November 19, 2007
I'm a huge fan of the Guitar Hero series. After reading the first reviews in November 2005, I rushed out to get one of the few available copies at my local Best Buy. It was an obscure title at the time-- I had no idea it was even being released until I read the initial reviews, and I'm a fan of the rhythm genre. Guitar Hero is now such a massive success that everyone reading this has probably at least heard of it. It achieved pop culture critical mass, which is the ultimate and final level of success for any video game. It's what every game aspires to, and precious few achieve.
But it was far from a foregone success when it was under development. In fact, Guitar Hero was a highly questionable software development project from a publisher's perspective:
- New, unproven franchises are risky.
- Games that require peripherals to play don't typically sell well.
- Games that cost $70 - $80 don't typically sell well.
- Games with a giant honking box tend to suffer for lack of shelf space.
- The Japanese title "Guitar Freaks", a very similar game, flopped in the US.
Beyond that, the studio behind the game, Harmonix, had a poor track record. Their previous two rhythm games, Frequency and Amplitude, were not exactly hits. Despite great playtester impressions, positive reviews and many design awards, both games sold, in the words of co-founder Alex Rigopulos, "mouse nuts".
This disconnect between creative output and sales took its toll on the team, as Alex explained in a recent interview:
It's torture for the creative team that's making the game, because when you make a game that the reviewers are loving and the playtesters love it and whatnot, you feel like just on a creative level that you've succeeded. But as I mentioned this morning, it's only half the battle, because if you make an experience that can't be effectively marketed, then you're just dramatically capping the number of people who will ever have access to that experience. For us, it was really hard to go through that experience, but we came out of it having learned an important lesson, which is that we needed to think up how to sort of wrap up these experiences in a form that sort of made it easier to reach out to a wider audience of people.
Alex gave a talk at DICE 2007 where he explained the internal debate over Guitar Hero in slide form.
This graph of twelve years of Harmonix' financial results illustrates, as Alex labels it, "The Dream".
It took Harmonix ten full years to finally find success with 2005's Guitar Hero, through dogged persistence pursuing the rhythm game genre.
Harmonix went on to create Guitar Hero II, which greatly amplified the multiplayer and polished the overall experience. After that, there was a schism-- the Guitar Hero franchise, including Guitar Hero III, is in the hands of different developers. Harmonix went on to develop the innovative Rock Band. Instead of the two player bass and lead guitar multiplayer of Guitar Hero, in Rock Band, you have four players-- bass guitar, lead guitar, drums, and vocals.
It's a continuing evolution of the dream:
My biggest hope is that this game deepens people's connection with the rock music that they love. Playing this game changes people's understanding of music. Most people, they listen to rock, they don't even separate the music into the different instrumental components. They don't hear the drums and the bass and the guitar separately, it all sort of blends together into a mash for them. Playing this game changes that. Playing this game changes the way that people hear rhythms. It changes the way they hear the interrelation between different parts. The act of playing it just connects people in a very visceral, physical way with the music that they don't otherwise experience. So really what it's all about for us is just making peoples' connection with the music that they love much more profound. I really do think that on a mass scale millions of people will understand and feel music in a different way because of this game.
I'd like to think a big part of Harmonix' success is -- to steal a phrase from the greatly missed Kathy Sierra -- their dedication not to gameplay, not to code, not to sales, but to helping users kick ass:
Phrase everything in terms of the user's personal experience rather than the product. Keep asking, no matter what, "So, how does this help the user kick ass?" and "How does this help the user do what he really wants to do?" Don't focus on what the user will think about the product, focus everyone around you on what the user will think about himself as a result of interacting with it.
This is how all software should be written: with the user's goals at the forefront.
There's absolutely no better way to experience the sublime feeling of personal success Kathy is describing here than to play Rock Band with your friends and coworkers. If you haven't tried it yet, I envy the experience you're about to have.
