Rhythm Games - Part 5: Song Selection
(Previous entries in this series of posts)
Part 1: The Rhythm Is Gonna Get You
Part 2: Establishing My Rhythm
Part 3: The Interface of GH2 and EBA
Part 4: Approachability and Learning Curve
So far, we've talked about a ton of factors that may affect the quality of a Rhythm Game. One of the hardest things about Rhythm Games, however, is that regardless of how good your interface is, regardless of how approchable your game is, regardless of how fun your game is, people still may not play your game at all even after being properly exposed to the game. Why, you ask? Well, here is my advice for all those making their own Rhythm Game: never underestimate the power of song selection.

There are so many factors to consider regarding song selection. The first factor is the obvious: if you do not pick songs that are appealing to the players, they will not want to play the game. This is the main reason why I believe Konami's GuitarFreaks would not have succeeded had it been released in America before Red Octane's Guitar Hero. When you play a guitar simulation game, you will want to play some hardcore rock songs with intricate guitar solos or strong guitar-based melodies. In particular, you will want to play songs you already know and love. Everyone of us have air guitared alongside one of our favorite guitar songs even though we don't know how to play the guitar, admit it. Thus, there's no way GuitarFreaks would have succeeded in America: there are very few actual solid guitar songs in it, and the ones that may qualify as an excellent guitar song are songs that you've never really ever heard before
(GuitarFreaks utilizes mostly original songs, remixes, and lesser-known music). Had GuitarFreaks been released in America with the same controller and presentation as Guitar Hero, players would not have connected with it due to the fact that the songs would not have appealed to them.
Another factor of song selection is just making sure the songs you choose are fun. I mentioned in the last post that the majority of my friends got hooked on Dance Dance Revolution 3rd Mix, but very few of them played any versions beyond that. One of the main reasons for this is that the song selection was fun in 3rd Mix. There was a greater variety of musical genres with a broader appeal, which allowed for a wider variety of players to grow attached to different songs. The later DDR games have streamlined their music mostly into trance, rave, techno, and J-Pop. This has definitely alienated many of the non-dedicated DDR players. (As a side note, however, the American releases of DDR seem to be attempting a wider variety of popular music genres.)
The first Guitar Hero succeeded in this area: the songs appealed to a wide variety of music fans. And more importantly, the songs were fun. And this is why the direction Guitar Hero II is taking worries me: I do not believe the songs in Guitar Hero II are as fun as the songs in the first game. In fact, it seems that some songs were chosen specifically to increase difficulty, without taking into account how fun and enjoyable the songs are.

This trend happened with DDR as well. The latest DDR games seemed to choose songs based on their potential to create difficult steps rather than just finding fun songs and applying hard steps to them. That made it much harder for novice players to get into the later DDR games, which is why I believe DDR has more of a cult status these days than it did before. Guitar Hero II still hasn't quite gotten to the level of later DDR games... you have to remember that it took DDR a few iterarions to have this problem really manifest itself. But each successive DDR game showed that trend more and more and now has reached the point where I do not believe DDR is as accessible to newbies anymore. And that's the concern I have for Guitar Hero. If Guitar Hero II is already showing a slight migration to having songs more geared to being difficult rather than fun, I can envision that by the time we reach Guitar Hero V, the game might just end up filled with really obscure guitar songs that will appeal to Guitar Hero enthusiasts only. The ability to attract new players will have all but vanished.
Finally, Guitar Hero's music was great because it was popular hits that we know and love. And I have to say: the cover band they got to do the songs in Guitar Hero was amazing. Their ability to mimic the songs was nearly flawless. But I don't think the cover work was done as well in Guitar Hero II. While most of the songs were covered well, some key ones aren't. I was very much looking forward to playing Nirvana's "Heart-Shaped Box" and Rage Against the Machine's "Killing in the Name," but those two covers are probably two of the weakest covers in the game. I mean, if you are going to sing a Kurt Cobain or Zack De La Rocha song, you should definitely make damn sure you sound as much like them as possible. In those two particular cases, it didn't even sound like they really tried.

