Posts tagged Harmonix
Revitalizing World Tour in Rock Band
May 19th
It’s no secret that I’m a die-hard Rock Band fan. Ever since Frequency came out nearly a decade ago, I’ve avidly followed Harmonix’s rise from a small studio building relatively niche rhythm games into what is now the undisputed leader in high-quality music gaming. From the time Rock Band first arrived in 2007, I don’t think a week has gone by where I haven’t picked up a guitar or banged on the drums for at least a few minutes. It doesn’t hurt that I’ve amassed a pretty substantial collection of songs, either.
But years have passed, achievements have been earned, and world tours have been demolished. With more than a year and a half having passed between Rock Band 2′s release and now, it’s highly unlikely that many players are still regularly hitting up the World Tour mode; instead, most people are probably opting for the pick-up-and-play simplicity of quickplay. That’s not a bad thing, necessarily, but what if World Tour could be reworked to be more robust, more engaging, and more enduring?
I’ve done my best to compile all my thoughts and suggestions into a relatively ordered list below. While it looks like we’ll be getting some new insight directly from the Harmonix design team based on this short article Lead Designer Dan Teasdale posted today, I figured I’d post my own impressions of what the series’ strengths and weaknesses are, and what can be done to specifically improve the World Tour experience in Rock Band 3.
Just bear in mind that this is only speculation from a guy who maybe loves his music games a little too much, and as a result it’s best if it’s not taken too seriously.
Rock Band Network: You say you want a revolution…
Jul 19th
Anyone who owns the rights to a song and has the master recordings in their possession can put a song up for sale in Rock Band.
Starting this year, musicians will be able to chart their own songs in Rock Band and sell them to other players. (Read Harmonix’s press release here.)
I’ll give you a second to process that.
In my opinion, this is the biggest gaming news story of the year.
There’s not much else that needs to be said, really, but I wanted to weigh in with this: With Rock Band Network, Rock Band has become the most significant gaming platform for user-generated creative content.
This glowing post might seem a little ironic, seeing as it follows my earlier (and final) pep talk I could muster for the Guitar Hero franchise. After all, GHTunes amounted to little more than a distraction with its frustrating sequencing mechanics and limited MIDI instrumentation.
What Harmonix is on the brink of creating is something as significant as Napster or iTunes were to music — and to the music industry. With tools available to anyone with a hundred bucks to cover the XNA Creators Club fee and the ability to chart notes in a MIDI application, Rock Band Network is truly an open marketplace. And thanks to the buffer of a required peer-review process before songs are greenlit, bands of all genres and sizes can stand to benefit from intimate exposure thanks to the engaging, hands-on nature of Rock Band.
With this step, Rock Band truly has come into its own as a legitimate platform – just as it aspired to be from the beginning – and not just a game with a mere six hundred downloadable songs.
Interview: Dan Teasdale and Heather Wilson of Harmonix Music Systems
May 12th
Editor’s Note: This interview was originally conducted at Ground Kontrol Classic Arcade in Portland, Ore. on Tuesday, September 2, 2008. Rock Band 2 lead designer Dan Teasdale and audio producer Heather Wilson brought Rock Band 2 to Ground Kontrol’s Rock Band Tuesdays for one of the game’s first public play sessions.
Sasquatch writer Doug Bonham conducted an in-depth interview with Teasdale and Wilson that sheds light on the creative process at Harmonix, from catering to fans to picking the perfect songs to release as weekly downloadable content. Although originally published on Doug’s blog, he’s graciously offered to repost it here. Despite taking place months ago, there’s still plenty of insight to be found from two of the people responsible for one of the top music game franchises on the market. Enjoy!
Rock Band 2 is almost upon us. The game’s developers, Harmonix, had a large presence on the show floor of the Penny Arcade Expo – the line to play the game was usually at least a half hour. While fans got their hands on the game for the first time at PAX, a lucky group of gamers in Portland, Ore., got a special treat when the sequel was demoed Tuesday, September 2. Ground Kontrol (511 NW Couch St., Portland, Ore.) played host during the regular Rock Band Tuesdays to Harmonix’s Dan Teasdale, lead designer of Rock Band 2, and Heather Wilson, audio producer for the company.
Teasdale and Wilson were kind enough to agree to an interview with myself, Nick Cummings, and one of the lead volunteers in running Rock Band Tuesday, John Leslie.