Rhythm game#Origins and popularity in Japan (1970s – 2000)
{{short description|Genre of music-themed action video game}}
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Rhythm game or rhythm action is a genre of music-themed action video game that challenges a player's sense of rhythm. Games in the genre typically focus on dance or the simulated performance of musical instruments, and require players to press buttons in a dictated sequence in time with music. Many rhythm games include multiplayer modes in which players compete for the highest score or cooperate as a simulated musical ensemble. Rhythm games often feature novel game controllers shaped like musical instruments such as guitars and drums to match notes while playing songs. Certain dance-based games require the player to physically dance on a mat, with pressure-sensitive pads acting as the input device.
The 1996 title PaRappa the Rapper has been deemed the first influential rhythm game, whose basic template formed the core of subsequent games in the genre. In 1997, Konami's Beatmania sparked an emergent market for rhythm games in Japan. The company's music division, Bemani, released a series of music-based games over the next several years. The most successful of these was the 1998 dance mat game Dance Dance Revolution, which was the only Bemani title to achieve large-scale success outside Japan, and would see numerous imitations of the game from other publishers.
Other Japanese games, particularly Guitar Freaks, led to development of the Guitar Hero and Rock Band series that used instrument-shaped controllers to mimic the playing of actual instruments. Spurred by the inclusion of popular rock music, the two series revitalized the rhythm genre in the Western Market, significantly expanded the console video game market and its demographics. The games provided a new source of revenue for the artists whose music appeared on the soundtracks. The later release of Rock Band 3 as well as the even later Rocksmith would allow players to play the songs using a real electric guitar. By 2007 rhythm games were considered to be one of the most popular video game genres, behind other action games. However, by 2009, the market was saturated by spin-offs from the core titles, which led to a nearly 50% drop in revenue for music game publishers; within a few years, both series announced they would be taking a hiatus from future titles.
Despite these setbacks, the rhythm game market continues to expand, introducing a number of dance-based games like Ubisoft's Just Dance and Harmonix's Dance Central that incorporate the use of motion controllers and camera-based controls like the Kinect. Existing games also continue to thrive on new business models, such as the reliance on downloadable content to provide songs to players. The introduction of the eighth generation of console hardware has also spurred return of Activision's Guitar Hero and Harmonix's Rock Band titles in late 2015.
Definition and game design
File:Fretsonfire4.png, use a scrolling "note highway" to display what notes are to be played, along with a score and a performance meter.]]
Rhythm game, or rhythm action,(2007-06-30). [http://uk.playstation.com/games-media/news/articles/detail/item75867/Rhythm-action-games-on-PlayStation/ "Rhythm action games on PlayStation"] {{Webarchive|url=https://web.archive.org/web/20090201124928/http://uk.playstation.com/games-media/news/articles/detail/item75867/Rhythm-action-games-on-PlayStation/ |date=2009-02-01 }}. PlayStation.com. Retrieved 2009-04-03.Alexander, Leigh (2008-03-02). [http://www.gamasutra.com/php-bin/news_index.php?story=18037 "EA Announces DS Rhythm Action Exclusive Zubo"] {{Webarchive|url=https://web.archive.org/web/20160303180429/http://www.gamasutra.com/php-bin/news_index.php?story=18037 |date=2016-03-03 }}. GamaSutra. Retrieved 2009-04-03. is a subgenre of action game that challenges a player's sense of rhythm. The genre includes dance games such as Dance Dance Revolution and music-based games such as Donkey Konga and Guitar Hero. Games in the genre challenge the player to press buttons at precise times: the screen shows which button the player is required to press, and the game awards points both for accuracy and for synchronization with the beat. The genre also includes games that measure rhythm and pitch, in order to test a player's singing ability,Frushtick, Russ. [https://web.archive.org/web/20090208184636/http://www.ugo.com/ugo/html/article/?id=18042 "Rock Band Review"]. UGO. Retrieved 2009-04-03. and games that challenge the player to control their volume by measuring how hard they press each button.Smith, David (2002-04-14). [http://ps2.ign.com/articles/355/355561p1.html "Mad Maestro"] {{Webarchive|url=https://web.archive.org/web/20081008062520/http://ps2.ign.com/articles/355/355561p1.html |date=2008-10-08 }}. IGN. Retrieved 2009-04-04. While songs can be sight read,Brudvig, Erik (2007-08-22). [http://ps2.ign.com/articles/814/814842p1.html "GC 2007: Guitar Hero III Progress Report"] {{webarchive|url=https://web.archive.org/web/20071112120941/http://ps2.ign.com/articles/814/814842p1.html |date=2007-11-12 }}. IGN. Retrieved 1009-04-03. players usually practice to master more difficult songs and settings.Cowan, Danny (2006-11-08). [http://www.gamasutra.com/php-bin/news_index.php?story=11610 "Critical Reception: RedOctane's/Harmonix's Guitar Hero II"] {{Webarchive|url=https://web.archive.org/web/20200812011649/https://www.gamasutra.com/php-bin/news_index.php?story=11610 |date=2020-08-12 }}. GamaSutra. Retrieved 2009-04-03. Certain rhythm games offer a challenge similar to that of Simon, in that the player must watch, remember, and repeat complex sequences of button-presses.Shoemaker, Brad (2003-12-05). [http://www.gamespot.com/ps2/puzzle/spacechannel5specialedition/review.html "Space Channel 5 Special Edition Review"] {{webarchive|url=https://web.archive.org/web/20090208114816/http://www.gamespot.com/ps2/puzzle/spacechannel5specialedition/review.html |date=2009-02-08 }}. GameSpot. Retrieved 2009-04-03. Rhythm-action can take a minigame format with some games blending rhythm with other genres or entirely comprising minigame collections.{{cite web | url = http://www.eurogamer.net/articles/rhythm-paradise-review | website = Eurogamer | date = 2009-05-05 | access-date = 2011-11-16 | title = Rhythm Paradise Review | first = Simon | last = Parkin | archive-date = 2020-06-03 | archive-url = https://web.archive.org/web/20200603211919/https://www.eurogamer.net/articles/rhythm-paradise-review | url-status = live }}{{cite web | url = https://www.gamesradar.com/tgs-2011-rhythm-thief-emperors-treasure-hands-preview/ | publisher = GamesRadar | date = 2011-09-19 | access-date = 2011-11-16 | title = TGS 2011: Rhythm Thief & the Emperor's Treasure hands-on preview | first = Henry | last = Gilbert | archive-date = 2015-11-17 | archive-url = https://web.archive.org/web/20151117030902/http://www.gamesradar.com/tgs-2011-rhythm-thief-emperors-treasure-hands-preview/ | url-status = live }}{{cite web | url = http://www.eurogamer.net/articles/2011-08-30-sega-confirms-rhythm-thief-for-3ds | website = Eurogamer | date = 2011-08-30 | access-date = 2011-11-16 | title = Sega confirms Rhythm Thief for 3DS | first = Fred | last = Dutton | archive-date = 2019-06-10 | archive-url = https://web.archive.org/web/20190610151626/https://www.eurogamer.net/articles/2011-08-30-sega-confirms-rhythm-thief-for-3ds | url-status = live }}
In some rhythm games, the screen displays an avatar who performs in reaction to the player's controller inputs. However, these graphical responses are usually in the background, and the avatar is more important to spectators than it is to the player.Gerstmann, Jeff (2003-11-10). [http://www.gamespot.com/ps2/puzzle/karaokerevolution/review.html "Karaoke Revolution Review] {{webarchive|url=https://web.archive.org/web/20090204235934/http://www.gamespot.com/ps2/puzzle/karaokerevolution/review.html |date=2009-02-04 }}". GameSpot. Retrieved 2009-04-03. In single-player modes, the player's avatar competes against a computer-controlled opponent, while multiplayer modes allow two player-controlled avatars to compete head-to-head. The popularity of rhythm games has created a market for speciality input devices.Rollings & Adams, p. 442 These include controllers that emulate musical instruments, such as guitars, drums, or maracas.{{cite web |author=Graft, Kris |url=http://www.next-gen.biz/features/there-was-guitar-hero |archive-url=https://archive.today/20130115052003/http://www.next-gen.biz/features/there-was-guitar-hero |url-status=dead |archive-date=2013-01-15 |title=Before There Was Guitar Hero... – Edge Magazine |publisher=Next-gen.biz |date=2008-11-17 |access-date=2011-09-08 }} A dance mat, for use in dancing games, requires the player to step on pressure-sensitive pads. However, most rhythm games also support more conventional input devices, such as control pads.
