July 20, 2008
Harmonix Rhythm Game Design Philosophy
There’s great new interview at the Onion AV club which covers Harmonix’ design philosophy in rhythm games. A few highlights:
On teaching people to hear music differently:
You can go to a really great sandwich shop and you can order an amazing sandwich and it just has one big name, and you eat it, and it’s great. But maybe you didn’t taste that they’d layered the prosciutto on top of the mozzarella with this special mayonnaise or whatever. You aren’t tasting every individual element of the sandwich. You’re eating the sandwich and it’s a great sandwich. There are a lot of people who turn on a song, and it’s a song. And they couldn’t tell you what the bass player’s playing, versus what the guitar player’s playing, versus the synthesizer in the background, or any of those elements. They just hear a song, in the way that you might eat a sandwich. And playing this game does a really easy trick, which is deciding that the success of one event determines the muting of one track. It equates two things which are actually not equal, and does this great trick to your brain which is hugely pleasurable, and educates you in a way by pulling [the track] away. It’s this simple, “One of these things is not like the other.” And then you all of a sudden have this knowledge that with a lot of other people would take them two or three years playing in a band to figure out. And bang, it’s there right in front of you.
How rhythm games are becoming a way for new bands to get heard:
We’ve always been thinking about [giving indie bands exposure]. And that is something that we really want to do, and [we've] started actually a few things that we can’t talk about, to make an avenue for indie bands to get their music heard through Rock Band. Because it’s so tough for them to get heard through the major record labels. So we’re thinking about that and seriously pursuing that.
This is particularly true with DLC, and I wish there was more of it. Although they really should release more at the 99 cent price range for new bands; pricing tracks from new bands at the same $1.99 as established classic acts is not helping anyone.
On adding new instruments, in particular keyboards:
We talked about keyboards a lot. I don’t think it’s actually what we need to add right now. I don’t think there are that many songs that are going to have interesting keyboards all the way through, that are going to warrant a new piece of hardware, or learning a new thing. That would be kind of tricky, teaching people to play with two hands. So I don’t know, that’s not something I would actually push for. Every year we talk about it, and one of these years it could pop up.
I think keyboards would be really tough to integrate; not only is it fairly limiting in terms of song choice, imagine how complex the controller would have to be. Certainly 5 or 6 inputs wouldn’t even begin to cover it!
Many other great insights in the interview; I highly recommend reading it.





