Showing posts with label rock band. Show all posts
Showing posts with label rock band. Show all posts

Wednesday, September 6, 2017

The Life and Merciful Death of the Fad Controller

Sorry, grandma. This doesn't exist anymore. I guess you should have bought more than the launch title.
Over the years we have had console gaming, the perfect control mechanism for our entertainment has emerged.

Our thumbs, those nimble and durable pieces of flesh and bone, operate the joysticks and buttons. Our trigger fingers work the triggers. The rest of our fingers, stupid and useless, hold the controller stable. And our bodies are left to peacefully recline and decay on the couch. (Because if we wanted to actually use our bodies for anything, we wouldn't be playing video games.)

This control mechanism easily allows two joysticks, four buttons, a d-pad, a touch pad/Back button, two triggers, and two bumpers. Enough inputs to easily handle even a very complex game.

(You can also push the joysticks in to provide two extra buttons, which is how controller engineers tempt game designers into making mistakes. If your game uses pushing down on a joystick as an input, please move that command to a real button. If you don't have a button free, just lose that feature. Your game has too much stuff in it as it is.)

Yes, the modern console controller is a marvel of design and functionality.  Yet, brave game designers are never satisfied with mere perfection. They are always coming up with new, weird fad controllers to tempt us. This article will describe the lifespan of this process.

Harmonix tried to teach players how to actually do something. It didn't work out. Moral: Never hope for anything to ever get better anywhere ever.
Why Make a Fad Controller?

Part of it is artistic exploration, I suppose. The desire to elevate our new art form to new and undreamt of heights.

The real reason is money. There's a lot of money in this biz, but there's also a ton of competition. A new sort of game that catches the consumer's fickle eye will result in a fortune. Guitar Hero and Rock Band both sold well over a billion dollars. The motion controllers of the Wii led to that console winning its generation (old people like fake bowling).

Employees of game companies need to keep coming up with ideas to justify their salaries, whether you want them or not. No executive wants to go to E3 to say, "We're treading water another year. We have the same old crap. YOLO!"

In the end, all we’re trying to do is reach an increasingly jaded, desensitized audience and present something new enough to raise their heart rates above rest level for five freakin’ seconds.

You ask: How on EARTH did they ever get anyone to buy the Wii Fit board? Answer: Pornography.
Phase One: The Shock and Joy of the New

So fad controllers are made. What is a fad? Something new and exciting, which hordes rush to buy to get a bit of newness and variety in their mundane, repetitive lives.

Maybe your fad is motion control, to get the pudgy masses off their couches. Like the Wiimote, or Playstation Move, or the Kinect, or the Wii Fit Board. ("No, THIS will be the peripheral that gets gamers to exercise while they game LOL!")

Or maybe it's the plastic version of a real life peripheral, to better simulate something in the real world. Like a guitar or drums. Or maracas. Or bongos. Or, for the suicidal, a skateboard.

Most attempted fads fail, of course. Some, however, caught on and made a bunch of money. Bloggers, ever hunting for the next Hot Take, gazed upon them and proclaimed a new exciting future for gaming! Then, a few months later, reality set in.

How will we get people to play Guitar Hero again? I know! We'll make the controller incomprehensible and beige!
Phase Two: The Bloom Comes Off the Rose.

The thing about fads: The newness wears off. Purchasers start to think, "Oh. Wait. This isn't holding up that well." And they move on in droves. A fad is a massive wave, and waves always recede.

I was a diehard Rock Band fanatic. I played it a ton. I went to many Rock Band parties. Enough of them to say with some authority: For the vast majority of humans, 3 songs is all it takes to get tired of Rock Band. (Some blame the music game crash on too many titles coming out per year. This is nonsense. If your genre can't handle 5-6 titles a year, it's a crappy genre.)

Phase Three: The Fatal Flaw Becomes Apparent.

Most fad controllers fail for one of a few simple reasons:

1. They just aren't precise enough to support more than a few crude, simple games. (e.g. Wiimote. Wii Fit Board. Kinect.)

2. The controls are precise, but the games you can play on them turn out to not be that interesting. (e.g. Any music game ever.)