History
= Origins and popularity in Japan (1970s–2000) =
One early rhythm-based electronic game was the handheld game Simon,Ashcraft, p. 55 created in 1978 by Ralph Baer (who created the Magnavox Odyssey) and Howard Morrison. The game used the "call and response" mechanic, in which players take turns repeating increasingly complicated sequences of button presses.
Human Entertainment's Dance Aerobics was an early rhythm-based video game released in 1987, and allows players to create music by stepping on Nintendo's Power Pad peripheral for the NES video game console. The 1996 title PaRappa the Rapper has been credited as the first true rhythm game,Kasavin, Greg (2006-01-28). [http://uk.gamespot.com/features/6142896/p-2.html "The GameSpot Top 10 Rhythm Games: PaRappa the Rapper"] {{webarchive|url=https://web.archive.org/web/20121010160614/http://uk.gamespot.com/features/6142896/p-2.html |date=2012-10-10 }}. GameSpot. Retrieved 2009-04-03.{{cite web | url = https://www.ign.com/articles/how-rhythm-games-blew-up-and-then-burned-out | title = How Rhythm Games Blew Up (And Then Burned Out) | first = Luke | last = Reilly | date = October 8, 2020 | access-date = October 8, 2020 | work = IGN | archive-date = October 8, 2020 | archive-url = https://web.archive.org/web/20201008225030/https://www.ign.com/articles/how-rhythm-games-blew-up-and-then-burned-out | url-status = live }} and as one of the first music-based games in general.Ashcraft, p. 52 It requires players to press buttons in the order that they appear on the screen, a basic mechanic that formed the core of future rhythm games. The success of PaRappa the Rapper sparked the popularity of the music game genre.Webster, Andrew (2008). [https://arstechnica.com/gaming/news/2009/03/ne-music-game-feature.ars "Roots of rhythm: a brief history of the music game genre"] {{Webarchive|url=https://web.archive.org/web/20120401030041/http://arstechnica.com/gaming/news/2009/03/ne-music-game-feature.ars |date=2012-04-01 }}. Ars Technica. Retrieved 2011-10-13. In 1997, Konami released the DJ-themed rhythm game Beatmania in Japanese arcades. Its arcade cabinet features buttons similar to those of a musical keyboard, and a rubber pad that emulates a vinyl record.Ashcraft, p. 54 Beatmania was a surprise hit, inspiring Konami's Games and Music Division to change its name to Bemani in honor of the game, and to begin experimenting with other rhythm game concepts.Ashcraft, p. 56 Its successes include GuitarFreaks, which features a guitar-shaped controller, and 1998's Pop'n Music, a game similar to Beatmania in which multiple colorful buttons must be pressed.Ashcraft, p. 58 While the GuitarFreaks franchise continues to receive new arcade releases in Japan, it was never strongly marketed outside of the country. This allowed Red Octane and Harmonix to capitalize on the formula in 2005 with the Western-targeted Guitar Hero. In general, few Japanese arcade rhythm games were exported abroad because of the cost of producing the peripherals and the resulting increases in retail prices. The 1999 Bemani title DrumMania featured a drum kit controller, and could be linked with GuitarFreaks for simulated jam sessions. Similarly, this concept was later appropriated by Harmonix for their game Rock Band.
File:StepMania 5.0.5 Demo.jpg, an open-source game similar to Dance Dance Revolution]]
Dance Dance Revolution, released in 1998, is a rhythm game in which players dance on pressure-sensitive pads in an order dictated by on-screen instructions.Ashcraft, pp. 52–53 The game was highly successful both in and outside Japan, unlike games such as GuitarFreaks, DrumMania and Beatmania, though the latter had some success in Europe.Ashcraft, p. 57 Released the same year, Enix's Bust a Groove features a similar focus on dancing but employs a more conventional input method. The game contains competitive one-on-one battles, and grants the player more freedom than typical rhythm games.Gouskos, Carrie (2006-01-28). [http://uk.gamespot.com/features/6142896/p-8.html "The GameSpot Top 10 Rhythm Games: Bust a Groove"] {{webarchive|url=https://web.archive.org/web/20090622132425/http://uk.gamespot.com/features/6142896/p-8.html |date=2009-06-22 }}. GameSpot. Retrieved 2009-04-03.
NanaOn-Sha, the creators of PaRappa the Rapper, released Vib-Ribbon in 1999. It eschews instrument-shaped controllers; instead, players maneuver the protagonist through an obstacle course by pressing buttons at correct times. The game's levels are generated by the background music, which players may change by inserting audio CDs. While it was praised for its unique style and artistry, Vib-Ribbon{{'}}s simple vector graphics proved difficult to market, and the game was never released in North America.Calvert, Justin (2006-01-28). [http://uk.gamespot.com/features/6142896/p-6.html "The GameSpot Top 10 Rhythm Games: Vib-Ribbon"] {{webarchive|url=https://web.archive.org/web/20121010160123/http://uk.gamespot.com/features/6142896/p-6.html |date=2012-10-10 }}. GameSpot. Retrieved 2009-04-03. Sega's Samba de Amigo, released in arcades in 1999 and on the Dreamcast in 2000, features maraca-shaped, motion-sensitive controllers. The game allows for two-player gameplay, provides a spectacle for onlookers and allows players to socialise while gaming.Gerstmann, Jeff (2006-01-28). [http://uk.gamespot.com/features/6142896/p-3.html "The GameSpot Top 10 Rhythm Games: Samba de Amigo"] {{webarchive|url=https://web.archive.org/web/20121010160809/http://uk.gamespot.com/features/6142896/p-3.html |date=2012-10-10 }}. GameSpot. Retrieved 2009-04-03. In 2000, Taiko no Tatsujin combined traditional Japanese drums with contemporary pop music, and became highly successful in Japanese arcades.Ashcraft, pp. 59–60 The game was later released on consoles in the West as Taiko Drum Master, and the franchise continues to receive new installments in Japan, as well as console releases around the world. Gitaroo Man featured a guitar-playing protagonist four years before the release of Guitar Hero, though the game employed a conventional rather than guitar-shaped controller.
= Popularity in the West (2001–2004) =
Harmonix was formed in 1995 from a computer music group at MIT. Beginning in 1998, the company developed music games inspired by PaRappa the Rapper.Rigopulos, Alex, in Steinberg, p. 6 In 2001, the company released Frequency, which puts the player in control of multiple instrument tracks. Ryan Davis of GameSpot wrote that the game provides a greater sense of creative freedom than earlier rhythm titles.Davis, Ryan (2006-01-28). [http://uk.gamespot.com/features/6142896/p-9.html "The GameSpot Top 10 Rhythm Games: Frequency"] {{webarchive|url=https://web.archive.org/web/20121010160915/http://uk.gamespot.com/features/6142896/p-9.html |date=2012-10-10 }}. GameSpot. Retrieved 2009-04-03. Frequency was critically acclaimed; however, marketing was made difficult by the game's abstract style, which removed the player's ability to perform for onlookers. In 2003, Harmonix followed up Frequency with the similar Amplitude.(2003-01-08). [https://archive.today/20120715075000/http://uk.gamespot.com/ps2/puzzle/amplitude/news.html?sid=2908221&mode=news "Sony announces Amplitude"]. GameSpot. Retrieved 2010-07-05. The company later released a more socially driven, karaoke-themed music game in Karaoke Revolution (2003). Donkey Konga, a GameCube title developed by Namco and released in 2003, achieved widespread success by leveraging Nintendo's Donkey Kong brand.
= Peripheral-based games (2005–2013) =
In 2005, Gitaroo Man's creator Keiichi Yano released Osu! Tatakae! Ouendan, a rhythm game for the Nintendo DS that utilizes the handheld's touchscreen features. It became a highly demanded import title, which led to the release of an altered version of the game in the West—Elite Beat Agents—and a sequel in Japan.Kohler, Chris (2006-09-16). [https://web.archive.org/web/20110604232712/http://www.1up.com/do/feature?pager.offset=0&cId=3153670 "Cheer Squad: Why iNiS Wants to Make You Happier"]. 1UP.com. Retrieved 2009-04-14.
