Guitar Hero (video Game) - Development

Development

According to Ron Kay, a developer with Harmonix, the idea of Guitar Hero was directly inspired by Konami's GuitarFreaks arcade game, where the player used a guitar-shaped controller to interact with the game. At the time, GuitarFreaks had not seen much exposure in North America. RedOctane was making dance pads for games like Dance Dance Revolution for home consoles and also operated an online video rental service similar to Netflix. RedOctane's Kai and Charles Huang recognized the popularity of GuitarFreaks in Japan through their rental service, and planned to create guitar controllers to bring the game to North America. The Huangs raised $1.75 million for the effort, despite being turned down by some investors who "thought was too weird". Greg Fischbach, one of the founders of Acclaim Entertainment, noted, regretfully several years later, they had passed on Guitar Hero, questioning "Who's going to buy a peripheral like that?" The Huangs approached Harmonix, who had previously made music video games such as Frequency, Amplitude and Karaoke Revolution about making a guitar-based video game for those controllers. With a budget of about one million dollars (which Kay noted was "pretty tiny for a video game"), the two companies worked together to develop Guitar Hero. Kay noted that "No one had any notions about it being a massive success; we all just thought it would be fun to do." Harmonix's president Alex Rigopulos also claims that former Microsoft vice-president of game publishing Ed Fries indirectly influenced the game's creation, who had previously told Harmonix when they were pitching Frequency to Microsoft that no music-rhythm game would succeed without custom hardware for it, prompting Rigopulos to investigate the Guitar Hero opportunity when it arose.

The team quickly recognized that "the controller really was the kind of magic sauce for what we wanted to do". They identified three aspects of gameplay that they felt made the game stand out. These aspects included the note-matching aspect and the showmanship created by the use of the whammy bar and tilting of the guitar within the game. The third key aspect was the use of Star Power "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". Harmonix used third party controllers made for GuitarFreaks that were already on the market for development of the game until RedOctane had prepared prototypes for the Guitar Hero controller. The controller initially had pressure-sensitive fret buttons to mimic the playing of a real guitar, but the idea was dropped as it made the gameplay too complex. The idea of using the whammy bar to boost Star Power, in addition to altering the pitch of sustained notes was only realized about a month before the completion of the game. The team had spent "precious development time and resources" into creating a free-style model that would have allowed players to improvise during songs but ultimately cut it as they could not work the feature into the existing gameplay.

"Gem tracks", the pattern of notes for a song, were developed by a team in Harmonix, taking usually a day to develop the tracks for one song. Tracks were designed to include key notes to "make feel as if a brilliant musician". Software algorithms were used to assess the difficulty of the tracks, and the quality assurance team helped to rebalance the tracks for accuracy and difficulty. The software also allowed Harmonix to quickly make changes to the set list or to recreate the tracks for a song to make sure the overall difficulty of the game was appropriate.

At the onset of development, the team did not have any idea of what songs would be present in the final game. Kay noted that "We wanted 30 or 40 songs for the game and put a hundred on our wish list." The game was to focus mostly on hard rock songs, but the team was limited by what could be licensed. The team also felt "morally obligated" to include older, classic rock songs like The Ramones' "I Wanna Be Sedated" to the younger target audience of the game. Harmonix had to modify the track list throughout development as certain songs were introduced or removed based on licensing issues, requiring the team to repeatedly balance difficulty and popularity of the track list. WaveGroup Sound were used to create the covers of the licensed songs provided in the game. Marcus Henderson of the band Drist provided many of the lead guitar tracks for the covers. WaveGroup Sound also went to efforts to try to recreate effects for some songs. In the case of Black Sabbath's "Iron Man", the team learned that the vocal effects were created by having Ozzy Osbourne sing from behind a metal fan. The team sought out the same model of fan through Craigslist to generate the same effect in the game's cover. Many of the bonus songs were from groups that Harmonix employees were part of or knew. Additionally, a "Be a Guitar Hero" contest was held allowing bands to submit their own song to be included in the game. The winning song was "Cheat on the Church" by Graveyard BBQ. Black Label Society's song, "Fire it Up", was included two weeks before the game was completed at the request of Zakk Wylde. The final song list was set very near to the shipping date.

Guitar Hero started with "super-basic Pong-style graphics" for the game display. The final game art was led by Ryan Lesser, using the art team's involvement in the music scene. Based on the experience from Frequency and Amplitude, the team realized that "people don't necessarily relate to really abstract visuals", and included the depictions of live performances as previously used in Karaoke Revolution. House of Moves were used to assist in creation motion capture for the on-screen animations. The appearance of Star Power was made to resemble electricity, both to reflect the use of the electric guitar as well to conceptually demonstrate the excitement of the performance and the virtual audience.

Guitar Hero was initially released to retail stores in a bundle that packaged the game disc and a Gibson SG guitar controller, priced at $69.99. Since its release, stand-alone copies of the games and the guitar controller have been released, including both RedOctane and third-party controllers from TAC and Nyko. MadCatz, another controller company that has produced guitar controllers, was set to initially be part of the game's development, creating a version of the game for the Xbox, but had to pull out due to a lawsuit by Komani; MadCatz's Darrel Richardson stated they had to pay $300,000 to get out of their contract with RedOctane.

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