3. Even if it's a decent controller and a cool idea, it's tied to one platform, so no major developer ever bothers with it. (e.g. Wii U Tablet. Also, did you know that big pad in the middle of a PS4 controller is a full touch pad and you can do little drawings on it and stuff? It's OK, nobody else did either. Why would any developer who supports more than one console ever use that feature?)

4. The controller requires getting up off the couch. I'm not doing that. (e.g. Almost every fad controller.)

If the controller is lucky, a few more games get written for it after the initial release. They made bank at first, but now they are tanking with increasing severity.

Now comes Phase Four, the endgame. The company who makes the fad controller has two choices: The path of the canny businessman. Or the path of the insane Viking.

I want Star Wars Kinect dancing videos to be the new Rickroll.
Phase Four, Option One: Give Up and Take the Money

Seriously, if your product becomes a fad, you can make a TON of money. When the big cash river stops coming in, accept that your product wasn't actually going to change everything forever. Cease production, count your winnings, buy another Tesla, and never speak of it again.

Phase Four, Option Two: Double Down!!!

There are some who are struck by Divine Madness. They are the true believers, who really believe they are changing gaming forever. Like remember when Harmonix convinced itself that Rock Band fans actually wanted to learn to play a real instrument?

The greatest such tale: When it became clear that the Kinect was only good for dancing games, Microsoft could have accepted its limitations, cashed their huge checks, and moved on.

But no, humility is not the Microsoft way. They were determined to explore the Kinect's maximum possible potential. So they not only kept it around, they built their entire next console generation around it. With disastrous results.

But it's all right. We'll always have the cautionary tale, and the wonderful memories.

It's OK, VR Beard Guy, YOU GOT THIS.
Phase Five: Regret and Garage Sales

The final destiny is the same. The story starts with a beautiful dream, moves on to cargo ships full of cheaply made plastic drum kits, and ends with piles of the things filling garage sales and thrift stores everywhere.

I mean, seriously, isn't it amazing? Factories in China made millions and millions of shoddy plastic drum sets. They were shipped across an entire ocean and delivered to households in America, where they were played for probably 2-3 songs and then thrown in a dumpster somewhere.

Think about how much effort went into this project! Someday, historians and economists will look back on that whole event and ... Well, I don't know what they'll think but we're going to come across pretty awesome.

How Does VR Enter Into This?

I should point out that this whole cycle has absolutely nothing to do with the VR craze. I mean, sure, VR goggles are really expensive, make lots of people sick, and have yet to come up with an actually compelling title. But it's fine. VR is the future. Bet your mom's bottom dollar on it.

I'd like this picture but with grandparents in the goggles instead of pasty tech nerds. It could be the beginning of a really lousy episode of Black Mirror.
So What Have We Learned?

Nothing.

That's the wonderful thing about the game industry. Almost everyone burns out of it by the time they're 35, so whatever institutional memory they developed disappeared and a new generation of worker bees is brought in to make all the same mistakes again.

So when the next weirdly-numbered generation of XBox comes out in a few years (Working Name: "XBox Eleventy Five"), you can look forward to its new motion controllers about three years after that. They will sell ten million units, have two decent games, secretly send pictures of your clothes to Forever 21 for marketing purposes, and your kids will LOVE it. For three days.

###

You can buy our awesome, easy to control games here. We are also on Twitter.

Edit: Changed the Harmonix guitar caption to something a little less unkind.

Wednesday, December 15, 2010

December Odds, Ends, and Rock Band 3.

A few mixed things for the month ...

Hear Me Talk About ME!

There is a nice interview of me up in Inside Mac Games. I got to say a lot of things about the game industry, Macs, DRM, and our upcoming game, Avadon: The Black Fortress. I haven't gotten lots of e-mails yet about how wrong and dumb I am, so the interview was probably a failure. But you might find it interesting.


Die, Bunny! Die!

One thing I forgot to mention about Red Dead: Redemption. I spent a lot of time hunting animals, for money, for cheevos, and to break the monotony of long horsey rides.

At one point, I shot a rabbit but only grazed it. It started flailing around on the ground in tormented agony.

Animating characters is difficult, time-consuming, and expensive. And yet, someone at Rockstar took the time to animate a crippled bunny. This is the sort of excessive, terrifying craftsmanship that keeps me coming back to their games.