File:RockBand2PAX.jpg players]]
Also in 2005, Harmonix and the small publisher RedOctane released Guitar Hero, a game inspired by Bemani's GuitarFreaks. However, instead of the Japanese pop that comprises the earlier title's soundtrack, Guitar Hero features Western rock music. The game reinvigorated the rhythm genre, which had stagnated because of a flood of Dance Dance Revolution sequels and imitations.Navarro, Alex (2006-01-28). [http://uk.gamespot.com/features/6142896/p-10.html "The GameSpot Top 10 Rhythm Games: Dance Dance Revolution"] {{webarchive|url=https://web.archive.org/web/20121010161003/http://uk.gamespot.com/features/6142896/p-10.html |date=2012-10-10 }}. GameSpot. Retrieved 2009-04-03.2008. [http://www.ugo.com/games/best-of-e3/?cur=Best-Rhythm-Game-Rock-Band-2 "Best Rhythm Game: Rock Band 2"] {{webarchive|url=https://web.archive.org/web/20080915090625/http://www.ugo.com/games/best-of-e3/?cur=Best-Rhythm-Game-Rock-Band-2 |date=2008-09-15 }}. UGO. Retrieved 2009-04-29. Guitar Hero spawned several sequels, and the franchise overall earned more than $1 billion, with the third installment ranking as the best selling game in North America in 2007.{{cite web|url=http://www.next-gen.biz/news/guitar-hero-breaks-1-bln |archive-url=https://archive.today/20120906082152/http://www.next-gen.biz/news/guitar-hero-breaks-1-bln |url-status=dead |archive-date=2012-09-06 |title=Guitar Hero Breaks $1 bln – Edge Magazine |publisher=Next-gen.biz |date=2008-01-21 |access-date=2011-09-08 }} Harmonix followed Guitar Hero with the Rock Band franchise, which also earned over $1 billion. Rock Band titles support multiple instrument controllers and cooperative multiplayer, allowing players to play as a full band.2009-03-26. [http://investor.ea.com/releasedetail.cfm?releaseid=373278 "Rock Band(R) Franchise Officially Surpasses $1 Billion in North American Retail Sales, According to the NPD Group(1)"] {{Webarchive|url=https://web.archive.org/web/20120406210829/http://investor.ea.com/releasedetail.cfm?releaseid=373278 |date=2012-04-06 }}. Fox Business. Retrieved 2009-04-03. The Guitar Hero franchise followed suit with the band-oriented, Neversoft-developed Guitar Hero World Tour.{{Cite web|last=Thomas|first=Aaron|date=2008-11-03|title=Guitar Hero World Tour Review|url=https://www.gamespot.com/reviews/guitar-hero-world-tour-review/1900-6200509/|url-status=live|archive-url=https://web.archive.org/web/20211102210145/https://www.gamespot.com/reviews/guitar-hero-world-tour-review/1900-6200509/|archive-date=2021-11-02|access-date=2009-04-03|website=GameSpot}} Guitar Hero installments based on specific bands, such as Metallica and Aerosmith, were also published.Cochrane, Greg (2008-12-16). [http://news.bbc.co.uk/newsbeat/hi/music/newsid_7785000/7785158.stm "Rock bands turn to Guitar Hero"] {{Webarchive|url=https://web.archive.org/web/20210212013135/http://news.bbc.co.uk/newsbeat/hi/music/newsid_7785000/7785158.stm |date=2021-02-12 }}. BBC Newsbeat. Retrieved 2009-04-03. Additional songs for Guitar Hero and Rock Band were made available for purchase via the Internet, which generated further revenue. Artists whose work is featured in the games receive royalties, and the increased publicity in turn generates further sales of their music. The success of the Guitar Hero and Rock Band franchises widened the console video game market and its demographics, and the popularity of the genre drove increased sales of consoles.{{cite web |author=Crossley, Rob |url=http://www.next-gen.biz/news/music-overtakes-sports-genre |archive-url=https://archive.today/20130115113001/http://www.next-gen.biz/news/music-overtakes-sports-genre |url-status=dead |archive-date=2013-01-15 |title=Music Overtakes Sports Genre – Edge Magazine |publisher=Next-gen.biz |date=2008-10-21 |access-date=2011-09-08 }} In 2008, it was reported that music games had become the second most popular video game genre (behind action) in the United States, with 53% of players being female. At its height in 2008, music games represented about 18% of the video game market.{{Cite web | url = https://www.bloomberg.com/news/articles/2015-02-18/new-rock-band-game-said-to-be-developed-for-latest-consoles | title = New Rock Band Game Said to Be Developed for Latest Consoles | first = Danielle | last = Burger | publisher = Bloomberg | date = 2015-02-19 | access-date = 2015-02-19 | archive-date = 2015-02-21 | archive-url = https://web.archive.org/web/20150221022516/http://www.bloomberg.com/news/articles/2015-02-18/new-rock-band-game-said-to-be-developed-for-latest-consoles | url-status = live }}
Video game industry analysts considered 2009 to be a critical year for rhythm games, and they believed that it would allow them to gauge the future success of the genre.{{cite news | url = https://www.independent.co.uk/arts-entertainment/music/features/rocktastic-how-guitar-hero-brought-stardom-to-the-masses-1669257.html | title = Rocktastic: How Guitar Hero brought stardom to the masses | newspaper = The Independent | date = 2009-04-16 | access-date = 2009-04-16 | archive-date = 2009-04-17 | archive-url = https://web.archive.org/web/20090417010006/http://www.independent.co.uk/arts-entertainment/music/features/rocktastic-how-guitar-hero-brought-stardom-to-the-masses-1669257.html | url-status = live }} Both the Guitar Hero and Rock Band franchises were expanded, and they received entries for handheld gaming devices and mobile phones. Specialized titles that targeted specific genres and demographics, such as Band Hero for pop music and Lego Rock Band for younger players, were released. Sales of music games were down in the first half of the year. This decline was attributed to fewer purchases of instrument controllers; it was assumed that players had already bought such controllers and were reusing them.{{cite web | url = http://www.gamasutra.com/php-bin/news_index.php?story=24482 | title = Analysis: Guitar Hero/Rock Band Retail Sales Down By Half | first = Matt | last = Matthews | date = 2009-07-21 | access-date = 2009-07-22 | website = Gamasutra | archive-date = 2020-08-05 | archive-url = https://web.archive.org/web/20200805021930/https://www.gamasutra.com/php-bin/news_index.php?story=24482 | url-status = dead }} While analysts had expected that United States sales of Guitar Hero 5 and The Beatles: Rock Band would be high—close to or exceeding one million units each in the first month of their release{{cite web|url=http://www.gamespot.com/news/6232261.html|title=Beatles: Rock Band outsold Guitar Hero 5 – Analysts|first=Brendan|last=Sinclair|date=2009-10-08|access-date=2009-10-08|website=GameSpot|archive-date=2009-10-11|archive-url=https://web.archive.org/web/20091011031125/http://www.gamespot.com/news/6232261.html|url-status=live}}—sales only reached roughly half of those projections.