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The Design Failures That Led To Rock Band

CNN is running an interview with Eran Egozy and Alex Rigopulos, founders of Harmonix, about the long road that eventually led them to the creation of Guitar Hero and Rock Band . It wasn't an quick or easy process, and the two worked on a number of unsuccessful concepts before arriving at the games that redefined a genre. Quoting: "I was watching people interact with our product, and the realization came crashing down on me — we had spent 18 months on a music system that was fundamentally flawed. Karaoke isn't about personal expression. It's about people reproducing the songs they know as accurately as they can. The whole notion of adding improvisation elements just wasn't connecting. So I retreated to my hotel room and was depressed for the next two days. The company was on the rocks. We had zero revenue. We had been trying for four years to make something work. We were out of ideas. Those first four years had been a graveyard of mis-starts and product concepts that never made it anywhere. Worse, there was adequate information about two years into those four years to realize that our big concept was fatally flawed."

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  1. Re:Rail games by Anonymous Coward · · Score: 5, Interesting

    If I have to listen to any more GH1 and GH2 I'll climb a clock tower.

    I'm assuming you are referring to the music for GH1/2, not the game itself. I can't speak for Guitar Hero, but for Rock Band the game never seems to get old because of the new music I am able to download. Sure, if you have to keep playing or hearing the same songs over and over it can get old, but every Friday I check on Wikipedia to see what songs are being released the following Tuesday. I'm not a big fan of purchasing music (I will admit it - I downloaded most of my MP3 collection) but I think that the Rock Band songs are well worth the money. The amount of entertainment they can provide, when I have a bunch of friends over on a Friday night playing RB until the early morning hours, is well worth it to me. I also pre-ordered Beatles RB and will hopefully be playing it on September 10th and most likely well into the morning hours on the 11th.

  2. Re:How to do rock band without "Rock Band" by prockcore · · Score: 4, Interesting

    What's funny is that the people who say "learn to play a real guitar" usually don't actually know how to play a real guitar. I play a real guitar. I've spent a considerable amount of money on guitars and stacks and pedals over the years. I even did my part for aspiring guitarists by putting a bunch of tabs up on OLGA back in the mid 90s.

    I still love playing Rock Band with my wife.

    GH/RB are extremely popular with real musicians. You always hear about them playing on their tour bus.

    Hell, did you even read the article? Dhani Harrison is a real musician, plays a real guitar, and "was up all night playing guitar hero".

  3. Re:How to do rock band without "Rock Band" by Opportunist · · Score: 4, Interesting

    When you feel good and up to it, consider joining the Army so you can shoot real life people in the middle east.

    I've tried that way (not the middle east, but still). I'm still waiting for my friend to respawn...

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  4. Re:It isn't about learning to play a guitar by Ephemeriis · · Score: 4, Interesting

    So get off of your bloody high horses and realise that this is all about ENTERTAINMENT, not CREATIVITY.

    The two are not mutually exclusive.

    Halo is a fairly predictable game. It is fun, it is entertaining, but it is predictable. The single-player is very linear. There's generally only one way to complete a level. If there's an obstacle in front of you, there's generally only one way to deal with it. There really isn't any creativity involved in playing Halo.

    Deus Ex, on the other game, encourages creativity. There will typically be multiple ways around the obstacle... And if you really want to be creative, you can do all sorts of bizarre things the developers hadn't planned on. But Deus Ex is also entertaining.

    The summary doesn't really say anything about people learning to play guitar, so I'm not sure where your comments come from... But if you read the summary you'll see that originally they were trying to build a game that wanted you to improvise. And people didn't want to improvise, they just wanted to play their favorite songs. This is where creativity comes into the discussion. Folks didn't want to create new music, they just wanted to replicate the music they knew.

    --
    "Work is the curse of the drinking classes." -Oscar Wilde
  5. Re:Failures? by MtHuurne · · Score: 4, Interesting

    From the article:

    We naively believed that if we, backed by a big publisher, created a game that was fun, it would be successful. What we failed to recognize was that you have to make games that are easily marketable.

    They are saying Frequency and Amplitude were not the commercial successes they had hoped for. I can understand that: the two games have a rather abstract look and the music selection will not suit everyone's taste. However, I love the games because of the look and music selection. And because the different instruments are on separate tracks, which makes for more interesting game play than for example DDR.