Posted by Jeff Atwood
I've had Rock Band pre-ordered basically since it was announced, so I was more than a little annoyed to find out they're delaying the release in Canada until late December.
If I thought there was much chance of any stores near the border just having copies lying around it'd be road trip time, but that seems pretty unlikely.
@Lee: I see how games like Rock Band might cheapen music, but it also provides access to people who wouldn't otherwise get a chance to rock out. How long until we have music games that give people real 5-string (MIDI) guitars as game peripherals?
The next step beyond helping users kick ass? Helping users get laid. JWZ's thoughts on "social software": http://www.jwz.org/doc/groupware.html
"How will this software get my users laid" should be on the minds of anyone writing social software (and these days, almost all software is social software).
"Social software" is about making it easy for people to do other things that make them happy: meeting, communicating, and hooking up.
Do not substitute the real life experience of actually learning how to play a musical instrument with a silly game.
Look what happened to me!
BTW....playing this game will not get you laid!
To use my favorite quote, which is almost uncannily accurate in this case: "It took me ten [twelve] years to become an overnight success!"
In a way, I agree with you. I can actually play the guitar. I never found Guitar Hero particularly engaging. There's no reason to do the color by numbers version if you can do the real thing.
Of course each guitar I own cost several times what guitar hero costs. The time I've spent practicing dwarfs the amount of time a Guitar Hero player invests to become proficient in that game.
I think that is the essence of video games and maybe the whole entertainment industry. It's a simulation that tries to maximize the reward of the activity and minimize the drudgery. A taste of being in a rock band plus a few hours invested in is preferable to the much greater reward but lots of hard work for the real thing. So much hard work that most people who start out with plans of being in a rock band never get to the reward part. Those who play "Rock Band" are almost guaranteed to get it.
The last quote in the article is telling. You're enabling the player to "kick ass"; make them feel good about themselves. That's the way to have a successful game. I myself prefer competitive games where somebody wins and somebody loses, but that is certainly not the predominant design philosphy. Nor it seems, what most people want.
I cheapen music by importing MIDI files into Propellerhead Reason (a software syntesizer and audio mixing suite). Then I assign the MIDI tracks to sampled instruments. This can sound pretty good if you assign the right instruments. But I prefer to butcher the music by choosing odd instruments or abrasive synthesizer sounds. Then I put my creation up on YouTube for music lovers to hate on.
I don't think it cheapens music at all. There are three types of players.
1) The average guy. He's never played a musical instrument, and he barely even has a sense of rhythm. This game shows him rhythm and some of the basics of music and even a tiny ounce of basic guitar technique (pull-offs, hammer-ons) if he gets far enough in the game. Maybe this will even lead to him learning more about music.
2) Musicians. This encompasses me and one of my very good friends. I think we're the only two people on the planet who don't play with our damn thumbs. He strums it like a guitar, and I pluck it like a bass. Naturally, he's better than me because there are a lot of parts that plucking just won't match. We both love the game and we have a ton of fun playing it together. Sure we could just play the songs in real life, but that doesn't provide points to compete and cools songs that we've never even heard of. It also allows us to play with our other friends who don't know how to play anything.
3) Musical purists. These are people who stick their nose up at the game because they feel like it's below them. My roommate is like this, mainly because he's very good at guitar and terrible at Guitar Hero. My only advice to these users is to loosen up and have some fun. This game in no way is going to make anyone appreciate music LESS. It's certainly doing a lot more for the music industry than American Idol, so what is there to lose by playing it with your friends at a party?
I never understood the complaints about Guitar Hero not teaching "real" guitar..
However, the drums in Rock Band do, in fact, teach drumming:
You can take a person that’s playing on the expert levels in Rock Band on the drums and put them on a real drum set, and they can play the drums. And I watched this happen with a QA staff of 25-30 people. Maybe 2 or 3 of those had experience of being drummers, but they’ve been playing the game for months now, and what we’ve got is 30 drummers in the QA department who are pounding away in the Hard and Expert settings. These people have learned the fundamentals of drums, and this isn’t abstracting fundamentals — you can put these people on a drum set and they have some basic skills now. As a payoff for playing a video game, that’s incredible! Rock Band is going to be out there training this wave of new young drummers, and that’s a really exciting aspect of the project for us.
