I’m a guitar hero!
Well, okay, maybe I’m not a guitar hero. But I kind of feel like one when I play Guitar Hero II on my Xbox 360.
For those of you who are not familiar, Guitar Hero II is one of the latest crazes in gaming. It’s a game made by Red Octane and it runs on the PlayStation 2 and Xbox 360. Like the Nintendo Wii, it seems to have achieved the ultimate balance of being loved by hardcore gamers and casual gamers, while also appealing to non-traditional gamers, thus expanding the gaming segment. People say it’s a great party game. And, hardcore gamers are saying that their spouses and significant others who never touch games are actually having a great time with it. I can definitely see why. I love it, and as I play I start to wonder what it takes to design great games…
Guitar Hero basics
You have a plastic guitar with one strummer and 5 color-coded frets. The game has loud music and cheering fans. A stream of notes runs down the screen in the form of 5 color-coded circles that light up according to the song. The goal of the game is to press the appropriate color-coded frets and strum at the same time that the color-coded circles cross a line. Every time you hit a note, you get a guitar sound.
It sounds simple, but it’s not easy. The notes can stream at you pretty quickly, and you can set the difficulty level to make it as challenging as you like. At the more difficult levels, the speed of the notes and the finger combinations can get pretty tricky… and your fingers can quickly end up in knots!
Fun and excitement
Red Octane knows how to make the game fun! When you hit a note, the color-coded circle explodes in a really satisfying way. The little explosion makes you feel good! Also, I said that when you hit a note you get a guitar sound. Well, it’s not just any guitar sound; it’s what I call a Digitally Fortified guitar sound. In other words, when you hit a note, you are rewarded with the digitally fortified guitar sound that the guitarists from Van Halen, Cheap Trick, the Police, and Motley Crue would have made. Yeah! As I play, I get so immersed that I forget I have a plastic guitar with no strings and I actually believe that I’m playing the digitally fortified music!
Guitar Player or Guitar Hero?
Now, it’s one thing to be a guitar player, but it’s another to be a guitar hero! What’s the difference? The fans! As I play a song, my fans move from cheering to booing, depending on how well I’m playing. If I really screw up, then they boo me more and more and eventually they just throw me off stage. If I’m jamming and I’m hitting all the notes, my fans get louder and louder and they really cheer me on. If I get through enough songs, they even ask me for an encore! And, of course, I’m always playing to a standing room only crowd. Hey, when you’re good, you’re good! What can I say?
Simplicity of design
Now to the main point of my post. I played a lot of music when I was a kid, and I even played the guitar for a year. I have to say, though, if you asked me to design “Guitar Hero”, I probably would have ended up with “Learn how to play the guitar with Susie Wee”. Hmmm, not very exciting. So, let’s dig a little deeper.
What are the key characteristics that make the game fun?
- It’s challenging. You can adjust the difficulty level. You can turn it down if it’s too hard, and you can turn it up if it’s too easy.
- It’s rewarding. If you play well, you get Digitally Fortified guitar sounds and loud cheering fans!
- It’s immersive and exciting. You won’t be daydreaming as you play this game. You’ll get booed off stage when you’re not up to par, but you’ll get standing ovations and be asked for encores when you’re at your best!
- It’s skill-based. As you play, you increase you skill and your abilities. And, you can tell when you’re getting better.
- It’s simple and intuitive. You can just pick up the guitar and figure out how to play. All you have to do is fret and strum. Yep, that’s all there is to it.
The first four all make sense. I find the last one to be very tricky. How do you design a game that is simple and intuitive enough to play, and yet has all the challenge, reward, and excitement to make it fun?
The thing that I find really fascinating is how they abstracted the guitar. As I said, I grew up playing music and I played the guitar for a year. I probably would have made 4 or 5 or 6 strings, not just one strummer. I probably would have used music notes, not just color-coded circles streaming down the screen. I probably would have started you with baby songs to make it easier, which would have made it less interesting for you. I probably would have taught you how to read music, and you might be pretty good at reading music after getting to the more advanced levels…
But, in all reality, my game wouldn’t have been so fun, so you probably never would have heard of it, and you never would have paid $90 bucks for it, and even if you did somehow get it to it you probably would have gotten bored before getting to the higher levels.
I would have made it too much like the real thing. I wouldn’t have abstracted out enough things to make it broadly accessible to the public. I don’t think I would have come up with the Digitally Fortified guitar sounds! I don’t think I would have gotten so serious about designing in the digital cheering fans! (But I love my digital cheering fans!)
Well, the good thing is that I know that “making fun games” is not my calling. So, I’ll just keep on building the technology enablers… And I’ll let the game developers make the fun games for the masses!
I’ll just be the Guitar Hero! Rock on!!!
p.s. I don’t mean to mislead you. I have somehow become a Guitar Hero, without being a Guitar Player. (They are not the same!) And, I didn’t say I was a good Guitar Hero. But, my digital fans seem to love me none the less.
Questions:
What do you think of Guitar Hero?
How would you have designed Guitar Hero?
If you’re a musician, what would you have abstracted out? What would you have left in?
How do you make a fun game in an area that you know too much about?
Tags: Guitar Hero, next generation gaming experience, designing fun games, HP Labs, HP
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