunks of time. Minecraft is a valuable part of a complex lifestyle. You need to leaven it with the other stuff.”

    Recently, Bennett and a friend set up a private online server where about ten children aged 7-12 play online together most nights. “This means my own gameplay is now more of a moderator role, rather than just purely building,” Bennett says. “We’ve set up a blog for the kids so that they can discuss differing playing styles, and resolve conflicts. The biggest issues in the game are virtual urban and environmental planning. The kids’ default response is to ask me to intervene, which has resulted in some very odd conversations at afternoon school pick-up,” he laughs. “But I think it’s great,” adds Bennett, who now tends to play late into the nights with his middle-aged friend after their kids go to bed at 9pm. “Minecraft is a game that encourages players to think, create, solve problems, engineer, train reflexes and socialise. It’s almost education-by-stealth, in the guise of a video game. It’s like hiding cauliflower in mashed potato.”

    Janet Carr agrees that playing with children, rather than observing their behaviour from a bemused distance, is the best way to appreciate their enthusiasm and set limitations around gameplay. “If everyone in the household understands the rules, it doesn’t become an issue,” she says. “If you’ve got a child who’s really wanting to spend all their time talking about Minecraft, you’re almost beholden to get a great understanding of it yourself so at least you can have high levels of conversation about it, and talk about how to manage that time.”

    Steven “Bajo” O’Donnell is co-host of both Good Game shows. “I hate the word ‘addictive’, because it has a negative association,” he says. “I like to use the word ‘compelling’ instead. Minecraft compels you to go back into it, and keep playing it, and keep building.”

    His co-host, Stephanie “Hex” Bendixsen, agrees. “I don’t think it’s necessarily addictive in the way that [online role-playing game] World Of Warcraft is addictive, because that game offers you constant rewards for ‘X’ amount of hours that you’ve put in. Whereas Minecraft doesn’t really have any kind of reward system; it’s really about what you get out of it personally. It may be hard for people to stop playing, but that’s really due to their own experience rather than something that the game is doing.”

    The Good Game hosts regularly hear from teachers who’ve had to ban the game from their schools, or allocate specific times when kids can go into the computer labs at lunchtime to play. “Some teachers use it as a system of reward: if the students get through a computing studies class, then they’re allowed to play for 15 minutes at the end, because they just can’t stop kids from playing it,” says Bendixsen. “They’ve had to try to find ways to work it into school life. Since it’s a game that doesn’t have any kind of guns or shooting, and encourages kids to be imaginative to work cooperatively, it works quite well in the classroom.”

    ++

    High above the clouds, I’m standing on a transparent platform bathed in the orange glow of twilight. At the edge of one horizon, a square sun dips; behind me, a square moon rises. Underneath the platform is an enormous mass of blue-green. It’s the kind of view only an astronaut would see in reality: star-speckled blanket of infinite space above, stable blue marble below. Suddenly, a man in a white labcoat appears next to me. The glowing yellow text above his head reads “Elfie”. He begins giving me a virtual science lesson while showing me around his greatest Minecraft creation – an animal cell he built for his biology students.

    “The whole idea of these first platforms was to give the kids an overall picture of the cell, because it’s very hard to imagine what it looks like from the outside once you’re in there,” says 32 year-old Stephen “Elfie” Elford, who teaches science, maths and humanities at Numurkah Secondary College (enrolment: 300) in north-eastern Victoria.

    As we travel between observation decks by right-clicking on teleportation terminals, we’re getting closer to the giant blue-green mass. Its curvature is reminiscent of the human brain. On the fourth and final deck, I’m presented with the option of teleporting to four unfamiliar, scientific-sounding stations. I choose “Golgi”, the first option. Now I’m inside the giant mass, and before me is a roughly rectangular prism that represents the Golgi apparatus. Right-clicking on an information block at the edge of the platform gives a text overview of its function, written in the same straight-talking language Elford would use while standing at the head of his classroom. “This is an animal cell,” says Elford. “As my biology students tour the cell, they fill in a booklet. I wanted to deepen that understanding and give them a good visual representation they could call on, when needed.”