Have this on pre-order from Amazon and can't wait. I saw a demo version being played by three teenage kids at Best Buy a couple weekends ago: they were so amped from playing it, they missed their car by about 6 rows in the freezing rain.
It doesn't cheapen music unless you assume musical forms have been frozen and can never evolve. And music isn't an end, it's a means to making life more enjoyable. If you think the guitar play isn't complicated enough, you might not be looking at the business end of the problem.
1. I play an instrument, but I'm lapsed (cost of instrument disposable income). I enjoy all of Harmonix's games. Yes, five buttons does not an instrument make. But it captures a good chunk of the feeling. Maybe the kiddie-coaster vs. the barf-o-matic. :)
2. They really need a Wii version.
Cons: cold, hard facts.
Pros: picture of Jimmy Hendrix.
Result: 10 years of loosing before something good happens.
Wow, what a pitch. I'm so inspired by this "success" story, I might just start farting camels.
I'm a semi-professional drummer and developer and I have to say this has to be the best game Ive seen for kids. Most schools across America are cutting there music programs and kids are not getting exposed to enough creative elements. So I think this is the next best thing. At least it will give kids a creative and fun outlet. You never know...we might get the next Beethoven because some kid started on Rock Band. ;-)
I cannot wait for them to come out with the KEYTAR!!!
Well first off - I was joking around (I thought that is what the universal symbol of the smiley face designated). When I speak of having a musical purist side - I speak of the loyalty and focus on the art of music and the creation of art...not turning up my nose at anything. Art is not complicated unless you try to market it as a consumer product. Art is expression - expressing passions, dreams, fears, pleasures - art tries to heighten the experience of being alive - I look for art in all my pursuits: music, visual art, and programming (unfortunately only a small part of software engineering really falls in the realm of art)
As for Rock Band helping to create real drummers - what do you call a non-musician that hangs around with musicians.....a drummer. Ok, I am just joking - or am I...this is just a more complicated version of karaoke - a nice cheap thrill and there is nothing wrong with having a few cheap thrills (this is advice I live). My comment was not to look down my nose at anybody - it was to encourage a more in-depth pursuit of the art form. Heck Rock Band is many steps above air guitar.
My point is music - for me - is a spiritual pursuit and it makes me turn my head to the side (like Nipper the Dog in the RCA ads) when I see games like Rock Band....it is kind of hard to represent the spiritual in a game - like "Jesus (or Zarathustra or whatever), The Computer Game" - I am not sure that would work....but the four horsemen would be some cool bosses in the Jesus game. Maybe this is just something new - a new paradigm. A wise man once told me if it does not feel weird, it is not something new.
I don't mean to take anything away from this game - it looks cool and fun...hanging with your friend and physically experiencing music...maybe that too is art.
Funny.. with the state of things, you'd think that more schools should be watching 'there' English departments. ;)
You know what Rock Band needs......MORE COWBELL!!!!
Yeah, i gotta have some more cowbell.
A great example of this software design philosophy is with the new Star Wars game currently in production. The team at LucasArts foremost considers the gameplay to be "kicking somebody's ass with the Force."
Bruce Dickinson, you put your pants on just like the rest of us - one leg at a time. Except, once your pants are on, you make gold records.
Rock band does have cowbell-- seriously. The vocalist is required to tap (or slap) the mic in time to the music for certain parts, eg, Mississippi Queen. There's a special notation for this on the singing tabs, even!
Frequency and Amplitude were wonderful games in search of a control scheme. I never really did find a controller that made the game play fluidly for me.
