Game Design for Guitar Hero
Tuesday, December 11th, 2007With the recent release of Guitar Hero III, the success of the Guitar Hero franchise continues. For anyone who has played this game it illustrates how a game can be designed to be easily accessible to gamers and non-gamers alike, while also being challenging to both (even when a novice and expert play head to head online). Consequently, it offers a good case study for examining game design, and that’s exactly what Iain Simons provided when he posted an excerpt of his recently released book Inside Game Design on Gamasutra.
By exploring the history and events through an interview with Rob Kay (Harmonix) Simons provides the all important context for the design of Guitar Hero. As the interview unfolds, events such as how the guitar peripheral led the development of the game, the design of the difficulty levels, visual style and the development of “star power” emerge.
This article is definitely worth a read for anyone interested in game design, as well as for anyone wanting some insight into the design and development of Guitar Hero. I’m looking forward to reading Iain’s book in the near future.
Links
Inside Game Design: Harmonix Music Systems (Gamasutra):
http://www.gamasutra.com/view/feature/2801/
book_excerpt_inside_game_design_.php?page=1
Inside Game Design (Book @ Amazon): http://www.amazon.com/Inside-Game-Design-Iain-Simons/dp/1856695328