{{cite news | url = http://latimesblogs.latimes.com/entertainmentnewsbuzz/2009/10/beatles-rock-band-sales.html | title = The Beatles: Rock Band debuts to solid but not stellar sales | work = Los Angeles Times | first = Ben | last = Fritz | date = 2009-10-19 | access-date = 2009-10-19 | archive-date = 2009-10-22 | archive-url = https://web.archive.org/web/20091022145910/http://latimesblogs.latimes.com/entertainmentnewsbuzz/2009/10/beatles-rock-band-sales.html | url-status = live }}{{cite web | url = http://www.gamasutra.com/php-bin/news_index.php?story=25739 | title = Analysis: Guitar Hero Vs. Rock Band – Behind The Numbers | website = Gamasutra | first = Matt | last = Matthews | date = 2009-10-23 | access-date = 2009-10-23 | archive-date = 2009-10-26 | archive-url = https://web.archive.org/web/20091026143434/http://www.gamasutra.com/php-bin/news_index.php?story=25739 | url-status = dead }} The failure to meet sales projections was partly attributed to the impact of the late-2000s recession on the video game industry; Harmonix's CEO Alex Rigopulos considered that at the time, both Guitar Hero and Rock Band were the most expensive video games on the market.{{Cite web | url = http://www.gamesindustry.biz/articles/2014-05-19-rigopulos-dont-blame-activision-for-rhythm-bubble-burst | title = Rigopulos: Don't blame Activision for rhythm bubble burst | first = Brendan | last = Sinclair | date = 2014-05-19 | access-date = 2014-05-19 | publisher = GameIndustry.biz | archive-date = 2021-04-16 | archive-url = https://web.archive.org/web/20210416090108/https://www.gamesindustry.biz/articles/2014-05-19-rigopulos-dont-blame-activision-for-rhythm-bubble-burst | url-status = live }} Analysts also considered it to be a sign of market saturation.{{cite web | url = https://www.gamedeveloper.com/game-platforms/analyst-mixed-september-npd-means-more-choppy-waters-ahead-for-industry | title = Analyst: Mixed September NPD Means More Choppy Waters Ahead For Industry | website = Gamasutra | first = Leigh | last = Alexander | date = 2009-10-20 | access-date = 2009-10-20 | archive-date = 2020-05-07 | archive-url = https://web.archive.org/web/20200507093406/https://www.gamasutra.com/php-bin/news_index.php?story=25712 | url-status = live }}{{cite magazine | url = http://www.escapistmagazine.com/news/view/89407-Guitar-Hero-Gets-Greatest-Hits | title = Guitar Hero Gets 'Greatest Hits' | first = Logan | last = Fredrick | date = 2009-02-12 | access-date = 2009-02-16 | magazine = The Escapist | archive-date = 2020-06-30 | archive-url = https://web.archive.org/web/20200630152303/https://v1.escapistmagazine.com/news/view/89407-Guitar-Hero-Gets-Greatest-Hits | url-status = live }}{{cite magazine | url = http://www.computerandvideogames.com/article.php?id=208086 | title = Activision has three new IPs for 2009 | date = 2009-02-12 | access-date = 2009-02-16 | magazine = Edge | archive-date = 2020-06-05 | archive-url = https://web.archive.org/web/20200605132759/https://www.gamesradar.com/?id=208086 | url-status = live }} Further contributing to the decline was genre stagnation; the franchises retained the same basic gameplay over several iterations, giving consumers less incentive to buy additional titles.{{cite magazine | url = https://www.wired.com/gamelife/2009/11/music-game-sales/ | title = Music Games Aren't Dead, Just Waiting to Be Reborn | first = Chris | last = Kohler | date = 2009-11-16 | access-date = 2009-11-17 | magazine = Wired | archive-date = 2020-02-06 | archive-url = https://web.archive.org/web/20200206080724/https://www.wired.com/2009/11/music-game-sales/ | url-status = live }} Harmonix CEO Alex Rigopulos felt that the aggressive competition between the Rock Band and Guitar Hero brands on the belief that the market could only support one franchise also contributed to the decline of these games.{{Cite web | url = http://www.theage.com.au/digital-life/games/blogs/screenplay/pop-goes-the-music-games-20120618-20k7b.html | title = Pop goes the music games | work = The Age | first = Jason | last = Hill | date = 2012-06-19 | access-date = 2012-06-19 | archive-date = 2013-06-05 | archive-url = https://web.archive.org/web/20130605061608/http://www.theage.com.au/digital-life/games/blogs/screenplay/pop-goes-the-music-games-20120618-20k7b.html | url-status = live }} As a result, analysts lowered their expectations for future music games; for example, projections of first quarter U.S. sales of DJ Hero, a Guitar Hero "spin-off", were reduced from 1.6 million units to only 600,000.{{cite web | url = http://www.gamesindustry.biz/articles/dj-hero-demand-well-below-expectations | title = DJ Hero demand 'well below' expectations | publisher = GamesIndustry.biz | date = 2009-10-26 | access-date = 2009-10-26 | first = Matt | last = Martin | archive-date = 2020-11-09 | archive-url = https://web.archive.org/web/20201109023712/https://www.gamesindustry.biz/articles/dj-hero-demand-well-below-expectations | url-status = live }} Sales of rhythm games, which totalled $1.47 billion in 2008, reached only $700 million in 2009. Analysts predicted that the market would settle at the same "healthy" $500–600 million level of the Call of Duty series.{{cite news | url = https://www.reuters.com/article/us-2009-games-idUSTRE5BH5DS20091218 | title = Sales Of Music Video Games Plummet In 2009 | work = Reuters | date = 2009-12-18 | access-date = 2011-10-24 | first = Antony | last = Bruno | archive-date = 2012-03-13 | archive-url = https://web.archive.org/web/20120313082423/http://www.reuters.com/article/2009/12/18/us-2009-games-idUSTRE5BH5DS20091218 | url-status = live }} Wedbush Securities analyst Michael Pachter concluded that the saturation of the rhythm game market accounted for one-third of the industry's 12% sales decline in 2009.{{cite magazine | url = http://www.billboard.biz/bbbiz/content_display/industry/news/e3i793156d6041aecbf8cda2e2be5defbc9 | title = Analyst: Music Genre Dragging Down Videogame Sales | first = Antony | last = Bruno | date = 2010-01-11 | access-date = 2010-10-24 | magazine = Billboard | archive-date = 2012-07-21 | archive-url = https://archive.today/20120721090852/http://www.billboard.biz/bbbiz/content_display/industry/news/e3i793156d6041aecbf8cda2e2be5defbc9 | url-status = dead }}
The fallout of the weakening rhythm game market affected game developers, publishers and distributors. Companies in the latter two categories believed that most consumers would own at least one set of instrument controllers by 2010, which would increase the importance of software and downloadable content sales.{{cite magazine | url = http://www.gamepro.com/article/news/213777/music-games-need-to-refocus-not-reboot/ | title = Music games need to refocus, not reboot | magazine = GamePro | date = 2010-01-29 | access-date = 2010-02-18 | first = Joe | last = Rybicki |archive-url=https://web.archive.org/web/20100204132115/http://www.gamepro.com/article/news/213777/music-games-need-to-refocus-not-reboot/|archive-date=2010-02-04}}
