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Back in October, I wrote two related articles on the decline
of music simulation games titled, Too Much of a Good Thing: Explaining the
decline of Guitar Hero and Rock Band and Explaining the
Decline of Guitar Hero and Rock Band. Both articles generated significant
discussion on Wired.com and numerous other websites. One article by Joe Rybicki of Plastic Axe focused on this observation from my original posting:
"Some companies are trying to
compensate by adding more peripherals and more sophisticated game play. That is
a common mistake. The target market of these types of games wants simplicity and
adding more features will actually have a negative effect on sales.”
“Can this be right?” asked Rybicki.
“Would players actually like Guitar Hero
5 more if it didn’t include the new
Party Play features and competitive multiplayer modes?”
The answer is yes and no. Complexity does not need to be a barrier, as long as the complexity is invisible to new users. If the game does not
become more difficult to pick up, then additional complexity can be used to
your advantage through unlockable levels designed for more skilled players. Casual gamers would still have access to simplified controls and gameplay.
The entire concept of music games was
to make music accessible to non-musicians, people who had neither the time nor
patience to learn to play a real instrument. Real guitar players will tell you
that Guitar Hero is nothing like playing the guitar, yet numerous rock stars
have enjoyed playing the game in its own right, recognizing that it is a form of
entertainment and nothing more. I used to know several Air Force pilots who
enjoyed playing combat flying games on a regular basis. None had the illusion
that the game provided them with actual training. Instead, it was an escape
from their regular drills.
Some product developers seem to have
forgotten the purpose of games when they create needlessly complex peripherals
that attempt to provide more detailed and realistic experiences. These products
are not only barriers to new players who feel intimidated by the control
scheme, but also to skilled players who want to escape and have fun. We provide
several examples in our forthcoming book, such as the NES "game" Miracle Piano Teaching System by Software Toolworks, a piano simulator aimed at helping "players" learn to play a real piano.
One new product that was announced at
CES 2010 epitomizes the classic trap that some developers and engineers fall
into. It is the Z-1 Hybrid Guitar by San Diego-based Gambridge.
The $200 guitar controller for Guitar Hero and Rock Band has dozens of color
coded buttons designed to simulate real guitar notes.
GamBridge Z-1 and Baby Z guitars at CES 2010
Like the Miracle Piano, the Z-1 is intended to "[bridge] the gap between real guitars and plastic ones."
The problem is that when the controllers become overly
complex, they become obstacles, not only to new players, but also to experienced
players who play for “fun” rather than “realism.” Meanwhile, those who are motivated to learn to play a real guitar will likely do so the traditional way. Miracle Piano was never successful because it required the same learning curve as a traditional piano, but at the same time, it lacked the feel and sound of a real piano or even a quality digital keyboard. Kids who hated piano lessons hated Miracle Piano, and were dismayed by their parents' efforts to turn their beloved game console into an educational tool. In fact, games like Miracle Piano helped kill Nintendo's once unassailable monopoly.“We got stuck with the reputation that we were the brand parents wanted their kids to have, which is the kiss of death,” said Nintendo's George Harrison in 1994.
In reviewing the Z-1, Technologizer contributor Jared Newman made this
insightful observation.
“The ability to use these guitars as instruments in Garage
Band sweetens the deal if you’re an actual musician, but if I was looking to
teach a Guitar Hero enthusiast how to play, I’d probably opt for a cheap
starter electric guitar instead.”
Of course, a “real” musician has plenty of advanced midi
guitars to choose from and can even turn a regular guitar into a midi
controller with the proper adaptors and interface.
In short, the Z-1’s needless complexity will not
appeal to casual gamers, while professional musicians and advanced amateurs
will continue to use dedicated instruments.
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The Z-1 is in the final stages of development and expected to be released in September.... sooooo.... your characterization of what it is... really isn't. I'd be more than happy to clue you in to what it will be when it hits the market and what our mission is at GAMBRIDGE. Thanks for the mention, however biased we both may be. By the way... it will be a REAL instrument, developed from work done on patented fingerboard technologies used in producing high-end professional MIDI guitars used by some top studio and stage performers around the world. Check out my co-founder's line of guitars at www.starrlabs.com for even more information.
Again, I'd be more than happy to provide you with the whole story, if you're interested.
Sincerely,
Stan Gafner
The Starr Labs midi guitars are niche products suited to a particular market segment (professional guitarists) and are priced accordingly ($2,000 and up). This article is the last in a series focused on the various reasons for the decline of instrument based music games. It is not intended to be "biased" in any way.
One of the recurring themes in my forthcoming book is that complex controllers, menus, rules, etc. create barriers between consumers and products. There have been many great products that should have succeeded, but found limited market acceptance because easier-to-use alternatives were available. We find that price, quality, and durability are less important in many cases.
The Z-1 may find a niche as a lower end midi controller. However, my article is based on the material presented at CES that it is intended to "[bridge] the gap between real guitars and plastic ones." Similar efforts in the past have simply not been as successful as proponents had hoped. For example, Nintendo spent nearly $6 million promoting Miracle Piano, which was also intended to bridge the gap between real pianos and games. The system came with a keyboard and software for a bundled cost of $500. It was also highly reviewed and won several awards. Yet, actual sales were less than a fraction of projections.
And this phenomenon is not unique to instrument games. The 3DO Multiplayer and Sega Dreamcast were gaming consoles well ahead of their time, but failed to achieve sufficient market traction to remain viable. In none of these cases was the product in any way lacking in quality and innovation. Rather, other factors were at play.
I think game developers when they find a good thing the money men try to milk it for all it is worth and try to keep it alive as long as possible to milk it till it is dead, this is a bad strategy, sometimes you just need to - take a break from the series.
Brand fatigue, an experience can only be new for so long before familiarity breeds boredom.