Guitar Hero is more or less the solution to the problem the first two games had. Otherwise, the game more or less looks and plays similarly to the previous two titles.
As for Rock Band, I'll have to just reserve my judgment on that one, though I certainly understand why it would appeal to many people (and possibly even broaden the appeal beyond Guitar Hero).
Then again, I'd like to be able to plug a real guitar or bass into the PC or PS5 and have the game teach me to play the songs properly on the real thing, but that obviously wouldn't appeal to the broader audience the 4-button guitar appeals to.
Great article. It's inspirational. I've been struggling for over a year to get something going. I'd easily wait 9 more if it can approach Guitar Hero's success.
I want it! I want it! I want it!
Five large peripherals is too much.
Hey, is this your 1000th post?
As a professional musician (and software engineer), I can tell you what you experience with Rock Band is a teeny tiny inkling of what it feels like to actually play an instrument and perform with a band. If this turns you on, I suggest actually learning how to play an instrument then get your friends together and make real music. The musical purist side of me thinks this is just more derogation of the art form that is music – turning it into a quick-fix cheap-thrill further adding to homologized sausage factory that is the American music scene...that is why I rarely let out the musical purist side of me...This reminds me of a video game that would simulate the experience of "making whoopee" - sure it could be fun, but it will never come close to the real thing...playing that game with your friends and coworkers would be a truly odd experience.
Got it at midnight. It rocks.
Here's another computer science student and aspiring Guitar Hero (I don't own a Xbox360, so only Guitar Hero for me, but this is about the general discussion anyway.)
I can absolutely understand that rocking out on your Gibson is waaaay cooler than pushing colored buttons on some plasticky guitar. But that's probably the nearest I'll ever get to playing the guitar. Yo, I'm only a student, how could I afford guitar courses, let alone find time to practice? I have to pay the rent, you know... and that money has to be earnt in some time.
So what's wrong with guitar games? They're not real? Yeah, but it FEELS real (...when you know nothing about music theory, alright). And I really learnt something: my finger coordination has improved greatly, I've got some sense for rhythm now, and when I hear rock/metal on the radio, I can recognize the "patterns" much easier, which makes the song sound very different. As Alex Rigopulos said, it's not a mash anymore. Beautiful.
Guitar games are the only affordable way for me to play great music "myself". And I'm very thankful for that.
As a musician getting slightly annoyed by music n00bs drooling over the chance to Rock, I was going to go with the stance that quite possibly, I need to lighten up and there is hardly anything wrong with a game getting people cooperating in ways other than simulations of organised tribal warfare or vehicular gymnastics.
Until the idea was mentioned that getting to expert level on the drum kit actually gives you some sort of actual real-life drumming skill. It doesn't. It might give you a sense of rythm that you didn't know you had (deep down, you either do or you don't -- trust me on this one). It might train your ears to listen to music in a more granular way. It might give you a whole lot of other things with regards to music that musicians (after a LOT of hard and tedious practice) take for granted.
It does NOT give you actual drumming skill that you would not have to unlearn first before getting ahead again.
To wit: without proper technique you will most likely develop a style to move your whole arm to manipulate the stick (no, please hold your very obvious jokes), which is quite a tiring thing to do for longer periods of time, such as a few songs in a row. Especially if you need to up the tempo, variations and whatnot. The thing to do, however, is to do it all from the wrist, with a lot of attention to the fingers that hold the back end of the stick. I play both drums and guitar and find that the latter is more tiring because of the pressure I need to put on strings with my left hand.
I'll stick to this: Rock Band will teach you as much drumming as Zelda on the Wii will teach you fencing.
[end of grumble]
btw: despite my purist grumblings, I do applaud Harmonix for tapping a market that obviously has lots of value. Large market potential and earning my respect, gratitude or general warm feeling have run on different tracks before.
