Rocksmith vs. Rock Band 3 – The Pro Guitar Showdown
A quality chess tutorial could have you moving pieces within minutes. A smart guitar lesson could have you playing Smoke on the Water in nearly the same amount of time. However, one does not simply sit down at a chess board and become the next Kasparov, or pick up a guitar and become the next Eddie Van Halen. The path from beginner to expert is a long and winding road, and we stay the path because of the journey; we do it because it is fun.
Can learning to play guitar be turned into a game, and can that process be made fun? That’s what Rock Band 3 by Harmonix, and Rocksmith by Ubisoft both attempt to do.
The Tools

For Pro Guitar mode, Rock Band 3 lets you use an 112-button Fender Mustang controller, or the Fender Squier, a controller that looks, feels, and acts like a actual guitar. (The Squier is, sadly, no longer commercially available, but can still be found used in some places.)
While the Mustang controller is smaller, lighter, and not technically a real guitar, the Squier is absolutely passable for the real thing. In fact, if it weren’t for its neon blue power light and suspicious d-pad, an untrained eye could easily be fooled into thinking it was just another electric guitar. There is no secret to how the Mustang functions; combinations of button presses equate to guitar fingerings, which then register in Rock Band 3. The Squier is a bit sneakier. Since it is an actual guitar that uses real guitar strings, it communicates your command of the instrument in an ingenious way. When you press various strings down against the fret to form a chord, you close a circuit — the equivalent of an on/off switch. By playing the Squier as though you would a real guitar, your fingerings are sent back to Rock Band 3, allowing you to interact with the game by, basically, playing a real stringed guitar.

There is a side-effect to this form of “closed-circuit” playing. The heightened frets prevent the player from physically pushing the strings all the way down to the fretboard. This works against both the beginner and the expert. An amateur could be conditioned to develop bad habits, inadvertently muting all chords, which wouldn’t be audible until plugged in to an amplifier. A novice may also fail to develop the finger strength necessary to play correctly, once with real guitar in hand. Meanwhile, a professional player probably would try to push the strings all the way down to the fretboard, and while doable, it is not easy…and hurts a lot. After only a few minutes of playing some songs on the Squier (especially with barre chords), your fingertips — even calloused ones — feel like they are on fire. This fingertip pain is a side-effect of pressing too hard on the strings. Once you discover this nuance of the Squier, you can adjust your grip accordingly. Unfortunately, the concept of grip, posture, pressure on strings, muted chords, etc., isn’t taught to the player by Rock Band 3 at all. Fingerings are either on or off.

The hardware for Rocksmith, in comparison, involves no controller. Instead, a USB “True Tone” cable is provided with the game, which plugs directly into the output jack of any electric guitar. You can purchase any electric guitar you wish, and it is automatically compatible with Rocksmith. No special fingering tricks are required. The magic is in the cable, which sends the actual tones produced by your guitar to the game. Rather than expecting a multitude of on/off switches and translating them into chords in game, Rocksmith actually listens to the music you produce when you play your guitar.
The result is more natural gameplay than in Rock Band 3, but there’s also a catch: Because Rocksmith detects tones, there is a degree of latency ever present in gameplay. When you strum an F-Chord, Rocksmith must analyze, on-the-fly, if you’ve struck the appropriate strings, and produced the appropriate tone. Since that analysis happens in real-time, there are often noticeable delays. At times, you may feel compelled to play a chord early, but since the game adjusts your scores based on early/late chords strumming, this strategy is often futile — and not a good habit to get into, either.
Which way is better? Both styles have their strengths and weaknesses, but after trying both, I favor Rocksmith’s approach, which removes the need for specific (and, in the case of the Squier, discontinued) guitar hardware in favor of a simple cable that works with all guitars. It’s worth mentioning that the Rocksmith USB cable additionally works with a PC via ASIO4ALL*, which in turn, integrates with popular effect processing software like Guitar Rig, the value of which is quite significant considering the cost of amplifiers, pedals, cabinets, mixers, and their ilk.
Navigating the Game

You can navigate Rock Band 3′s interface using your game console controller. If you have the PS3 version, the d-pad on the two Fenders work well; for XBox 360 owners, the intermediary MIDI Pro-Adapter provides navigational control. In Rocksmith, navigation is handled via your console’s controllers, since you are already working with an actual electric guitar. Both systems work as well as they can. It’s awkward to be reaching for a game controller with a guitar slung across your shoulder, so players will have to learn to avoid accidentally driving the arm of the guitar through their TV while bending over to pick up a game controller when switching songs.

Choosing a song in Rock Band 3 is easy; you can sort your library various ways, and quickly jump from song to song, either by difficulty, artist title, song title, or one of a handful of other options. Additional filters to remove specific songs from the list (such as ones that are not Pro-Guitar** compliant) make the navigation a breeze. Unfortunately, Rocksmith song navigation is not as flexible. Players must scroll horizontally from one end of the song list to the other. One might have had the foresight to add a “wraparound” feature, letting us press left once, which would hypothetically jump to the end of the list…not the case. The years of work Harmonix poured into refining their games is evident in the Rock Band 3 UI polish, and sadly, Rocksmith suffers mightily in the UI department. But on the plus side, this gives them lots of room for obvious improvement in Rocksmith 2.
Rocking Out
Rock Band 3 and Rocksmith have two vastly different delivery methods for rocking out. RB3 utilizes the traditional, familiar “scrolling highway”.