Pity that you don't have a radio, ala Grand Theft Auto. It wouldn't be historically accurate, but I would have loved to borrow 99 Luftballoons from Grand Theft Auto: Vice City to keep my energy levels up during long rides across Mexico.

Last Thoughts About Red Dead: Redemption

I finished Red Dead: Redemption, and I enjoyed that game as much as any I've played in a long time. The last time I wrote about it, I heard from some people who were infuriated by the awkwardness going through doors. I suppose the doors could be better, but you really spend very little of the game in places that even have doors.

(Minor spoilers ahead.)

One thing I really loved about the game: The storyline in the last ten missions or so. You see, in most games, after you kill the Head Bad Guy, that's it. You're done. Cutscene, credits, and out. But in this game, after the bad guy is gone, you then have a bunch of missions at your home. You meet your family, try to relate to your son, and work to rebuild your farm.

These missions are quiet, simple, and really quite affecting. It helps a lot that the relationships between John Marston and his wife and son are very nicely done. I really felt for them as characters and it made the last chunk of the game much more engaging. Which might make it a little bit relevant to that whole, tedious "Are games art?" argument that keeps resurfacing, no matter how much we might wish it'd stop.

Rock Band 3 Reviewish Thing

I've never hidden my huge love of Rock Band, and I've written about the series on several occasions. However, I can't work up the energy to write a Rock Band 3 review. It's got a lot of awesome songs, fantastic interface improvements, some nicely done Pro Modes that only 1% of the players will care about, and a keyboard.

But music games are a fad that is slowly choking on its own blood. Don't believe me? Look at it this way. When your development house releases its classic for the ages, and, a couple of weeks later, your owner puts you up for sale, well, not so good.

And, while the keyboard is a nice little bit of variety, it's just more of the same simple "Hit the green button. Now hit the yellow button." gameplay that most people have gotten totally tired of by now. It won't save the genre, and, considering that my half-assed efforts easily put me high up on the leaderboards, not many people are playing.

But hey, I'm a dead-ender. You'll have to pry my fakey drumsticks from my cold dead fingers. And I just dropped twenty bucks for the new Billy Joel pack. I will keep enjoying this niche genre for a while longer. But it will never again be anything but a niche genre.

Friday, October 16, 2009

Reviews - The Beatles: Rock Band and Guitar Hero 5.

I've written a lot about music games. How saying people should learn an instrument instead of playing them is dumb. How I think the genre is kind of doomed. But I'll love them while they last.

I've spent a lot of time lately with The Beatles: Rock Band and Guitar Hero 5. I am not proud of it, but it keeps me from playing with my children, so it's time well spent.

REVIEW OF THE BEATLES: ROCK BAND!

It's like a Rock Band game, but it's all Beatles songs. Therefore, it is awesome.

(That's pretty much it. But there is one interesting thing. Rock Band has totally changed the way I listened to music. Instead of hearing the song with all the instruments mushed together, I find I now often listen to individual tracks. I'll listen to the bass for a while, then the drums, and so on. It's a side-effect of listening to the songs and paying attention to individual notes, and it's pretty cool.

Thanks to the game, I find that my Beatles albums sound fresh and different. And, considering that I've heard these songs so many times they're part of my DNA, that alone makes the game worth my sixty bucks.)

REVIEW OF GUITAR HERO 5

I've always had the subtle feeling that Guitar Hero games hate me. Guitar Hero 5 is a huge step forward. It hates me, but only a little bit.

It has a million songs. Two of them I was desperate to have in a music game. (Smells Like Teen Spirit. Bullet With Butterfly Wings. Both awesome.) And 999,998 that make me go, "Whuh? Who?" 29 of the games 85 tracks are from the last three years, and none of them make me feel that there is any point in humanity producing more music from this point on.

The party modes are totally excellent. Anyone can play any instrument. The harsh tyranny of ever having the "Who's gonna' have to play bass?" conversation is gone forever. The campaign is really relaxed ... you can play each song on any instrument at any difficulty. The individual songs in the campaign mode each have a special challenge attached to them (hit all the notes in a certain section, play a bass song with only upstrums, etc), and these are surprisingly fun. Everything is much more polished.