You talked about 'the average guy'
1) The average guy. He's never played a musical instrument, and he
barely even has a sense of rhythm. This game shows him rhythm and some
of the basics of music and even a tiny ounce of basic guitar technique
(pull-offs, hammer-ons) if he gets far enough in the game. Maybe this
will even lead to him learning more about music.
That's me. I have bad rhythm, but I LOVE Guitar Hero III on my Wii. I've learned more about music and guitar than I ever thought possible. I know darn well it is nothing like an actual guitar, but now I have a preview of what is in store if I decide to pick up a real guitar and try to learn... A lot more than I ever imagined.
And for the record, I still can't figure out why I can totally shred the complex solos on most songs 'medium', but can not for the life of me keep the rhythm parts on Barracuda. I bet playing the drums is right out for me!
I agree with Schmolle - myself being a drummer, you probably would mess yourself up by trying to learn drumming on these pad-thingies and then attempting to apply those skills on an actual kit. But one thing it would teach you is timing - and that's a damn good place to start. Once you get that internal tick-tick-tick going in your head, that's a valuable asset to have!
All the musicians vs rock band arguments aside, I can't wait to play this game. It looks pretty fun!
And to Lee Hodge, who had the witty comment "what do you call a non-musician that hangs around with musicians.....a drummer", here's one for you:
-How do you get a guitar player to play softer?
Give him some sheet music.
to everyone hating on this game...i just want to point out that it is just that...a GAME!! and a damn good one at that! why must everyone make every little thing into such a controversy! i bought it the other day and it is absolutely awesome!
i'm a huge fan of rock but the peripherals for this game are just too bulky (imagine playing multiplayer (4 players) in a two - cell dorm) plus i'm sure they all come with there individual price tags.nice game though
I always thought that DDR and Karaoke Revolution would go great together (lead singer and backup dancers). Never liked Guitar Hero, though.
My sister is putting together a Rock Band band, but she wants me on bass, and I'd rather sing. But she (having heard my voice) knows better. See -- it even gives you real like Rock Band drama! =)
(And no, we're not going to really fight over it.)
More drummer jokes, then:
What do you call a drummer between girlfriends? Homeless.
What makes a drummer play softer? A piece of sheet music.
What makes a drummer stop playing? Actual notes on the paper.
What did the drummer get on his IQ test? Drool.
How can you tell if the is stage is level? The drool comes from both sides of the drummer's mouth.
I went to a whole drummers' convention recently. So many drummers, so little time.
What do you call a drummer with original ideas? Unemployed.
Why are Viola jokes so short? So drummers can remember them.
What's the difference between a savings bond and a drummer? Someday the bond will mature and make some money.
Did you hear about the time the bass player locked his keys in the car? It took two hours to get the drummer out.
What's the difference between a drum machine and a drummer? You only have to punch the information into the drum machine once.
A drummer, tired from being ridiculed by his peers, decides to learn how to play some "real" musical instruments. He goes to a music store, walks in, approaches the store clerk, and says "I'll take that red trumpet over there and that accordian." The store clerk looks at him a bit funny, and replies "OK, you can have the fire extinguisher but the radiator's got to stay".
Mommy, mommy, I want to be a drummer when I grow up! Sorry son, you can't do both.
How can you tell when there is a drummer at your door? The knocking speeds up, and he doesn't know when to come in
What do Ginger Baker and canteen coffee have in common? They both suck without Cream.
What's the last thing a drummer says in a band? "Hey guys, why don't we try one of my songs?"
At the Orchestra one day, a tuba player wanted to torture the drummer behind him, so he hid one of the drummer's sticks. After looking around for a few minutes, with a frantic, wide-eyed expression, the drummer fell to his knees, flung his arms wide, and screamed to heaven: "Finally! The miracle, after all these years! I'm a Conductor!"
Why do guitarists put drumsticks on the dashboard of their car? So they can park in the handicapped spot.
How is a drum solo like a hard sneeze? You can tell it's coming, but you can't do anything about it and when it happens, it brings tears to your eyes.
