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Blogs

  Lessons On Game Design From Rock Band
by Jorge Rodriguez on 02/15/11 05:23:00 pm   Featured Blogs
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The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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This post is from the author's blog, Think Small.

Historically I wasn’t a bit fan of music/dancing games. I had a lot of friends who played DDR and it was fun but I never really got into it. When Guitar Hero came out I played it a bit but being so different from the actual guitars I’m used to, it alienated me.

This all changed when I visited a friend of mine who had just purchased Rock Band. Drums? This is new. It seemed pretty novel, actually. I was just beginning to learn how to play real drums so I decided to try it out and see how the “fake drums” worked. It’s worth a shot right?

I don’t think I ever played any other Rock Band instruments again, save maybe singing once or twice. While I could play some songs on Hard, I could play all songs on at least Medium. That didn’t matter though, and we played the Endless Setlist that night, a 58 songs epic bender that ended with us passing out on the couches. It made me never want to play the game again, but of course that didn’t last long. After a few more months of real-life drum practice, I’m now able to play many songs on Expert and almost all songs on at least Hard.

So in any case, in my most recent playthrough I noticed something about Rock Band. While it’s incredibly fun, it’s not entirely a game since you don’t have a terrible amount of choices to make. One of my patented Four Elements of fun is choice. The game has no shortage of challenge, eye candy, and gratification, but ultimately it’s a game about doing exactly what the game wants you to do. Or at least this is what I thought until I learned a bit more about how the mechanics of the game work.

In Rock Band (and many other similar music games) there are small sections of the game that, if played perfectly, can be used to boost your “energy.” Then at other times in the game you can choose to release that energy to increase your score. The one and only real choice that a player makes while playing a song is choosing when to activate your boost energy. When I realized this I came away with a small sense of wonder at how Harmonix managed to pack in so much fun relying almost entirely on the other three elements. I think it comes down to the fact that the power boost mechanism is so simple and well executed. If there were much more choice then the game could get too cluttered, and there’s more than enough fun in the other areas of the game that too much here would hurt more than it would help.

Naturally there are other choices a player can make, but they don’t happen during the playing of a song. Players can choose which songs to play, which of course is big. Sometimes the game offers players a choice: If you get five stars on the next song you can earn double the fans, but otherwise you’ll get nothing. It’s a classic double-or-nothing tradeoff and it usually prompts debate between band members. There’s also the decision of what difficulty level to play at, if anybody is playing on Easy then the band will get zero fans. You get more fans and money if you play on higher difficulty levels, which creates a risk-reward mechanic.

I like Rock Band a lot, hopefully it won’t drain too much of my spare time over the next few days. Maybe I should just replay that 58 song set list to get it out of my system?

 
 
Comments

Luis Guimaraes
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By making me think of a response to write here, you gave me a wonderful insight, man. And I was skeptical about what lesson I could find about a music game...

Andrew Carroll
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Choice: What instrument will I play?

Choice: Single player or multi-player?

Choice: What song are we going to do next?



There are plenty of choices in the game, just not a ton in the gameplay itself. :)

Jamie Mann
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Is choice really necessary for a game to be enjoyable? I'll happily agree that it's generally best if there's more than one way to achieve success in a game, but I think Rock Band (and it's ilk) tap into a different kind of appeal: the pursuit of perfection. Similar applies to games like Sokoban (block-pushing), Sudoku and racing time-trials: there's generally a single perfect answer and/or a single set of moves which achieve the perfect end state and there's something deeply satisfying about discovering how to get there.



Back to Rock Band's appeal: there's a number of other factors, such as the music and the social context. At least with my friends and family), we mostly enjoy playing and singing along to songs we know; beyond this, the key thing we tend to look for at the end of a song is how close to "perfect" we were - i.e. did we get 5 stars and did we get 100% on the notes. All the rest of the game's trappings are pretty much moot...

Jorge Rodriguez
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"Is choice really necessary for a game to be enjoyable?"



I don't think choice is necessary for "enjoyable," but I do think it's necessary for game. If you don't make any choices then you are essentially just watching a movie, or reading a book. Without the element of interaction it's not really a game, is it?



But of course that doesn't mean it's not entertaining.

Banksy One
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@ Jamie, one thing Rock Band or Guitar Hero lacks in spades is improvisation, just like Andrew said. They tried it a bit with Rock Band by having effects switches, and with the freestyle drum mode, but other than that theres not much room for people who just want to play their own drum beats to songs, or lay over some guitar sounds by plugging in their instrument into the game. Theres much that can be discussed from this, from CAT (computer assisted training), to the customization of master tracks for the sake of remixing. Once these things enter the video game culture it will really expand the whole genre.

Jamie Mann
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Banksy,



I absolutely agree that there's room to add improvisation features to Rock Band - one thing that I've always found mildly frustrating is the lack of a score-free "kareoke" mode, where you're free to sing along to the words in an "interpretative" way, rather than having to stick to the fixed timings of the original lyrics. Much entertaining caterwauling would then ensue ;)



However, that's perhaps the point: Guitar Hero became popular without any "choice" features being included. Some of that's down to the music, while some of it (sadly) is probably down to the plastic guitars. But I'd at least hope that some of it was down to the fact that if you play well, you'll manage to achieve perfection - or at least a button-pressing illusion thereof...

Banksy One
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There is a party play mode in Guitar Hero 5 where you drop in or out a song in real time, and its automatically no fail. Also theres the no fail mode cheats in Rock Band and Guitar Hero. What you could do is turn that on, go into the audio mixer, make the vocals volume nil and turn the mic up :)

Paul Sivertsen
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I think Guitar Hero and Rock Band should've paid more attention to their music game predecessors in terms of modifying gameplay. Guitar Hero did by adding note-scrolling speed mods, and various other things, but it's always kind of a pain to have to go back to the main menu to adjust those mods if necessary. Rock Band, now in its 5th installment, has yet to implement any note-scrolling speed modification other than "Breakneck speed." That single choice of speed mod might not be so constricting if not for the transparency of the upper part of the note track, which often makes the notes difficult to see (unlike Guitar Hero). I think the addition of gameplay modifications, giving people more choices if they wanted them, would've kept people playing longer and possibly attracted less-experienced players who may have been intimidated by their friends who play on Expert.



I think they would've done well to have paid more attention to Japanese games like DDR and/or Beatmania, or the American dance machine game "In the Groove." Beatmania is now into its like, 25th or 26th installment, and DDR has at least 30 installments now. Obviously, Bemani wouldn't still make the games if there wasn't still a market for them. I don't know. Just food for thought, I suppose.


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