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Are you a musician?
Erm. I'm a drummer!
I think that counts.
I like to think so. The background
of around half the people here is musical, but it's really important
to have people that aren't too, to get that perspective in place on
projects.
In our first prototype there
was almost nothing on screen other than a simple 2D track. One of the
things we learnt from Frequency and Amplitude was that
people don't necessarily relate to really abstract visuals; they don't
always understand how they apply to them.
From Karaoke Revolution,
one of things we did was to put this whole musical creation idea into
the context of a live performance. We aimed KR at people who
had never played, and we decided to pull that approach over wholesale
for Guitar Hero.
In terms of the gameplay, there were really
two main threads. One was the core beat-matching gameplay and making
that as awesome as possible; making sure that moment-to-moment feedback
was as good as it could be to create the sensation of really playing
a guitar.
Amplitude for the PlayStation 2
The second thing was that as you'd be playing the guitar all
the way through in this, we were going to need another layer of gameplay.
That was where the idea for star power came from. That was there to
provide a little more depth to the game -- some replay value, some interest
for people as they were playing beyond just hitting the notes.
Also,
a big part of rock is showmanship, and we wanted to find a way to explore
that in the gameplay. The third problem was that we wanted to have tilt
and a whammy bar, not so much as music inputs but as performance devices.
We spent a lot of time discussing how that could be implemented, which
ended up in the unified solution using star power.
How concurrent are these
design strands, the controller development and the game development?
They were pretty much concurrent.
We were pulling songs into the game pretty much constantly until ship.
The licensing and recording process loop was going on all the way through
production. It would be great if you could finish piece A of a project
before moving on to piece B, but it rarely works like that. The way
to solve it is by iteration: as the pieces begin to fall into place
and you can see them responding to each other, you can evaluate and
make design decisions as you go.
Presumably that forced you
to revisit earlier song levels once the hardware features had all been
finalized?
Yes. Most of the tracks went
through some gem-track re-authoring, mostly for difficulty and authenticity
issues.
What's the process for creating
the gem tracks?
We have an authoring team who
develop a feel for these tracks over time. It's about working with a
track and being able to spot the key notes that will make you feel as
if you're a brilliant musician.
That first pass might take as little
as a day for a single song. We have a pretty large QA [Quality Assurance]
team who can give them feedback on where it feels good or where particular
difficulty spikes are.
We also created some software into which you
can feed a gem track; it gives you a difficulty rating back based on
some rules that we've given it. By comparing those on a graph once the
songs are in order, it becomes easier to make revisions to the set list
-- either by reauthoring or by moving songs around. So the initial process
is relatively quick; for us the detail is all in the iteration.
[The remainder of this interview, also including prototype images of
Guitar Hero and the guitar peripheral, as well as other interviews and insight from Keita Takahashi, Michel Ancel, David Braben, and other creators, is available in Simons' book Inside Game Design.]
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