Also, you can play as Kurt Cobain. My current basic line-up is my XBox Live avatar and three Kurt Cobains. This is just as awesome and appalling as it sounds. Especially when I play Jessie's Girl. Which is daily.

Also, the ability to play Cobain or Johnny Cash keeps you from having to look at the default musician models, which are just as unpleasant as ever.

But then, there is the hate. The guitar songs always seems to be a little bit unnecessarily complicated and overcharted, as if the designers wanted to make my hand hurt. The Guitar Hero people also haven't picked up Rock Band's knack of only picking songs that are fun on all instruments. Sure, having Sympathy For the Devil on your music game sounds awesome. Then you realize that the song is basically piano and conga drums. It's as awful to play as it sounds.

And sometimes, the hate is just mischievous. You know. Playful hate. For example, they boldly answered the call of the multitudes and put in a song by 70s rock sensation Peter Frampton. And, of course, the only reasonable option was to go to a live album and pick out a song FIFTEEN MINUTES LONG. Thinking about teenage boys going head to head online and randomly getting this song make's me giggle.

But, overall, it's fun. I've played it a lot, something I can't say for Guitar Hero: World Tour. Plus, buying Guitar Hero V early netted me a free copy of Guitar Hero: Van Halen, which I got in the mail last week. It's an awesome game ... If I place the disc on my new coffee table and then set my drink on it, it does an excellent job of keeping the moisture from damaging the wood.

Tuesday, August 25, 2009

Rock Band. Guitar Hero. Why They Are Doomed.

So I will begin this by saying I am an unashamed Rock Band fanboy. Playing expert guitar and drums (and, when I'm feeling brave, vocals) is now one of my favored ways to listen to music and relax at the end of the day. I'll be in line for Beatles Rock Band on day one. I've written about how wrong-headed criticisms of these games are and how they are a cool, new way to appreciate music. Playing fake plastic drums is probably the most fun I've had with a video game, ever. I am one of the music game dead-enders.

Which is why it pains me so much to be the turd in the punchbowl. The fad is dying. Fast.

We all know it. We've all seen the glut. (What? Eight rhythm games out this year? Yikes!) It's the sure sign of trying to cash in on the installed base as much as possible before the fall. Sales for new Guitar Hero titles are, well, not encouraging.

If there could have been any question, the offer of a free Guitar Hero: Van Halen with purchase of Guitar Hero 5, before either of those games is even out, is the clearest sign you could possibly want. (This deal actually tempted me a little, until I realized that taking it would put me at risk of listening to Van Halen.)

The Beatles game will goose the genre a little, but even new releases with serious, broad appeal (Led Zeppelin? Pink Floyd?) will only slow the decay.

But, here's the thing. It's easy to blame the glut for the death of the fad, but, even if music games had been released at a reasonable pace, the thing was doomed to collapse. It wasn't sustainable, ever. I think it's interesting to look at why.

i. The Magic Wore Off

Now, most of this is based on my own personal observations and thus should be taken with a grain of salt. But isn't the magic gone? When Rock Band was new, I and two other friends frequently threw Rock Band parties, and they were well attended. Getting four people to pick up the plastic instruments was easy. Two years later? Not so much. I stopped throwing Rock Band parties after my last one, when I looked around during one song and realized I was the only one left playing. Everyone else had migrated to the next room. It was pathetic.

There is a certain sort of brain that has a compelling, all-consuming urge to hit those little colored spots as they come down the track. I have such a brain. But for everyone else, well, let's face it. Pressing the red button to hit the red light and the green button to hit the green light does not compelling gameplay make. It was a kick to do it a few evenings. Now it's done. Even a game for the Casual Market (tm) has to have SOMETHING to it.

ii. It Is An Expensive Activity ...

$249 for the full Beatles: Rock Band set. Again, yikes.

Happily, in an effort to avoid flaming suicide, it was just announced that there will be cheaper bundles available. And yet, MSRP of $160 is still pretty darn spendy.

iii. ... and Not Just In Cash

I'm talking about cost in resources. And my liberal leanings are going to show a little in the next paragraph, so be warned.

It takes a lot of resources to make these bulky instruments (especially drums), pack them up, ship them over the sea, get them to you, and, from there, dump them in landfills. A lot of plastic and oil in our new oil-short, global-warming reality. And, if this recession should have taught us anything, it's that we're going too much in debt buying too much useless crap from the Chinese. Something has got to go. And I think shoddy plastic Fisher Price drum kits will be first in line.