So by now it's probably pretty obvious that I love Osu! Tatakae! Ouendan! and do not share the same feelings toward Elite Beat Agents. And since this section is about song selection, I'm sure it's pretty easy to assume that one of the main reasons I like Ouendan more than EBA is that I feel the song selection in Ouendan is better than the song selection in EBA.
Well, this is only partially true. I'll be ready to admit that the soundtrack of Ouendan is by far more appealing to me. Since becoming obsessed with Ouendan, I've managed to collect the soundtrack for the game and have listened to the songs repeatedly, particularly at work. I have them on infinite play and sometimes listen to them all two to three times in one day, as listening to the music actually helps inspire me to do better work (which is really funny, considering what the plot of Ouendan is). The music in EBA just doesn't appeal to me as much. I've just never really been into Ashlee Simpson or Avril Lavinge, for example.
But to say that the song selection of Ouendan is better than the song selection of EBA would be incorrect. The appeal of Ouendan's music for me may be simply what Dreek Daniels refers to as "the love affair with Japan." I admit that I love the music mostly because it is "wacky" to me. It is different than most of the music I normally listen to. The music of EBA has far less appeal to me because much of it is typical American pop music. And it's not that I necessarily hate typical American pop, it's just that it's not new to me, so it doesn't stand out to me as something exceptional. The music in Ouendan, for me, is exceptional.
But that's because I'm from America. What about those from Japan? I've heard that one of my favorite songs from Ouendan, "Koi No Dance Site" by Morning Musume, is largely regarded in the same way by the Japanese that any song by Ashlee Simpson is regarded by Americans. In fact, it has been said that the Japanese reacted to Ouendan's entire song list in much the same way many Americans reacted to EBA's song list... that is to say, not positively.

So as a result, I can't definiteively say one song list is better than the other. So I can't really draw any conclusions as to which game is better because of their song lists. However, the one conclusion I can come to is that song selection can be the single, deciding factor on how a game is received, as I hinted earlier. It is a great indication of how powerful song selection can be when, even though the gameplay between Ouendan and EBA are identical in every way, my enjoyment of the two games are not equal. Song selection is a huge factor for this (there is one more factor, which will be covered in the next post). I simply do not enjoy the music in EBA as much as I enjoyed the music in Ouendan, and it has hampered my continued play of EBA.
(One thing that must be stated, just to be fair to EBA: one outside factor that may have contributed to my less than warm reception to EBA could easily be that I OD'ed on Ouendan. I mean, I was Obsessed with a capital "O." I played that game so obsessively that I got myself an S ranking on every song for Medium, Hard, and Insane difficulty levels. By the time I began playing EBA, I was probably "Ouendan'ed out" and couldn't get into EBA, especially since I had to play the easier difficulties first to even unlock the harder levels.)
So my advice to would-be Rhythm Game makers still remains the same. When you pick your songs, make sure you know your audience, give them music they like, have enough songs that stray from your core audience to attract new players, make sure the songs are fun, and make sure they fit your game's interface. Guitar Hero succeeded in America where GuitarFreaks would have failed thanks to song selection. My reception to EBA turned out to be very muted merely because of song selection. I said it once, I'll say it again: never underestimate the power of the song selection.
Next up: Presentation
(Note: Edited to change the "Next up" post, as I keep shuffling the order around based on my mood. I actually want to discuss presentation before hitting Learnability now.)
Part 1: The Rhythm Is Gonna Get You
Part 2: Establishing My Rhythm
Part 3: The Interface of GH2 and EBA
Part 4: Approachability and Learning Curve
So far, we've talked about a ton of factors that may affect the quality of a Rhythm Game. One of the hardest things about Rhythm Games, however, is that regardless of how good your interface is, regardless of how approchable your game is, regardless of how fun your game is, people still may not play your game at all even after being properly exposed to the game. Why, you ask? Well, here is my advice for all those making their own Rhythm Game: never underestimate the power of song selection.