Activision scaled back its 2010 Guitar Hero release schedule to just two games, reducing the number of SKUs from 25 in 2009 to 10 in 2010.{{cite web | url = http://www.vg247.com/2010/02/10/actibliz-full-year-financials-2009-60-million-guitar-hero-songs-download/ | title = Acti Bliz slashes music SKUs, 60 million Guitar Hero songs downloaded | first = Stephany | last = Nunneley | website = VG247 | date = 2010-02-10 | access-date = 2010-02-10 | archive-date = 2010-02-13 | archive-url = https://web.archive.org/web/20100213100915/http://www.vg247.com/2010/02/10/actibliz-full-year-financials-2009-60-million-guitar-hero-songs-download/ | url-status = live }} The company closed several in-house developers, including RedOctane, Neversoft's Guitar Hero division, and Underground Development.{{cite web|url=http://www.1up.com/do/newsStory?cId=3177918 |archive-url=https://archive.today/20120716173245/http://www.1up.com/do/newsStory?cId=3177918 |url-status=dead |archive-date=2012-07-16 |title=Activision Confirms Studio Layoffs |first=Steve |last=Watts |date=2010-02-11 |access-date=2010-02-11 |website=1UP.com }}{{cite web|url=http://www.gamespot.com/news/6250760.html |title=RedOctane closed by Activision? |first=Brian |last=Sinclair |date=2010-02-12 |access-date=2010-02-12 |website=GameSpot |url-status=dead |archive-url=https://web.archive.org/web/20100215172222/http://www.gamespot.com/news/6250760.html |archive-date=2010-02-15 }} Viacom, which had paid Harmonix $150 million following the success of Rock Band in 2007, began seeking a "substantial" refund on that investment after weak sales in 2009.{{cite web | url = http://www.gamasutra.com/view/news/27220/Viacom_To_Seek_Substantial_Refund_On_Harmonix_Rock_Band_Bonus_Dollars.php | title = Viacom To Seek 'Substantial' Refund On Harmonix Rock Band Bonus Dollars | first = Leigh | last = Alexander | website = Gamasutra | date = 2010-02-12 | access-date = 2010-02-18 | archive-date = 2021-02-24 | archive-url = https://web.archive.org/web/20210224115301/https://www.gamasutra.com/view/news/27220/Viacom_To_Seek_Substantial_Refund_On_Harmonix_Rock_Band_Bonus_Dollars.php | url-status = dead }} Viacom also sought to negotiate new deals with music publishers to reduce the costs of the Rock Band series' licensed music.{{cite magazine | url = http://www.billboard.biz/bbbiz/content_display/industry/e3ib5173b54f64bf8d208b13bce1a54d2cf | title = Viacom CEO: We Need To Pay Less For Music In Videogames | first = Glenn | last = Peoples | date = 2010-02-12 | access-date = 2010-02-18 | magazine = Billboard | archive-date = 2010-02-19 | archive-url = https://web.archive.org/web/20100219063829/http://www.billboard.biz/bbbiz/content_display/industry/e3ib5173b54f64bf8d208b13bce1a54d2cf | url-status = dead }} Ultimately, the company began to seek a buyer for Harmonix during the third quarter of 2010.{{cite web | url = https://www.gamedeveloper.com/game-platforms/viacom-searching-for-buyer-that-will-be-better-fit-for-harmonix | title = Viacom Searching For Buyer That Will Be 'Better Fit' For Harmonix | first = Kris | last = Graft | date = 2010-11-16 | access-date = 2010-11-16 | website = Gamasutra | archive-date = 2020-08-12 | archive-url = https://web.archive.org/web/20200812015256/https://www.gamasutra.com/view/news/31569/Viacom_Searching_For_Buyer_That_Will_Be_Better_Fit_For_Harmonix.php | url-status = live }}
In 2010, rhythm game developers included new features in their products. For example, Rock Band 3 and Power Gig: Rise of the SixString support guitar controllers with strings, and both contain modes that teach players accurate fingering.{{cite web | url = https://www.pcworld.com/article/199467/fear_and_loathing_at_e3_awards_and_accolades.html | title = Fear and Loathing at E3: Awards and Accolades | first = Chris | last = Holt | date = 2010-06-21 | access-date = 2010-06-21 | work = MacWorld }}{{Dead link|date=November 2021 |bot=InternetArchiveBot |fix-attempted=yes }}{{cite magazine | url = https://www.rollingstone.com/music/news/17386/119145 | archive-url = https://web.archive.org/web/20100623234725/http://www.rollingstone.com/music/news/17386/119145 | url-status = dead | archive-date = June 23, 2010 | title = Next-Gen Music Video Games: Real Instruments, Motion-Sensing | magazine = Rolling Stone | date = 2010-06-21 | access-date = 2010-06-21 | first = Scott | last = Steinberg }} Despite this new content, sales of music games faltered in 2010. Guitar Hero: Warriors of Rock and DJ Hero 2 sold only 86,000 and 59,000 copies, respectively, in North America during their first week on the market.{{cite magazine | url = http://www.computerandvideogames.com/article.php?id=269873 | title = Guitar Hero: Warriors of Rock makes 'fairly dreadful start' | first = Tom | last = Ivan | magazine = Computer and Video Games | date = 2010-10-15 | access-date = 2010-10-15 | archive-date = 2012-10-25 | archive-url = https://web.archive.org/web/20121025201328/http://www.computerandvideogames.com/269873/guitar-hero-warriors-of-rock-makes-fairly-dreadful-start/ | url-status = live }}{{cite web | url = http://www.gamesindustry.biz/articles/2010-11-17-tony-hawk-shred-flops-with-only-3000-units-sold-in-us | title = Tony Hawk: Shred flops with only 3000 units sold in US | first = Matt | last = Martin | date = 2010-11-17 | access-date = 2010-11-17 | publisher = GamesIndustry.biz | archive-date = 2020-08-13 | archive-url = https://web.archive.org/web/20200813060019/https://www.gamesindustry.biz/articles/2010-11-17-tony-hawk-shred-flops-with-only-3000-units-sold-in-us | url-status = live }} This was in sharp contrast to Guitar Hero III, which had sold nearly 1.4 million units in its first week in 2008.{{cite web | url = http://www.1up.com/news/guitar-hero-warriors-rock-sales-disappoint | title = Analyst: Guitar Hero: Warriors of Rock Sales Disappoint in September | first = Dustin | last = Quillen | date = 2010-10-13 | access-date = 2010-10-15 | website = 1UP.com | url-status = dead | archive-url = https://web.archive.org/web/20121016143635/http://www.1up.com/news/guitar-hero-warriors-rock-sales-disappoint | archive-date = 2012-10-16 }}{{cite web | url = https://www.gamedeveloper.com/business/npd-behind-the-numbers-october-2008 | title = NPD: Behind The Numbers, October 2008 | first = Matt | last = Matthews | date = 2008-11-17 | access-date = 2010-11-19 | website = Gamasutra | archive-date = 2020-08-18 | archive-url = https://web.archive.org/web/20200818013427/https://www.gamasutra.com/view/feature/3854/npd_behind_the_numbers_october_.php | url-status = live }} Through October 2010, music games achieved net sales of around $200 million, one-fifth of the genre's revenue during the same period in 2008. Analysts believed that the market likely would not break $400 million in revenue by the end of the year.{{cite web | url = https://www.gamedeveloper.com/business/npd-behind-the-numbers-october-2010 | title = NPD: Behind the Numbers, October 2010 | first = Matt | last = Matthews | date = 2010-11-19 | access-date = 2010-11-19 | website = Gamasutra | archive-date = 2019-06-16 | archive-url = https://web.archive.org/web/20190616173232/https://www.gamasutra.com/view/feature/6210/npd_behind_the_numbers_october_.php | url-status = live }} End year sales were less than $300 million.{{cite magazine | url = https://www.rollingstone.com/culture/blogs/gear-up/guitar-hero-not-dead-says-game-maker-activision-20110418 | archive-url = https://web.archive.org/web/20110421081404/http://www.rollingstone.com/culture/blogs/gear-up/guitar-hero-not-dead-says-game-maker-activision-20110418 | url-status = dead | archive-date = April 21, 2011 | title = 'Guitar Hero' Not Dead, Says Game Maker Activision | magazine = Rolling Stone | date = 2011-04-18 | access-date = 2011-04-18 | first = Scott | last = Steinberg }}