Did you hear about the drummer who graduated from University? Me neither
How can you tell a drummer is walking behind you? You can hear his knuckles dragging on the ground.
Why do drummers have lots of kids? They're terrible at the rhythm method.
(for the next joke, be aware that Buddy Rich was not the nicest guy in the world)
A musician who used to play with Buddy comes back from Europe looking for a gig. He phones Buddy’s place and Buddy’s wife tells him that she is sorry but Buddy had died. Ten minutes later he phones again. Once again she tells him that she is sorry but Buddy had died. Ten minutes later he phones again and asks the same question. She gets angry and again tells him that Buddy has died. Angrily, she asks him why he keeps phoning. The musician answers, “I just like hearing you say that.”
And my favourite (probably due to the fact it's more derogatory to bassists than drummers) joke is last. My drum teacher once took a full ten minutes telling the joke while we were walking out of the building at the end of the day.
A man goes to an exotic tropical island for a holiday. As the boat nears the island, he notices the constant sound of drumming coming from the shore. As he gets off the boat, he asks the first native he sees how long the drumming will go on. The native looks about nervously and says "very bad when the drumming stops."
At the end of the day, the drumming is still going and is starting to get on his nerves. So, he asks another native when the drumming will stop. The native looks as if he's just been reminded of something very unpleasant. "Very bad when the drumming stops," he says, and hurries off.
After a couple of days with little sleep, our traveller is finally fed up, grabs the nearest native, slams him up against a tree, and shouts "What happens when the drumming stops?!!"
That's great! The loading screens in Guitar Hero and Guitar Hero II also include many drummer jokes..
Plain and simple: Its a game
FPS games aren't supposed to replace the real experience of a firefight, rock band / guitar hero isn't supposed to replace the experience of learning and playing instruments in front of a crowd.
Its supposed to be fun! The majority of people in this world haven't played a musical instrument before and rock band gives them a chance to feel like a rocker, playing songs that they know and love.
My four year old grabbed the mic yesterday and sang through OK Go's Here it goes again; whenever I finish a song he always tells me "Daddy you rock" (complete with horn hand gestures |_ _ | ), but he was able to scream "I rock!" If this inspires him to sing more and take up music, great, but if not, at least he'll have fun rocking, which i think nearly everyone who buys a rhythm based game is looking to do, just have fun. If you want to learn to play, get a real instrument and practice til your fingers bleed.
As MattsterChief points out, nobody would compare a FPS to being in a real firefight. I feel it's a huge credit to Harmonix that we are even having a debate about whether playing GH or Rock Band is anywhere close to the real thing :) Well actually means they really are much closer to the real thing than any other game (still far, but closer).
Some of Alex Rigopoulos's arguments were really spot on I think. Being good at the game don't make you good at playing the real thing, but they can help you learn a few basics, like hand coordination, learning to hear the different instruments, rythms basics. Of course there are a lot of other things in playing music, lots lots, and real musicians certainly see all that distance much more than the rest of us mortals. Still, everybody has to start somewhere. Why not by playing a game that is actually fun?
I'm really enjoying Rock Band right now. Having a blast singing, even if I suck at it. And feeling like picking up my real guitar again! Thanks Harmonix! :) :)
And for the record, I still can't figure out why I can totally shred
the complex solos on most songs 'medium', but can not for the life of
me keep the rhythm parts on Barracuda
As you've probably noticed, the rhythm part on that particular song is a bit different from most. The best way to explain how to get it (assuming they played it right and what you need to learn is similar to what you would need on a real guitar) is to play the notes as parts of a triplet, similar to Metallica's Four Horsemen. Alternate picking may be another way to get it (and is how most people play triplets in the first place).
Of course, definitions and explanations of either term can be found via google on any number of websites attempting to teach people to play guitar.