    So Elford invested six months, on and off, in creating this three dimensional, to-scale replica of how he understands the inside of an animal cell might look. He estimates that he’s moved two million virtual blocks during the 50-hour building process. The brightly-coloured textures of this fascinating structure bear little resemblance to the lifelike shades of the world I explored with the four 11-year-old boys.

    Elford’s animal cell is a remarkable, inspired piece of work from Australia’s foremost expert on MinecraftEdu, a modification (or “mod”) based on the existing game engine. Developed in collaboration by teachers in Finland and the United States, the mod’s disparate but growing network of Games-Based Learning practitioners see efforts like Elford’s as a way to engage the next generation of “digital native” students. (Elford runs a blog called “MinecraftEdu Elfie” where he shares his learning experiences with teachers throughout the world. He has also uploaded dozens of videos to YouTube showing how his classes have interacted with the game.)

    For the last eight years, Elford had taught Nurmurkah’s science students about animal cells from the textbook, two or three times a year. “I was kind of over it,” he reflects. “I don’t know if it was a seven-year itch a year late; I just didn’t feel like I was enjoying myself. And then this came along, and now I’m enjoying my job again. It’s given me that little bump to keep going.”

    Rather than learning through Elford’s descriptions and the biology textbook, it’s much more engaging for students to see his scientifically accurate representation of an animal cell with their own eyes. I didn’t take any science subjects in senior high school, partly because it all seemed so dry and dull. Had MinecraftEdu existed when I started year 11 in 2004, though, I could well have been drawn in by the technological lure.

    Elford is the first to admit that fanciful creations like this won’t entirely replace traditional teaching methods. In fact, he has used this incredible virtual environment in-class once so far, for a total of two hours. He has plans to upload the map so that other teachers can use the animal cell in their own classes. “The time and effort I put in is far outweighed by the students’ immersion in this cell,” Elford says. Using the game, he’s also led students through reaction time experiments; he’s explained the transformation between solids, liquids and gases (by setting his students on fire, in-game, of course); and he’s run an assignment wherein students built energy-efficient houses, then recorded video tours of their new creations. Despite these breakthroughs, MinecraftEdu is only used on occasion at Nurmurkah, when it’s appropriate to the learning at hand.

    “Personally, I think it should be in every school,” says Elford as he wraps up his tour of the animal cell while we stand outside, gazing up at the monolith. “The opportunities it provides for students to create, and to be creative, is something I haven’t found anywhere else in my time as a teacher.”

    Meanwhile, 15km north-west of Cairns at Kamerunga in far North Queensland is Peace Lutheran College, a prep-to-year-12 school of 585 students. Andrew Wright, 40, is eLearning mentor at Peace. He’s the one who drove the college’s IT department to adopt MinecraftEdu for the first time this term, across two classes of 25 students. “It’s been fantastic,” says Wright, who also teaches Year 7. “We’re studying Ancient Rome at the moment. We found a MinecraftEdu map of that, where the pupils started off in the Colosseum, then partnered up and walked around Rome to have their photographs taken outside iconic landmarks such as the Pantheon. They then went away and researched what that real building would have been used for, and made a presentation about it. You walk around [the virtual] Rome yourself and you think, ‘wow, someone must have spent years doing this!’”

    Though a classroom of 25 kids running rampant in MinecraftEdu sounds chaotic – despite the availability of teacher-only crowd control tools that can instantly freeze, mute or teleport students – Wright assures me it’s quite the opposite. “Because the students want to be learning, and they want to be engaged, they’re very respectful of the game and of each other,” he says. “That’s what we try and teach them – within the game, you have to cooperate, you have to use all the skills that you’d need in the real world. Collaboration, communication; it’s all there. There’s a real learning curve going on because the Year 7s are teaching the Year 1s.”

