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When RedOctane came to you
with the request for a guitar game, how much of the detail of the project
plan and the peripheral detail was already in place?
Basically, there were a couple
of third-party guitars out on the market already for Guitar
Freaks. When it began there was no hardware of our own as such,
so we used those third-party ones.
Our first port of call was to get
the beat matching up and running using those. Our first visuals for
that were like super-basic Pong-style graphics with white markers
coming down the screen as the gems to match the guitar part [gem tracks/gem
authoring: terminology used inside Harmonix to describe the beats on
the tracks that the player has to hit.
These are visually represented
as little circles or gems within the game; e.g., on expert difficulty
there would be one gem for every note within the song. To create easier
levels, notes are removed -- one gem for several notes].
It was pretty
fun; the controller really was the kind of magic sauce for what we wanted
to do. It's very difficult to make games attractive and accessible,
and I'm sure that 90% of what draws people into Guitar Hero
is that plastic guitar. They instantly say, "I get it! I pretend
to be a guitarist!"
The popular rhythm action game Guitar Hero
Music is an easy shorthand
for a lot of people.
It's a universal language.
It makes it so much easier to make videogames reach out to more people.
Did you have a sense at
that time of the visual stylings; the kind of cock-rock excesses you
were going to be reaching for?
In our pre-production period,
when we were doing the gameplay prototypes, we were also developing
the art. Our art lead, Ryan Lesser, was very involved in the East Coast
rock scene; he'd been involved in making posters for gigs, so was heavily
immersed in that kind of world. The design really spawned naturally
from people's interests -- it wasn't as if they had to do a lot of research.
Were the key tracks in place
when you started designing?
No, not at all. As we started
designing the game we didn't know what the tracks were going to be.
We had a wish list, but little control over it. As the project progressed,
we gradually found out what the tracks were going to be. The music licensing
process takes a long time, so we had to overshoot.
We wanted 30 or 40
songs for the game and put a hundred on our wish list. As songs arrived,
we needed to adapt the list according to what we could get -- which
were the easy songs, which were harder, which were popular, which were
more niche. We had to constantly adapt the track list to balance those
concerns as the licences flowed in.
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