And, perhaps most significantly, these games consume a lot of space in stores. You want to know when there will be serious blood on the walls in the music game business? It'll be when some executive at Best Buy looks at the enormous amount of precious floor space taken up by big, bulky Rock Band and Guitar Hero boxes, remembers the sloping sales, and says, "Enough."

What Is the Future?

Of course, music games will remain a profitable little niche in this huge industry. Nothing that generates as many sales as Guitar Hero 3 had can ever disappear. But how will it evolve in a sustainable form?

First, games with vocals will always do all right. Microphones are small and easy to make. People love singing drunken karaoke. SingStar fans have nothing to worry about.

Guitar games will always survive. Fake plastic guitars are relatively small, flat, and easy to pack. Stores will always have a small section with two or three brands of plastic geetar. Borderline Asperger's cases like me will always have little, bright lights to hit.

Which brings us to my beloved drums. Harmonix did an amazing job of creating a mode of gameplay which sits interestingly in the shadow zone between video games and real instruments. Fake plastic drums are awesome. But let's face it. They're big. They're bulky. They don't last long under heavy use. (No cheap plastic toy will withstand being hit with a stick thousands of times.) And they aren't popular. The current mode of fake drum playing is just too tricky for the casual types these games need to live.

The drums will have to go. And when they do, band games will have to go too. Music games will fragment into singing games (for the many who love that) and guitar games (which two people can play, instead of four). Rock Band, if it survives, will still provide drum charts for the installed base. But in a few years, when we go to the next generation of consoles? Forget it.

And, someday, we will look back on the Great Music Game Fad and remember the glut of titles and the mountains of instruments at Best Buy and the $299 video game controller and go, "Wow, what was that all about?" and laugh and laugh and laugh.

Tuesday, June 9, 2009

About Addiction-Based Design, Part 2.

Last week, I linked to my last View From the Bottom article about addiction-based game design. It was originally meant to be a two part article, but most of the second half had to be lost to fit everything into one part.

This is the original second part of the article, which gives more examples and clarifies the sort of design elements I'm trying to isolate here. A tad dry, perhaps, but worthwhile. I think that World of Warcraft grindy addictiveness can be found in a lot of more games and systems (like achievements) than it first appears.

About Addiction-Based Design, Part 2.

In the last article, I wrote about addiction-based game design. This is game design that encourages players to experience the same content again and again (often referred to as "grinding") in return to obtain a series of little rewards. These constant positive reinforcements (money building up, skills increased, experience bars filling) are very satisfying, to the point of being mildly addicting.

It's a powerful design technique, and there are a lot of good examples of it being used (and pointedly not being used). Some of the examples are quite surprising.

Massively multiplayer games are probably the best example of encouraging addiction. When character advancement is frequently referred to as a "treadmill" and gold farmers earn money playing the game for other people's behalf, that should tell you something. Every level or nice piece of loot results in a feeling of satisfaction and achievement. If you play these games any amount of time, you will see players get into passionate arguments about who gets the nice treasure a monster just dropped. Of course they do. They are junkies fighting for a nice hit of their drug of choice.

However, there are other excellent examples that don't involve MMORPGs at all. Consider the Lego games (Lego Star Wars, Lego Indiana Jones, etc.). The gameplay in these games, when you use adorable Lego people to reenact their namesake movies, is fairly simple and repetitive. Much of the fun comes from playing the levels over and over again to gather money, characters, and hidden treasure. Lego games encourage grinding the levels to earn cash to buy a stunning variety of rewards. Oh Legos, when did you turn to the Dark Side?

Games in the tower defense genre also use repetitive gameplay, accompanied with rewards, but in a far more benign way. In these games, you generally defend against waves of increasingly powerful but otherwise similar foes. You use the money from the victims to buy stronger defenses. It is the entire grinding/reward cycle, compressed pleasingly into a few minutes. The free Flash game Desktop Tower Defense is an excellent example of the genre, and it also shows that games can create that satisfying illusion of achievement without necessarily eating up huge chunks of time.