    Wright, who is now in his fifth year of teaching at Peace, says that “addictive” is “a strong word” when used in the context of Minecraft. “As a teacher, if you’ve got something that the students are keen on using, and you can use it in an educational way, you’re on to a winner. It can be seen as taking up a lot of time, but as with anything, you have to manage that time. When parents see their children coming home and working on this stuff after doing their homework, I don’t think you can put a value on that.”

    ++

    James and Darcy Keogh are showing me around their virtual world one week before my first in-game experience. It’s the first time I’ve seen Minecraft in action. James walks through their well-tended farm of pumpkins, melons, wheat, sugar cane and cacti while playing on a laptop that’s connected to a widescreen television in the living room of a house in Chuwar, about 6km north-west of Ipswich.

    Parents Robert and Grace, who are separated, watch intently from the lounge as their 11-year-old sons walk them through a world they understand a fraction as well as their youngest children do. Throughout the 90 minutes the twins spend pumping me with information, they chatter constantly, challenging one another on which elements of the game to demonstrate and how best to describe its complex functions. It’s a dizzyingly detailed language spoken by twins fluent in Minecraft-speak.

    “There are different ranks of tools,” James explains. “You start with wooden, which is the worst, then upgrade to stone, iron, gold and diamond.”
    “But you’ve got to mine all that stuff to make it,” says Robert, who has himself dabbled with the game.
    “You’ve got to chop down the trees to get the wood,” Grace adds. “That’s the first thing you do – punch a tree. I never got past wooden tools,” she says, with a hint of regret.
    “When you play, you just muck around,” James gently cajoles her, “putting blocks down anywhere …”
    “You’re not fanatical like some!” Robert interjects. The Keogh family laughs together.

    Countless hours sunk into this intriguing world built on blocks, mining and crafting. Millions of players absorbed by the limitless promise of what this game represents better than any before it – a tangible, tantalising sensation of freedom. Two 11-year-old boys who have been playing video games as long as they can remember, and who have played this particular game practically daily since their eldest brother, Brendan, first showed it to them in 2009.

    “So why do you guys play?” their father asks.
    “Because it’s creating, and you can basically do anything you want to,” replies James.
    “Where most games are just, ‘you do this, then you do that …’” says Darcy, “and you don’t get to …” James interrupts by finding the right word for his twin.
    “Most games are linear,” James says. “Minecraft isn’t linear.”

  • Qweekend story: ‘I went to the drive-in and this is what I saw’, September 2011

    A story for Qweekend; my first contribution to their weekly ‘what I saw’ series of observational short stories.

    Click the below images for a closer look, or read the article text underneath. Photography by David Kelly.

    I went to the drive-in and this is what I saw

    Thirty-eight kilometres south-east of Brisbane lies a large, lumpy car park just off the Pacific Motorway. It’s an unremarkable piece of land but for the two enormous white billboards at either end. At half-past five on a Saturday afternoon, a dozen vehicles are queued at the entrance. Relaxed female staff stride out to the central booth and begin letting traffic through.

    Two different sessions screen simultaneously at the Yatala Twin Drive-In Theatre – hence the name – and since seeing one costs adults $13 each and two costs $16, it seems wasteful not to commit to the double. “What movie are you watching, darlin’?” the attendant asks. My partner and I opt for the pair showing in field two: fantasy-action film Thor and medieval-themed comedy Your Highness.

    The parallels between regular cinemas and the Twin begin with “seating”. As with an indoor theatre, central real estate is snapped up first, while late entrants are relegated to the wings and neck-craning front rows. In the middle of the property, a single-storey building serves the dual purposes of business HQ and food outlet. The decor borrows heavily from the ’50s-era American diner aesthetic, right down to the life-size Elvis Presley and Marilyn Monroe statues in the foyer – “Please don’t touch”, reads a sign on Elvis’s guitar. A formidable wall of sweets makes young eyes water. Attendants serve dagwood dogs, Chiko Rolls, hot chips and popcorn, while an elderly manager potters behind the scenes.