Players watch multi-colored bars of light scroll toward them, strumming when they cross a line at the base, close to the bottom of the screen. In Rock Band 3, the scrolling highway now displays all six strings of the guitar, and the multi-colored bars of light are replaced with aqua blue “mountains and valleys”. These aqua-colored blobs don’t convey their meaning as concretely as the multi-colored bars did. The player is forced to spend time in the lessons and tutorials to understand their true meaning. Ultimately, the aqua blobs represent a combination of fret placement, finger spacing, strings to strum, and direction to strum (up or down). The benefit of Rock Band 3 is that, when strings are pressed down, the number of the fret lights up in-game on the scrolling highway, telling you where your fingers currently reside, so you can adjust without having to look back down at your guitar.
Additionally, names of chords will display along the side of the vertical guitar arm, so seasoned guitarists can see chords like “Em7” and “Csus4”, and know immediately to play an E-Minor 7th, or a C-Suspended 4th, respectively. The visual chords are immensely beneficial, especially as a learning tool, teaching new players what chords sound like as they are being played. However, there is one important caveat: RB3 only cares about the one specific way the chord should be played within the context of the current song. Experts beware: when the game asks you to play a G chord, make sure you pick the correct one of nineteen different fingerings. Choose the wrong one, and Rock Band 3 logs it as a miss.

Learning what the strange aqua “mountains and valleys” represent takes some getting used to. Harmonix was clearly constrained by trying to fit real guitar into the existing scrolling highway visual interface of previous Rock Band and Guitar Hero-like games, trying their best to come up with an intuitive way of describing fingerings. True, the numbers denote fret placement, but the blobs’ girth only provide generalizations of how far apart your fingers should be. And unfortunately, Rock Band 3 is not a game about generalizations, but pinpoint accuracy. Play the wrong fingering — even if it’s the right chord — and it’s counted as a miss. So, while the tutorials provide the necessary mechanism to learn each song, complete with every specific fingering, the aqua blobs racing toward you in-game are less than adequate to convey the same information. Players will have a very hard time “jumping in” to new songs without first spending significant time in the song’s lessons.

Rocksmith, on the other hand, doesn’t force the player to sit in song tutorials first. The gameplay interface is a new horizontal bar which reflects the arm of the guitar. Using this horizontal representation, every fret can be shown at once, allowing the player to accurately see the exact placement of their fingers for a particular chord. The guitar arm intuitively zooms smoothly in and out during the song as necessary. Every 3rd fret is numbered, matching up with the dots on the physical guitar arm held by the player. This unique interface, once the player is accustomed to it, becomes a joy to work with. It makes matching fingering a cinch. There’s never any guesswork, because it’s clear exactly where each finger should be placed on the fretboard. Rocksmith also displays real chord names alongside the fingerings, too, so as you play you can begin to associate certain hand positions with proper chord names.

The beauty of the Rocksmith interface isn’t just the switch from vertical to horizontal but the constant feedback loop it provides. In Rock Band 3, when you have practiced The Hardest Button to Button to the point where you feel like you’re ready to step on stage, if you botch certain chords or notes, all you get is a “miss” in-game. Your bonus multiplier resets and your score is impacted. That’s it. You have no way of knowing what it is you truly messed up. Did I pluck the wrong strings? Did I have the wrong fingering? Was I too early or too late? Is the game just being a bitch?
In Rocksmith, however, you constantly get feedback from the game on what you’re doing incorrectly as you play the song, so you can repair the damage on-the-fly. Here comes a fifth fret E, but you accidentally play a fourth fret E. In-game, the E string glows bright and an arrow flashes to the left, indicating that you need to move your finger down a fret. If you’re lucky, and it happened to be a sustained note, you might actually be able to fix the note quickly and get a partial score. In Rock Band 3, there is no concept of “fixing” a mistake — you either hit or miss. You’re either amazing … or completely inept. In a game built around the incredible complexity of playing a guitar, something that takes a lifetime to do well, and lots of practice to get better at, Rock Band 3 provides no gray area whatsoever. You either play the song exactly as described, or you get booed off the stage.
The Verdict
Rocksmith is fun to play because its gameplay is completely built around the steep inherent complexity of learning real guitar. It dynamically eases the player into the songs in its library; no one particular song is too difficult to start with, and it provides an interface that is both intuitive and precise. While Rock Band 3 provides multiple levels of difficulty to the player — albeit via a far greater library of titles — there are some songs in the library that an amateur (or even an intermediate) player has absolutely no business starting with. The “easy” versions of the RB3 songs are definitely easy, but even stepping up to “medium” or “hard” is often a massive undertaking that requires concentration, patience, and repetition. The game interface is imprecise, forcing you out of the game and into lessons just to learn new fingerings. Every Rocksmith song you play improves you without the need for separate tutorials or lessons; the gameplay is the lesson, and that’s what you are judged and scored on. Conversely, when you play Rock Band 3, you’re playing a game for a full band that just happens to include great — but not perfect — real guitar support, too. You’ll be judged on how accurately you pluck every string, and play every chord. Though it provides the tools necessary to learn guitar, integration into RB3 gameplay is awkward, and the result often forces you to dump out of the song, restart lessons, pause for correct fingerings — all of which add up to an experience that isn’t nearly as fun as it could be.
* ASIO stands for “Audio Stream Input/Output”, and is a digital audio protocol which accesses audio hardware directly.
** Detailed tutorials on how to play a particular song only exist for Pro-Guitar songs, and only a subset of songs in the RB3 library are Pro-Guitar compliant.



Great and useful article, but I think there’s a problem with nomenclature — if I’ve understood the Squire tech correctly. What you call “the bars between each fret” or “elevated fret separators” are *frets*. On any guitar, the raised metal bars are frets; the wood in between is the fretboard.
You don’t need to press right down onto the fretboard on a real guitar; you just need solid enough contact with the fret to get a clean sound.
If you find you have to press too hard to get a clean sound, this means that the “action” is too high. This is the distance between the fretboard and the string when you’re not fretting. The action can be adjusted — Google it.
John H
June 14, 2012 at 2:33 am