There are so many factors to consider regarding song selection. The first factor is the obvious: if you do not pick songs that are appealing to the players, they will not want to play the game. This is the main reason why I believe Konami's GuitarFreaks would not have succeeded had it been released in America before Red Octane's Guitar Hero. When you play a guitar simulation game, you will want to play some hardcore rock songs with intricate guitar solos or strong guitar-based melodies. In particular, you will want to play songs you already know and love. Everyone of us have air guitared alongside one of our favorite guitar songs even though we don't know how to play the guitar, admit it. Thus, there's no way GuitarFreaks would have succeeded in America: there are very few actual solid guitar songs in it, and the ones that may qualify as an excellent guitar song are songs that you've never really ever heard before

Another factor of song selection is just making sure the songs you choose are fun. I mentioned in the last post that the majority of my friends got hooked on Dance Dance Revolution 3rd Mix, but very few of them played any versions beyond that. One of the main reasons for this is that the song selection was fun in 3rd Mix. There was a greater variety of musical genres with a broader appeal, which allowed for a wider variety of players to grow attached to different songs. The later DDR games have streamlined their music mostly into trance, rave, techno, and J-Pop. This has definitely alienated many of the non-dedicated DDR players. (As a side note, however, the American releases of DDR seem to be attempting a wider variety of popular music genres.)
The first Guitar Hero succeeded in this area: the songs appealed to a wide variety of music fans. And more importantly, the songs were fun. And this is why the direction Guitar Hero II is taking worries me: I do not believe the songs in Guitar Hero II are as fun as the songs in the first game. In fact, it seems that some songs were chosen specifically to increase difficulty, without taking into account how fun and enjoyable the songs are.

This trend happened with DDR as well. The latest DDR games seemed to choose songs based on their potential to create difficult steps rather than just finding fun songs and applying hard steps to them. That made it much harder for novice players to get into the later DDR games, which is why I believe DDR has more of a cult status these days than it did before. Guitar Hero II still hasn't quite gotten to the level of later DDR games... you have to remember that it took DDR a few iterarions to have this problem really manifest itself. But each successive DDR game showed that trend more and more and now has reached the point where I do not believe DDR is as accessible to newbies anymore. And that's the concern I have for Guitar Hero. If Guitar Hero II is already showing a slight migration to having songs more geared to being difficult rather than fun, I can envision that by the time we reach Guitar Hero V, the game might just end up filled with really obscure guitar songs that will appeal to Guitar Hero enthusiasts only. The ability to attract new players will have all but vanished.
Finally, Guitar Hero's music was great because it was popular hits that we know and love. And I have to say: the cover band they got to do the songs in Guitar Hero was amazing. Their ability to mimic the songs was nearly flawless. But I don't think the cover work was done as well in Guitar Hero II. While most of the songs were covered well, some key ones aren't. I was very much looking forward to playing Nirvana's "Heart-Shaped Box" and Rage Against the Machine's "Killing in the Name," but those two covers are probably two of the weakest covers in the game. I mean, if you are going to sing a Kurt Cobain or Zack De La Rocha song, you should definitely make damn sure you sound as much like them as possible. In those two particular cases, it didn't even sound like they really tried.

So by now it's probably pretty obvious that I love Osu! Tatakae! Ouendan! and do not share the same feelings toward Elite Beat Agents. And since this section is about song selection, I'm sure it's pretty easy to assume that one of the main reasons I like Ouendan more than EBA is that I feel the song selection in Ouendan is better than the song selection in EBA.
Well, this is only partially true. I'll be ready to admit that the soundtrack of Ouendan is by far more appealing to me. Since becoming obsessed with Ouendan, I've managed to collect the soundtrack for the game and have listened to the songs repeatedly, particularly at work. I have them on infinite play and sometimes listen to them all two to three times in one day, as listening to the music actually helps inspire me to do better work (which is really funny, considering what the plot of Ouendan is). The music in EBA just doesn't appeal to me as much. I've just never really been into Ashlee Simpson or Avril Lavinge, for example.
But to say that the song selection of Ouendan is better than the song selection of EBA would be incorrect. The appeal of Ouendan's music for me may be simply what Dreek Daniels refers to as "the love affair with Japan." I admit that I love the music mostly because it is "wacky" to me. It is different than most of the music I normally listen to. The music of EBA has far less appeal to me because much of it is typical American pop music. And it's not that I necessarily hate typical American pop, it's just that it's not new to me, so it doesn't stand out to me as something exceptional. The music in Ouendan, for me, is exceptional.
But that's because I'm from America. What about those from Japan? I've heard that one of my favorite songs from Ouendan, "Koi No Dance Site" by Morning Musume, is largely regarded in the same way by the Japanese that any song by Ashlee Simpson is regarded by Americans. In fact, it has been said that the Japanese reacted to Ouendan's entire song list in much the same way many Americans reacted to EBA's song list... that is to say, not positively.

