Why DJ Hero failed
theferrett.livejournal.com
theferrett.livejournal.com
As a guy who just finished university, I've played more than my fair share of guitar hero and rock band. I like the games, and rhythm games in general.
To address the author's points:
* Maybe I'm not the typical person, but I would have no problem paying $120 for songs that I don't know. In each guitar hero or rock band game, I estimate that I know fewer than half of each set list, but I still enjoy the games.
* I played the demo in the store. I was too focussed on the controls the first time I played to give half a hoot about whether what I was listening to was any good.
* Finally, and this is the meat of the post - the game is too hard for a mainstream audience. I agree with the sentiment, but disagree with many of the points he makes to get there.
Beatmania (especially IIDX) offers all the flair and style of DJ'ing without that disconnect. It's a really simple game conceptually (in fact, Guitar Hero is almost the exact same game). IIDX has been massively successful (granted, in Japan only). Had Konami tried to make Beatmania like actual DJ'ing, it would have flopped too (and since it was literally the first ever music game, that would have been an interesting alternate history).
It does help that I really enjoy this kind of music over the stand-alone songs found on GuitarHero/RockBand.
I kid. It's a fun read. However, in this context calling it failed seems to only apply if marketplace competition is a zero-sum game.
Perhaps we could say instead that it succeeded in the audience of gamers who want a challenging DJ game?
1) DJs are not mainstream (as opposed to rock bands). Mashups are not mainstream.
2) We have a bad economy. People can't afford to buy a new $100 video game accessory.