    All four films screening tonight are new(ish) releases. Those parked in field one will be privy to Rio and Fast & Furious 5. This ensures that visiting the Yatala Twin isn’t a novelty excursion into yesteryear but an independent alternative to watching films at a megaplex.

    Beyond a row of tall trees at the foot of the property, the queue of brake lights on Stapylton-Jacobs Well Road extends into the fading dusk. Most headlights are dimmed once inside the theatre, as drivers heed a sign that reads: “Definitely no lights”. Seated at a table outside the diner, eyeballing the procession of slow-moving vehicles, we’re glad we got here early.

    It’s chilly in Yatala tonight. Slippers and ugg boots are common; children, especially, are revelling in the chance to publicly parade their brightly-coloured pyjamas. The painful shriek of low-bodied sports cars scraping their undersides on the bumpy terrain occasionally interrupts a PA soundtrack comprised solely of golden-oldies.

    We gaze up at the giant white billboard and attempt to estimate its height. Twenty-five metres? Thirty? (We learn on the theatre’s website later that it’s actually 13.4m.) As we walk back uphill, the diner’s painfully bright fluorescent lights destroy what limited night-sight the human eye can muster. It’s a complaint echoed by a pair of teenage girls, with whom we nearly collide. “We can’t see a bloody thing!” they say, startled.

    Dean and Jess, a couple of Yatala regulars, are lounging on a mattress in the back of their station wagon. How does tonight compare to previous outings? “It’s cold,” Dean says. “That’s about it!” We all laugh. His mother once worked for the defunct Richlands Twin Drive-In Theatre. After getting his driver’s licence, Dean and his mates often spent weekend nights within these very grounds. “We like coming here. It’s peaceful. You get to lie back,” he says, gesturing at the mattress.

    A strange feeling descends in the calm before Thor. It’s the realisation that we’re sitting in a dark carpark with hundreds of others, listening to a live Elvis album recorded in the 1950s. Parents tell their children to stay within sight. Some have brought fold-up chairs; others make use of ute trays. Blankets are a prerequisite. Many simply sit in warm little bubbles, radios tuned to the relevant frequency. Everyone respects their neighbours’ space. There’s something incredibly romantic about the manner in which this experience brings people together, far more so than an average trip to the cinema. Who knows how many children have been conceived here?

    Beside each parking space is a steel pole lit by tiny, candle-like orange bulbs. The poles hold two chunky, steel-encased speakers designed to be hung inside car windows. The units are hefty. They give off the impression that the hardware hasn’t been upgraded since the theatre was opened, in October 1974, with one screen. (It became the Yatala Twin in 2000.)

    The speakers buzz with distortion whenever things explode in Thor (which is often), or when starlet Zooey Deschanel breaks into song in Your Highness. Those who possess adequate stereos and generosity toward their fellow man blast the radio at windscreen-rattling volume.

    During the interval, the queue for the ladies’ is dozens-deep. Happily, the guys’ queue is non-existent. Most of those parked in field two leave after Thor. Some cars creep forward a few rows.

    Fifteen minutes into Your Highness, the yellow glow of the RACQ logo glides by. Three cars over, 32 year-old Alisha and her partner Frank are stranded. They had intended to relocate and watch Fast & Furious 5, only to find that their engine wouldn’t turn over. Theatre staff have a battery pack on hand to assist but it hasn’t helped. Frank’s son, Ryan, is in the back of their white wagon. “We come here every three or four months, just for something different,” says Alisha. “Ryan likes coming. In summertime, it’s awesome.” She butts out her cigarette on the bitumen. “There needs to be more of them,” she adds. “We come all the way from Ipswich. There’s one there, but it just shows old movies.”

    As soon as the credits start roll, brake lights pierce the darkness. Our neighbours shoot off a few minutes before the film’s end. They leave in such a hurry that they fail to put their rubbish in a nearby bin. It’s the sole instance of unbecoming behaviour witnessed during nearly six hours spent parked before the giant, white billboard in field two. Our engine starts with the assistance of crossed fingers.