By the end of 2010, the instrument controller-based rhythm market was considered "well past its prime", and developers shifted their focus to downloadable content and potential integration with motion control systems.{{cite web | url = http://www.gamasutra.com/view/news/31641/Analysis_US_Music_Game_Sales_Have_Dropped_Fivefold_Annually_Since_2008.php | title = Analysis: U.S. Music Game Sales Have Dropped Fivefold Annually Since 2008 | date = 2010-11-19 | access-date = 2010-11-19 | website = Gamasutra | archive-date = 2020-08-12 | archive-url = https://web.archive.org/web/20200812010506/https://www.gamasutra.com/view/news/31641/Analysis_US_Music_Game_Sales_Have_Dropped_Fivefold_Annually_Since_2008.php | url-status = dead }} In late 2010, Viacom sold Harmonix to an investment-backed group and allowed it to continue developing Rock Band and Dance Central.{{cite magazine | url = https://www.wired.com/gamelife/2010/11/viacom-sells-harmonix/ | title = Harmonix Sale Signals Meltdown of 'Plastic Instrument' Biz (Update) | first = Chris | last = Kohler | date = 2010-11-11 | access-date = 2011-02-09 | magazine = Wired | archive-date = 2011-03-13 | archive-url = https://web.archive.org/web/20110313141341/http://www.wired.com/gamelife/2010/11/viacom-sells-harmonix/ | url-status = live }} Citing the downturn in rhythm games, Activision shuttered their Guitar Hero division in February 2011.{{cite web | url = http://www.gamasutra.com/view/news/32946/Activision_Dissolves_Guitar_Hero_Business_Refocuses_On_Digital.php | title = Activision Dissolves Guitar Hero Business, Refocuses On Digital | first = Leigh | last = Alexander | date = 2011-02-09 | access-date = 2011-02-09 | website = Gamasutra | archive-date = 2020-12-05 | archive-url = https://web.archive.org/web/20201205183657/https://gamasutra.com/view/news/32946/Activision_Dissolves_Guitar_Hero_Business_Refocuses_On_Digital.php | url-status = dead }} Analysts suggested that the market for peripheral-based rhythm games may remain stagnant for three to five years, after which sales could resurge because of digital distribution models or the release of new video game consoles.{{cite web | url = http://content.usatoday.com/communities/gamehunters/post/2011/02/analysis-will-players-see-a-guitar-hero-encore/1 | title = Analysis: The end of an era for 'Guitar Hero' | work = USA Today | date = 2011-02-10 | access-date = 2011-02-12 | first1 = Mike | last1 = Snider | first2 = Brett | last2 = Molina | archive-date = 2021-04-10 | archive-url = https://web.archive.org/web/20210410141432/http://content.usatoday.com/communities/gamehunters/post/2011/02/analysis-will-players-see-a-guitar-hero-encore/1 | url-status = live }}{{cite magazine | url = http://www.mcvuk.com/features/863/No-More-Guitar-Heroes | title = No More (Guitar) Heroes | magazine = MCV | date = 2011-02-18 | access-date = 2011-02-18 | first = Christopher | last = Dring | archive-date = 2011-02-21 | archive-url = https://web.archive.org/web/20110221120615/http://www.mcvuk.com/features/863/No-More-Guitar-Heroes | url-status = live }} However, by 2013, the era of peripheral-based music games was considered at an end, as Harmonix announced that it would cease regular updates of Rock Band downloadable content on April 2, 2013, as the company shifts to newer games.{{Cite magazine | url = https://www.gameinformer.com/b/news/archive/2013/04/02/quot-american-pie-quot-closes-out-rock-band-39-s-dlc.aspx | title = [Updated] "American Pie" Closes Out Rock Band's DLC | first = Jeff | last = Cork | date = 2013-04-02 | access-date = 2013-04-05 | magazine = Game Informer | archive-date = 2021-01-26 | archive-url = https://web.archive.org/web/20210126071051/https://www.gameinformer.com/b/news/archive/2013/04/02/quot-american-pie-quot-closes-out-rock-band-39-s-dlc.aspx | url-status = live }}
= Rhythm games for young girls (2004–present) =
In Japanese amusement arcade, arcade-based collectible card games became popular. In 2004, Sega released Oshare Majo: Love and Berry which was a fashion coordinate game with collectible card game and rhythm game elements. The Oshare Majo was a big hit in Japan[http://gamez.itmedia.co.jp/games/articles/0608/31/news113.html 「ラブ and ベリー」に母娘がハマる理由 (1/2)] {{Webarchive|url=https://web.archive.org/web/20170818091154/http://gamez.itmedia.co.jp/games/articles/0608/31/news113.html |date=2017-08-18 }} {{in lang|ja}}, ITmedia, August 31, 2006 and then other game companies also entered in this game genre.
- Sega – Oshare Majo: Love and Berry (2004–2008) and LilPri (2009–2011)
- Taito – {{interlanguage link|KiraKira Idol Rika-chan|ja|キラキラアイドル リカちゃん}} (2006–2007)
- Atlus – Kirarin Revolution: Happy Idol Life (2006–2009) and Gokujō!! Mecha Mote Iinchō: KuruMote Girls Contest! (2009–2011)
- Tomy – {{interlanguage link|Won!Tertainment Music Channel|ja|ワンタメ ミュージックチャンネル}} (2006–2010), Pretty Rhythm (2010–2014), PriPara (2014–2017), Idol Time PriPara (2017–2018), Kiratto Pri Chan (2018–2021), Waccha PriMagi! (2021–2024), and Himitsu no AiPri (2024–)
- Bandai – Pretty Cure: Data Carddass series (2007–2017) and Aikatsu! (2012–)
- Konami – Otocadoll (2015–2022)
Those games have only aimed at young girls, however some of those games also hit at some adults which are often mentioned as "Ōkina otomodachi" ({{lit|Big Friends}}).[http://kotaku.com/these-gamers-are-not-little-girls-1509706556 These Gamers Are Not Little Girls] {{Webarchive|url=https://web.archive.org/web/20170818134444/http://kotaku.com/these-gamers-are-not-little-girls-1509706556 |date=2017-08-18 }}, Kotaku, January 27, 2014 In 2016, as for PriPara, Tomy mentioned that "When all users [of the game] are counted as its main target of from 6 to 9 years old [Japanese] girls, we succeed to expand the market scale as many as every one of the main target." in its financial results.[http://nlab.itmedia.co.jp/nl/articles/1602/10/news130.html 「女児に換算すると全員がプリパラユーザー」 タカラトミーが決算資料でおじさんの存在を抹消する] {{Webarchive|url=https://web.archive.org/web/20170818070645/http://nlab.itmedia.co.jp/nl/articles/1602/10/news130.html |date=2017-08-18 }} {{in lang|ja}}, ITmedia, February 10, 2016
= Virtual idol rhythm games (2008–present) =
Virtual idol rhythm games grew in popularity in Japan out of two different media segments. One was The Idolmaster series of games developed by Bandai Namco Entertainment first released as an arcade game in 2005. Initial games had players taking the role of a manager of rising stars (idols) managing their schedules through mini-games, which include performing in auditions similar to a rhythm game approach. The other direction came from the introduction of the virtual idol of Hatsune Miku by Crypton Future Media for its line of Vocaloid sound synthesis software in 2007. Using Vocaloid, software users could have Miku mimic singing and dancing to the music created in Vocaloid, and many of these videos became popular on the Japanese media sharing site Niconico. The popularity of the Miku's videos led to other similar videos based on other popular characters including those out of the Idolmaster series.{{cite news | url = https://www.wsj.com/articles/BL-JRTB-18194 | title = Virtual Idol Makes American TV Debut on Letterman Show | first= John | last= D'Amico | date = October 10, 2014 | access-date = October 10, 2020 | agency = Associated Press | newspaper= The Wall Street Journal }}
The next Idolmaster game, The Idolmaster Live For You! in 2008, focused more on the performance mini-games, which led for most remaining games of the series to be virtual idol rhythm games. Similarly, as Crypton continue to expand on Miku and other virtual idols for Vocaloid, they expanded to licensing those idols for video games, collaborating with Sega to create the Hatsune Miku: Project DIVA debuting in 2009.