So as a result, I can't definiteively say one song list is better than the other. So I can't really draw any conclusions as to which game is better because of their song lists. However, the one conclusion I can come to is that song selection can be the single, deciding factor on how a game is received, as I hinted earlier. It is a great indication of how powerful song selection can be when, even though the gameplay between Ouendan and EBA are identical in every way, my enjoyment of the two games are not equal. Song selection is a huge factor for this (there is one more factor, which will be covered in the next post). I simply do not enjoy the music in EBA as much as I enjoyed the music in Ouendan, and it has hampered my continued play of EBA.
(One thing that must be stated, just to be fair to EBA: one outside factor that may have contributed to my less than warm reception to EBA could easily be that I OD'ed on Ouendan. I mean, I was Obsessed with a capital "O." I played that game so obsessively that I got myself an S ranking on every song for Medium, Hard, and Insane difficulty levels. By the time I began playing EBA, I was probably "Ouendan'ed out" and couldn't get into EBA, especially since I had to play the easier difficulties first to even unlock the harder levels.)
So my advice to would-be Rhythm Game makers still remains the same. When you pick your songs, make sure you know your audience, give them music they like, have enough songs that stray from your core audience to attract new players, make sure the songs are fun, and make sure they fit your game's interface. Guitar Hero succeeded in America where GuitarFreaks would have failed thanks to song selection. My reception to EBA turned out to be very muted merely because of song selection. I said it once, I'll say it again: never underestimate the power of the song selection.
Next up: Presentation
(Note: Edited to change the "Next up" post, as I keep shuffling the order around based on my mood. I actually want to discuss presentation before hitting Learnability now.)
9 Comments:
Guess I'll be the first to respond. Hmm, where to start though.
When I played beatmania IIDX Distorted (http://www.konami.jp/am/bm2dx/bm2dx13/), it had many traits to what I would consider a good rhythm game.
To start, there's well over 400 songs with note charts that are for the most part, well thought out. An online system (e Amusement) that links to internet ranking, customization, score tracking all in one handy credit card like card. To top it off, it has a pretty nice song selection (I'd expect that with over 400 songs) and a pretty nice clean user interface.
Since I don't know a whole lot about Guitar Hero admittedly, I'll compare it to something I know much more about, SuperNova.
SuperNova, is a horrible horrible example of what rhythm games should be. They tossed the idea of progressive difficulty out, made horrible horrible step charts, didn't fix any problems, didn't even put in any background videos. They put out a product that was even worse then it's predecessors.
(Some of this stuff may or may not concern you)
Gameplay problem mechanics that have been with DDR ever since 3rd mix (about 7 years ago I guess), have not been fixed. The 12th note problem where notes are rounded to 64ths, hasn't been fixed in 7 years. The problem is present in every arcade release, every home version release. 7 years of gamers complaining about the problem and Konami or Betson makes absolutely no effort to fix the problem.
The songlist in Supernova...Ruined by the song cuts. I'll give you an example.
Song:RainbowRainbow
http://youtube.com/watch?v=hbYUHFDXRRU The IIDX version
http://youtube.com/watch?v=YhB6bweHB_Q - DDR version
They cut out the nice piano part ruining a really nice middle. This is what Im talking about, they butcher good songs like Under the Sky and make the song cuts horrible.
Im too tired to write anything else, Im pretty sure this is written pretty poorly but ah oh well. :(
By
Anonymous, at 2:59 PM
Rage, watered down? How ironic that song of all was killed in the name of. And you've no choice but ta do whut they told ya... not fun. btw Morning Musume is even more disgustingly pop than you might imagine- I've heard more middle school bands play their songs so I can't even imagine how more watered-down you can get (or to be honest, how much a difference it even makes with their stuff). I would normally like karaoke a lot more, if it weren't for 1) lousy song selection, 2) quality of not watering down what songs I'd like to try.
As you know from my last comment, I'm totally with you on how important song selection is, above all else, even as someone so far outside the genre. This link really explains the idea well, as it mentions how the Victrola was able to out-market superior technology of its time; I was going to post it in response before, but wanted to wait until this chapter in your series:
http://mitpress.mit.edu/books/NORVH/chapter1.html?isbn=0262140659
By
Anonymous, at 9:29 PM