Another amusing example is the free game Progress Quest. It is a brilliant parody of the RPG genre, a game that plays itself. You just run it and watch your character gain levels. It's quite funny, and yet it is worrying how satisfying watching that bar fill up can be.

One of the best and most interesting examples of addiction-based game design, in my view, is Achievements, that metagame that can lay a layer of grinding and reward-gathering on top of even the most innocent game. Even World of Warcraft has them now, a move of awe-inspiring cruelty to its already fixated player base.

Addiction-based design is a powerful tool, but it is not necessary to create a fantastic game. There are games at the other end of the spectrum, that completely resist addiction-based design in their quest to provide fun. Tetris is a classic example. Left 4 Dead is another. You start a game, play for two hours, and you are done. Music games like Rock Band have a few grinding aspects (like gathering stars and fans for your band), but the bulk of the fun simply comes from picking a song you like and noodling along to it for three minutes. You can grind out fans, but it's completely incidental to the point of the game.

Here's a good rule of thumb: If a game doesn't need to save your progress or scores to be fun, it's fun isn't addiction based. It might be addictive, but it is that way simply because it's fun.

And, now that I've done as well as I can illustrating this aspect of game design, I have to ask the big question: Is it bad? Is it something that "good" designers resist?

No. We should understand what is going on and notice it when it's happening, but trying to addict your players is not inherently a bad thing. In moderation, the grind/reward cycle is like alcohol ... Pleasant, in moderation. The sense of achievement when gaining a level, or, you know, an Achievement, is real. It is odd that it's so satisfying, but it is satisfying, and we designer would be foolish to ignore it. Heck, I write role-playing games, a genre that is almost entirely founded on the grind/reward cycle.

But, like Spider-Man, we should use our powers for good and not for evil. If we want to write innovative games that further the genre and take it more in the direction of an art form, we have to make games that are more than just examples of some experiment where a mouse hits a lever and makes food pellets fall out. In my ideal world, it would be one color in our palette, nothing more.

But, then again, World of Warcraft has eleven million subscribers. So what do I know?

Monday, April 6, 2009

Why Rock Band Is Better Than Actual Music

I love Rock Band. I love it a scary amount. I play Expert guitar and drums. I've been playing video games of all sorts for going on 30 years now, and I don't think any game has given me the pure joy that playing Rock Band on drums has. Sure, it also makes me sweaty and disgusting and needing to bathe after every session, but there is always a price to pay.

I want to write a little about this phenomenon now, before Harmonix and EA and Neversoft and Activision are able to kill the fad with a truly excessive flood of upcoming titles.

(And, to insert myself into the fanboy wars, I strongly prefer Rock Band to Guitar Hero. I like the general look better, and I strongly prefer the song choices. Rock Band has introduced me to far more bands I now adore than Guitar Hero.)

My big pet peeve about the fake plastic Fisher Price musical instrument fad is the constant, almost inevitable refrain that, instead of playing these games, people should go out and play real instruments. Which is stupid in so many ways.

Let's set aside the fact that these people have no right to criticize the innocent leisure-time activities of others. Think I should learn to play real drums? Well, who died and made you the Queen Of Fun?

There is a very good reason that I'm not taking drum lessons. It turns out, I don't want to.

But the main problem with this criticism is that it makes a very common and very fundamental misunderstanding about the nature of the fake musical instrument experience: Playing Rock Band is not a less involved way of making music. It is a more involved way of LISTENING to music.

I don't want to make music. There are not enough hours in the day. I need a new creative outlet sucking up my time like I need a hole in my head. But I absolutely love to listen to music. And, when I play Rock Band, I play the songs I want to listen to, and I noodle along with them in a rhythmic, physical way that adds to my enjoyment of the song.

Listening to music is a fundamental human activity, requiring neither explanation or excuse. Sometimes I listen using a stereo. Sometimes I listen using Rock Band.

And I think most other players are the same way. I hope so. The unsavory alternative is Rock Band leading to the creation of hordes of new musicians. God, I hope not. Last time I checked, our world has no shortage of musicians.

So play it loud and play it proud. While it lasts. I honestly think that, in our new recession-wracked world, fake plastic instrument games are kind of doomed. I'll rant about this more in some future week when I don't have a good way to piss off Indie game fans.