These games were initially mostly for consoles, but mobile game versions of these series appeared in 2012 (Miku Flick for the Miku series) and 2013 (The Idolmaster Shiny Festa), and numerous mobile-based virtual idol rhythm games followed, such as Love Live!, BanG Dream!, Uta no Prince-sama and Ensemble Stars!.[http://www.pocketgamer.co.uk/r/Multiformat/Miku+Flick/news.asp?c=39779 Sega releases Miku Flick rhythm game outside of Japan] {{Webarchive|url=https://web.archive.org/web/20170817015511/http://www.pocketgamer.co.uk/r/Multiformat/Miku+Flick/news.asp?c=39779 |date=2017-08-17 }}, Pocket Gamer, April 11, 2012[https://web.archive.org/web/20170730001345/http://www.animenewsnetwork.com/news/2013-04-22/the-idolm%40ster-shiny-festa-games/anime-debut-in-english-on-ios The Idolm@ster Shiny Festa Games/Anime Debut in English on iOS], Anime News Network, April 22, 2013 Many of these games were freemium games based on existing anime or manga properties, and typically included gacha-type mechanisms to be profitable.{{cite web | url = https://www.engadget.com/2018-07-13-rhythm-games-in-japan-cygames-dena.html | title = Japan's rhythm game infatuation: Empty wallets, full hearts | first = Iori | last = Kusano | date = July 13, 2018 | access-date = October 10, 2020 | work = Engadget | archive-date = November 8, 2020 | archive-url = https://web.archive.org/web/20201108092304/https://www.engadget.com/2018-07-13-rhythm-games-in-japan-cygames-dena.html | url-status = live }}
= Future directions (2010–present) =
{{Further|topic=the 2012 iOS rhythm game|Mad Acorn}}
With the introduction of motion controllers for the Xbox 360 (Kinect) and the PlayStation 3 (PlayStation Move) in 2010 and 2011, some analysts stated that the rhythm market would resurge thanks to dance- and band-based games that use platform-agnostic controllers.{{cite magazine | url = https://www.reuters.com/article/idUSTRE62S08Z20100329 | title = Music video games primed for new dance revolution | magazine = Billboard | first = Antony | last = Bruno | date = 2010-03-28 | access-date = 2010-03-29 | archive-date = 2010-04-01 | archive-url = https://web.archive.org/web/20100401125620/http://www.reuters.com/article/idUSTRE62S08Z20100329 | url-status = live }} Dance games such as Ubisoft's Just Dance, Harmonix's Dance Central and Michael Jackson: The Experience were based on new motion sensing technologies. Industry pundits believed that, because sales of peripheral-based music games are lagging and the popularity of pop music is surging, dance-based games would continue to thrive.{{cite web | url = https://www.theguardian.com/technology/gamesblog/2011/feb/10/guitar-hero-axed | title = Guitar Hero axed: five reasons why music games are dying | work = The Guardian | date = 2011-02-10 | access-date = 2011-02-10 | first = Keith | last = Stuart | archive-date = 2020-04-20 | archive-url = https://web.archive.org/web/20200420230122/https://www.theguardian.com/technology/gamesblog/2011/feb/10/guitar-hero-axed | url-status = live }}{{cite web | url = http://news.cnet.com/8301-17938_105-20031267-1.html | title = Reason to fret: Guitar Hero is no more | first = Matt | last = Hickly | date = 2011-02-09 | access-date = 2011-02-10 | website = CNET | archive-date = 2012-10-26 | archive-url = https://web.archive.org/web/20121026091302/http://news.cnet.com/8301-17938_105-20031267-1.html | url-status = dead }}{{cite news | url = https://www.cbsnews.com/news/party-over-for-guitar-hero-but-not-music-games/ | title = Party over for 'Guitar Hero,' but not music games | date = 2011-02-10 | access-date = 2011-02-10 | agency = Associated Press | archive-date = 2013-05-21 | archive-url = https://web.archive.org/web/20130521062351/http://www.cbsnews.com/stories/2011/02/10/ap/tech/main7338362.shtml | url-status = live }} Just Dance and Dance Central boosted the rhythm genre's late-2010 sales; the latter was the top-selling game for the Kinect in North America in November 2010. Both games helped the genre increase its sales by 38% over November 2009, according to NPD.{{cite magazine | url = http://www.mcvuk.com/news/42181/NPD-Dance-games-spark-music-recovery | title = NPD: Dance games spark music recovery | first = Christopher | last = Dring | date = 2010-12-10 | access-date = 2010-12-10 | magazine = MCV | archive-date = 2010-12-12 | archive-url = https://web.archive.org/web/20101212201815/http://www.mcvuk.com/news/42181/NPD-Dance-games-spark-music-recovery | url-status = live }} Harmonix is expected to post more than $100 million in profit for 2011 buoyed by sales of Dance Central and downloadable content for the game, according to Bloomberg.{{cite web | url = https://www.bloomberg.com/news/2011-11-02/harmonix-rebounds-with-dance-central-bets-on-music-downloads.html | title = Harmonix Rebounds With Dance Central, Bets on Music Downloads | first = Alexandra | last = Dean | date = 2011-11-02 | access-date = 2011-11-02 | publisher = Bloomberg L.P. | archive-date = 2011-11-03 | archive-url = https://web.archive.org/web/20111103214903/http://www.bloomberg.com/news/2011-11-02/harmonix-rebounds-with-dance-central-bets-on-music-downloads.html | url-status = live }} The first Just Dance game (2009) overcame a poor critical reception to topple Call of Duty: Modern Warfare 2
Over the course of 2014, the phenomenon of indie games produced several variations of the genre.{{cite web | url = http://pixelkin.org/2014/10/29/favorite-rhythm-games/ | title = 5 RHYTHM AND MUSIC GAMES YOU SHOULD DEFINITELY TRY | first = Simone | last = deRochefort | date = 2014-10-29 | access-date = 2015-01-08 | publisher = Pixelkin | archive-date = 2021-02-27 | archive-url = https://web.archive.org/web/20210227000244/https://pixelkin.org/2014/10/29/favorite-rhythm-games/ | url-status = live }} The game Jungle Rumble uses a mechanic where players drum on a touch screen to control the game. Different rhythms correspond with different verbs to control entities in an RTS like environment. The game Crypt of the NecroDancer uses a mechanic where the player controls the main character in sync with the soundtrack's beat.
Harmonix returned to its core rhythm games in 2014. In 2014, it successfully funded a Kickstarter campaign to produce a remake of the PS2 title, Amplitude for PlayStation 3 and 4, with release expected in 2015. Further, in March 2015, the company announced Rock Band 4 to be released later in the same year, with plans to keep the game as a platform with continued free and paid updates and downloadable content, while refocusing on the core social and music enjoyment of the game. Activision also announced Guitar Hero Live, slated for late 2015, which rebuilds the game from the ground up, keeping the core mechanics but using a 3-button with dual position controller, and using recorded footage of a rock concert taken from the lead guitarist's perspective to increase immersion. Guitar rhythm game industry is going for the VR market with games like Rocksmith and Rock Band VR.{{cite web | url = https://www.ultimate-guitar.com/articles/features/top_4_best_guitar_games-67029 | title = Top 4 Best Guitar Games | first = Alexander | last = Dennison | date = 2017-09-21 | access-date = 2017-09-27 | publisher = Ultimate Guitar | archive-date = 2017-09-28 | archive-url = https://web.archive.org/web/20170928005413/https://www.ultimate-guitar.com/articles/features/top_4_best_guitar_games-67029 | url-status = live }}
2016 saw the release of Thumper, a self-styled "rhythm violence" game combining rhythm mechanics with an abstract horror theme and an original industrial soundtrack. Unusually, Thumper features a player character encountering notes as physical obstacles, rather than having notes simply scroll offscreen.{{Cite web |url=https://www.ign.com/articles/2016/10/05/thumper-vr-review |title=Thumper Review - IGN |date=5 October 2016 |access-date=2021-08-10 |archive-date=2021-08-10 |archive-url=https://web.archive.org/web/20210810055401/https://www.ign.com/articles/2016/10/05/thumper-vr-review |url-status=live }} Also in 2016, Konami returned to the western arcade market with Dance Dance Revolution A after a successful location test.{{Cite web |url=https://p.eagate.573.jp/game/ddr/ac/p/info/index.html#info64 |title=DanceDanceRevolution {{!}} eAMUSEMENT |access-date=2021-08-10 |archive-date=2021-07-18 |archive-url=https://web.archive.org/web/20210718153806/https://p.eagate.573.jp/game/ddr/ac/p/info/index.html#info64 |url-status=live }}
In 2017, Step Revolution released StepManiaX, a game similar to DDR and In the Groove, with an additional center panel. The game currently releases monthly updates.{{Cite web |url=https://arcadeheroes.com/2018/03/12/stepmaniax-dedicated-coin-op-version-prepping-release/ |title=Arcade Heroes StepmaniaX Dedicated Arcade Version Prepping For A Q2 2018 Release - Arcade Heroes |date=12 March 2018 |access-date=2021-08-10 |archive-date=2021-08-10 |archive-url=https://web.archive.org/web/20210810062406/https://arcadeheroes.com/2018/03/12/stepmaniax-dedicated-coin-op-version-prepping-release/ |url-status=live }}
In 2018, Beat Saber, a virtual reality rhythm game designed around cutting colored cubes in time with a song's beat, became the top selling and highest rated virtual reality game on the Steam market at the time of its release.{{Cite magazine |url=https://www.gameinformer.com/review/beat-saber/engrossing-musical-swordplay |title=Beat Saber Review – Engrossing Musical Swordplay - Game Informer |magazine=Game Informer |access-date=2021-08-10 |archive-date=2021-05-22 |archive-url=https://web.archive.org/web/20210522085213/https://www.gameinformer.com/review/beat-saber/engrossing-musical-swordplay |url-status=live }}
In 2019, the rhythm genre made its first foray into the first-person shooter genre with Harmonix's AUDICA. This same formula would then be used again for 2019's Pistol Whip, 2020's BPM: Bullets Per Minute and 2022's Metal: Hellsinger.