Thank you for writing these articles. I've just stumbled upon your blog today and I read all of them in one sitting. Usually I would skim an article or quit when something gets boring, but you kept my interest the whole way through.
By
Anonymous, at 1:46 PM
Hi James, completely off-topic, but a friend referred me to you for opinions about Sonic and the Secret Rings. I've been playing this game for a few days now, and all I can keep thinking about is all the poor design choices. It's like a freakin obsession! Is it just me, or do other people have this feeling as well? Thanks!
By
L, at 9:42 AM
Hi, Donald. Funny you should ask about that, considering that in a comment I just wrote in the next post, I said I wanted to write a review on Sonic for the Wii.
And yes, I know exactly what you mean. I keep playing the game despite the flaws. It really IS an obsession, because there are so many poor design choices. I will definitely get into it soon. I have two or three topics I'd like to get to right after I finish the last part of this Rhythm Games series, so I'm not sure how long it'll take for me to get to it. ^_^ But hopefully, your patience will be rewarded and I'll get to it at some point!
By
jchensor, at 2:25 AM
Good article with some very valid points.
I can truly relate to the EBA vs. Ouendan song selection, even though I do not live in the US. Much of our radio stations play American pop music, so I also wonder whether my love for Ouendan's soundtrack has more to do with my own "love affair with Japan".
On the other hand, although I have yet to try my hand at Guitar Hero, I am indeed an avid Guitar Freaks player. Ironically, the very reason I adore Guitar Freaks is the very reason you give that it would not fly in the U.S., the song selection.
From what I've heard, Guitar Hero has several significant play improvements over GF, however as much as I do like playing the Rock songs in GF, I also appreciate the diversity of its music tracks (1st mix had a nice Bossa Nova number). After poring through the track listings in GH, I am truly interested in playing, but I also need GF to round out my virtual guitar repertoire.
Of course, I still agree that had Guitar Freaks come out in the West, it would not be as big as Guitar Hero, but I like that GF appeals to those like me who would like some serenades to alternate with their Slash.
By
ShoPao, at 7:41 AM
Thanks, James, that's great!
I've played the game very much since my first post, and now that I've gained more abilities and speed the game is so much more fun. It really sucks that some of the design flaws at the start were intentional. The game is still glitchy and feels rushed, but I will definitely give it a less harsh score in my upcoming video review for my amateur show, Still Gaming. I usually make reviews between 4 and 7 minutes, but I may go slightly beyond 10 on this one. There's just so much to touch base on.
One thing to note is that I'm shocked that Jason Griffith, in my opinion, was excellent as the voice actor of Sonic. He was terrible for Sonic 360, but it just goes to show that sometimes a voice actor is made good or bad depending on the VA director. For the longest time, I wanted them to change voices back to whoever did the Sonic Adventure series, but now I'm confident Griffith can play the character very well as long as he sticks to what he did in this game. The rest of the VAs, excluding a great performance for Shahra, were terrible though.
I also love the character interactions between Sonic and Shahra in the levels. It really adds to the atmosphere of the game, and makes it more enjoyable. This is one of the few aspects I like about the much hated Sonic Heroes.
There's going to be some crazy differing opinions on the music. I thought most of the tracks were terrible, except for the Levitating Ruins. It's good because it has NO LYRICS! ("WHO GON ROCK DA PLAIFCE!?")
Anyway, I got off on a rant since I'm thinking so, SO much about this game. Gotta save it for the review.
I'm absolutely looking forward to everything you have to say on this game!
By
L, at 7:42 AM
Unfortunately, I do have to disagree with your idea of DDR getting rid of progressive difficulty in their song charts. For starters, many of the people that I knew when we were all learning the game had the biggest problem with cross-over steps. Before DDR SN, there were very few good charts for easing in to crossovers, whereas in supernova, they fixed that problem by slowly incorporating those steps in the newer standard charts for the newer songs.
You really can not get on Konami's case about the song selection for supernova either. Remember, their ties with Avex aided in the loss of many of the good DDR songs (So Deep, Cartoon Heroes, etc.) They are pretty much doing what they can after the loss of nearly half of their songs that they normally put out for arcade. Yes, I do believe it could be better, but we will have to see what they do in the next couple of games.
But all in all, i really did like the article ^_^, gives a lot of insight on the basics of rhythm game production, as I am currently working on a rhythm game for my software engineering class.
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