Since you have a limited number of buttons to use in the game, the solos can be fairly easy if you can use all of your fingers and get your speed up. On the other hand, keeping a rhythm that's even the slightest bit unusual or requires any special techniques can be extremely challenging for people that haven't spent much time even listening to a rhythm, let alone trying to play them.
What's next, a videogame simulating dating where the goal is to jam buttons until a seduction indicator turns red?
I'm afraid for our young Hendrixes and Joe Pass's who, instead of buying cheap axes from Sears and grinding them to pieces, are buying these toys for mastery of an ersatz skill.
I see you haven't looked too closely at Japanese dating sim games recently. That's probably a good thing.
"The enthusiasm of [guitar] teachers like Emery and Skyler indicate that there's a real chance the ultimate result of millions of people getting hooked on games like Guitar Hero and now Rock Band will be a new love of rock 'n' roll."
I love voice of the great Freddie Mercury + game Brian May guitar.
It is forever!!!
Epilog (anybody else remember the TV show Dragnet):
Not sure anybody revisits these threads but I feel I need to update my comments. I got my kids an XBox 360 for Christmas along with Guitar Hero (yes, I know this thread is about Rock Band). First off - they love. I saw my daughter playing Surrender (by Cheap Trick). I have played that song in bands for like more than 25 years - and I can play it both on my primary instrument, the bass, and the guitar. I though - ok, I should be able to kick some computer game butt with this....well, being able to play the song on a real guitar has little to nothing to do with Guitar Hero - I quickly understood it is a different skill all together - first time through I sucked. But I do understand now how it focues your attention on the structure of the song - but in a different way from actually playing the song (which would be harder for a non-musician). These games may not directly help you play guitar but they do make you listen closely to the structure and that is a good thing. It is cool seeing my kids get into old-school songs rather than speak of it as "dad's music"
These are cool games that will heighten your appreciation/understanding of music.
The games can help you to get a better grip on your instrument. There are various methods from which we could learn guitar. By playing music games (guitar games) you can improve your hearing (name tones and chords by ear).
There are various methods from which we could learn music.
By playing music games you can improve your hearing (name tones and chords by ear).
Can help you to get a better grip on your instrument.
If you are a music fan and a geek then you should check out software synthesizers. You will drool over the vast array of sliders and knobs in your rack of virtual electronic gear. And there are plenty of technical details and arcane knowledge to master. I will soon have a Korg Kaossilator, a hand held Dynamic Phrase Synthesizer which is the coolest electronic device I've seen this year: http://korgkaossilator.com/
this games is so fun i like to sing my uncle plays the drums my anutie plays the guitar its so fun while play like it was hard to play at first but then i start it to get the stuff
it so fun i know how to play on hard it will be goin fast as hell
Helping people to kick ass!
Rockband is an amazing game. I just broke the left (red) drum off the drumkit. The duct tape looks kinda cool. Not sure if I should buy a new one for $30 from amazon or get one of the better kits. I love RB. I really want to see an SDK for adding our own music to the format. Great site.
Oh, the musician jokes begin:
What does a bassist use for contraception?
I have been playing bass these last fifteen years so I'm allowed that one.
I guess after all that time it didn't even occur to me that people might not break the music down into it's parts because I've been doing it for so long. This is good news for bass players because nobody notices what is going on with the bass unless it's horribly ostentatious slap nonsense so if a few people start to hear that part of the music it will mean more props for the most underrated corner of most bands.
There is nothing quite like playing a musical instrument on stage live. The Guitar Hero is a great way to get use to fingering and it will absolutely help with co-ordination etc. I have played guitar for over 40 years and love to play live. http://lyonsmusic.com
As a musician, I've always despised anything that seems to cheapen the music-making experience at the expense of "paying your dues." But as a human being, I recognize that the best music is made when there is no one left in the audience -- that is, we are all participants. If the unwashed can experience music "making" at least through the illusion of participation, why not? It is what makes us human... http://cartertechblog.com/learn-guitar