Harmonix was acquired by Epic Games in 2021, and worked on a new rhythm-based game mode called Fortnite Festival, mimicking the gameplay of Rock Band, released within Epic's Fortnite game platform in 2023.{{cite web | url = https://www.theverge.com/2023/12/9/23992574/fortnite-festival-harmonix-guitar-hero-rock-band | title = Fortnite Festival is Rock Band without the plastic instruments | first = Andrew | last = Webster | date = December 9, 2023 | accessdate = December 9, 2023 | work = The Verge }}
Health and education
Rhythm games have been used for health purposes. For example, research has found that dancing games dramatically increase energy expenditure over that of traditional video games, and that they burn more calories than walking on a treadmill. Scientists have further suggested that, due to the large amount of time children spend playing video games and watching television, games that involve physical activity could be used to combat obesity.{{cite journal | url = http://pediatrics.aappublications.org/content/124/2/534.full | journal = Pediatrics | date = 2009-07-13 | access-date = 2011-11-14 | title = Playing Active Video Games Increases Energy Expenditure in Children | author1 = Graf, Diana L. | author2 = Pratt, Lauren V. | author3 = Hester, Casey N. | author4 = Short, Kevin R. | volume = 124 | issue = 2 | pages = 534–540 | doi = 10.1542/peds.2008-2851 | pmid = 19596737 | pmc = 8329994 | archive-date = 2014-04-03 | archive-url = https://web.archive.org/web/20140403152715/http://pediatrics.aappublications.org/content/124/2/534.full | url-status = live }}{{cite web | url = https://www.sciencedaily.com/releases/2007/01/070104144703.htm | website = Science Daily | date = 2007-01-04 | access-date = 2011-11-12 | title = Adding Activity To Video Games Fights Obesity, Study Shows | last = Mayo Clinic | archive-date = 2011-10-28 | archive-url = https://web.archive.org/web/20111028020937/http://www.sciencedaily.com/releases/2007/01/070104144703.htm | url-status = live }}
Studies have found that playing Dance Dance Revolution can provide an aerobic workout,{{cite web | url = http://www.comm.ucsb.edu/faculty/lieberman/exergames.htm | publisher = University of California, Santa Barbara | date = 2006-04-15 | access-date = 2011-11-15 | title = Dance Games and Other Exergames: What the Research Says | last = Lieberman | first = Debra A. | url-status = dead | archive-url = https://web.archive.org/web/20111103034538/http://www.comm.ucsb.edu/faculty/lieberman/exergames.htm | archive-date = 2011-11-03 }} in terms of a sufficiently intense heart rate, but not the minimum levels of VO2 max.{{Cite journal| doi = 10.1055/s-2005-872964 | pmid = 17006803 | journal = International Journal of Sports Medicine | date =October 2006 | title = Evaluation of the energy cost of playing a dance simulation video game in overweight and non-overweight children and adolescents | volume = 27 | issue = 10 | pages = 804–9 | last1 = Unnithan | first1=V.B. | last2=Houser | first2=W. | last3=Fernhall | first3=B.| s2cid = 6541042 }} Based on successful preliminary studies, West Virginia, which has one of the highest rates of obesity and its attendant diseases in the US, introduced Dance Dance Revolution into its schools' physical education classes.{{cite web | url = https://www.cbsnews.com/news/dancing-the-pounds-away/ | publisher = Associated Press | date =2009-02-11 | access-date = 2011-11-15 | title = Dancing The Pounds Away | first = Allison | last = Barker }} According to The New York Times, more than "several hundred schools in at least 10 states" have used Dance Dance Revolution (along with In the Groove) in their curricula. Plans have been made to increase the number into the thousands in an effort to mitigate the country's obesity epidemic.{{cite news | url = https://www.nytimes.com/2007/04/30/health/30exer.html | newspaper = The New York Times | date = 2007-04-30 | access-date = 2011-11-12 | title = P.E. Classes Turn to Video Game That Works Legs | first = Seth | last = Schiesel | archive-date = 2011-11-22 | archive-url = https://web.archive.org/web/20111122005456/http://www.nytimes.com/2007/04/30/health/30exer.html | url-status = live }} Arnold Schwarzenegger, former Governor of California, was a noted proponent of the game's use in schools.Ashcraft, p. 65
In Japan, celebrities reported losing weight after playing Dance Dance Revolution, which drove sales of the game's home console version. Bemani's testers also found themselves losing weight while working on the game.
There is further anecdotal evidence that these games aid weight loss, though the University of Michigan Health System has cautioned that dance games and other exergames should only be a starting point towards traditional sports, which are more effective.{{cite web | url = http://www.med.umich.edu/opm/newspage/2008/hmvideogames.htm | publisher = University of Michigan Health System | date = 2008-03-03 | access-date = 2011-11-15 | title = Video games and exercise: High-energy games get kids off the couch, but shouldn't replace real sports | first = Katie | last = Vloet | url-status = dead | archive-url = https://web.archive.org/web/20110921204359/http://www.med.umich.edu/opm/newspage/2008/hmvideogames.htm | archive-date = 2011-09-21 }}
Dance games have also been used in rehabilitation and fall-prevention programs for elderly patients, using customised, slower versions of existing games and mats.{{cite magazine | url = http://www.brw.com.au/p/sections/health/computer_games_keep_elderly_on_their_68lVidRD8BNWwZtOzxzhzM | magazine = Business Review Weekly | date = 2011-07-21 | access-date = 2011-11-14 | title = Computer Games Keep Elderly on Their Toes | first = Jeanne-Vida | last = Douglas | archive-url = https://web.archive.org/web/20111014024601/http://brw.com.au/p/sections/health/computer_games_keep_elderly_on_their_68lVidRD8BNWwZtOzxzhzM | archive-date = 2011-10-14 | url-status = dead }} Researchers have further experimented with prototypes of games allowing wider and more realistic stepping than the tapping actions found in commercial dance games.{{cite web |url=http://www.icdvrat.reading.ac.uk/2010/papers/ICDVRAT2010_S08_N01_Lange_etal.pdf |publisher=University of Southern California |date=2010-08-31 |access-date=2011-11-14 |title=Development of an interactive stepping game to reduce falls in the elderly |author1=Lange |author2=Flynn |author3=Chang |author4=Liang |author5=Chieng |author6=Rizzo |archive-date=2020-11-14 |archive-url=https://web.archive.org/web/20201114142903/http://www.icdvrat.reading.ac.uk/2010/papers/ICDVRAT2010_S08_N01_Lange_etal.pdf |url-status=live }}
MIT students collaborated with the government of Singapore and a professor at the National University of Singapore to create AudiOdyssey, a game which allows both blind and sighted gamers to play together.{{cite news | url = https://www.nytimes.com/2009/01/04/education/edlife/ideas-blindvideo-t.html?_r=2 | title = See Me, Hear Me: A Video Game for the Blind | first = Abby | last = Ellin | date = 2008-12-26 | access-date = 2011-11-14 | newspaper = The New York Times | archive-date = 2013-05-21 | archive-url = https://web.archive.org/web/20130521072028/http://www.nytimes.com/2009/01/04/education/edlife/ideas-blindvideo-t.html?_r=2 | url-status = live }}
References
{{reflist|30em}}
Sources
{{refbegin}}
- Ashcraft, Brian, Arcade Mania! The Turbo-Charged World of Japan's Games Centers (Kodansha International, 2008) {{ISBN|978-4-7700-3078-8}}
- Rollings, Andrew & Adams, Ernest, Fundamentals of Game Design (Prentice Hall, 2006) {{ISBN|978-0-13-168747-9}}
- Steinberg, Scott, Music Games Rock (Power Play, 2011) {{ISBN|978-1-105-03295-0}}
{{refend}}
External links
- {{Commonscatinline|Rhythm games}}
{{VideoGameGenre}}
{{DEFAULTSORT:Rhythm Game}}