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July 31, 2010

Game Pitch: Guitar Hero RPG

We know: it’s 2010.  And yes, we’re still fans of the occasional spin on Rock Band or Guitar Hero, though the series have become repetitive in recent years and milking is undoubtedly in full swing.  The music rhythm game genre has slowly (but surely) become this generation’s DDR.

But, there’s still opportunity in there, somewhere:  Rock Band is becoming more simulation-based (real strings!). Guitar Hero is getting more “gamey”, with pseudo power ups and a more fantasy-based story.  Now may be the optimal time to experiment with the genre.  That’s why we are offering up a sidequest for the band games, one that may be different enough to spur a whole new niche of a game genre.

We present to you: Guitar Hero RPG.

Now, why the hell hasn’t it been made yet?

Why?

When Puzzle Quest was released some odd years ago, the idea of mixing Bejeweled with Dragon Quest seemed out of the blue, unorthodox, and a shot in the dark.  Well, guess what?  It landed perfectly, resulting in a well-executed and fun cult classic game that has spawned dozens of copycats.  The puzzle RPG genre was born.  With interest in music games waning, the same tactical mix can be used.

The pairing may not seem ideal, since music rhythm games have a “set” execution to playing: there is one way to play the song and get a perfect score, with any deviation resulting in a lower score.  However, the ability for variables to be thrown in the mix can create a whole new way to play.

How?

Story

The story can be as basic as possible, aping that of Brutal Legend or Warriors of Rock.  An evil being has banished music from the realm, deafening the citizens.  The King calls upon traveling minstrels to battle the beast and bring sound back to his kingdom.  Basic stuff.

Gameplay

Firstly, the game would be played with a music peripheral controller: guitar, drums, keyboard, even microphone.  These wouldn’t be special new peripherals, either… just the ones that are already collecting dust in the corner of your living room behind the sofa.

The premise of the game would be one-on-one battles with enemies, much like the boss battles of Guitar Hero III.  But unlike that game, the way in which these were played would be somewhat similar to Puzzle Quest.  As a battle unfolds, a song (or setlist for boss battles) would begin.

The notes highway would appear, much like in any other music game, but the notes would be much more randomized in their locations.  This would allow for challenging play for even the most diehard music players and prevent blind playing of music.  Each enemy would have unique note randomizations: weaker enemies may rely on notes close together, while more challenging foes would utilize notes across the highway, in slides, and in other combinations.

As notes are hit in succession (combos of 3, 9, or 15) the enemy’s life meter would be reduced.  Each denomination of notes increases their strength as well: hit 9 notes and the strength of an attack is doubled, hit 15 and the attack is tripled.  Any notes in combinations hit beyond 15 would remain in triple strength.  A missed note allows the enemy to hit the player in succession until the player manages to break out with a 3-note combo during a shaky screen.

As a note color is hit, a corresponding meter on the side would fill up, dictating that a spell or attack is ready to be used.  Once full, the traditional “star power” shake or button press would initiate a spell casting mode in which the player has a short duration of time (2-3 seconds?) to enact a spell.  This would take place by hitting the corresponding colored note to begin the spell and play a short “star power” section.  The short section would require 100% perfection to complete and execute the spell.

The battle would last as long as the song, so if the song ends before the battle is over, the remaining HP would be tallied up and a winner chosen, but no bonuses, EXP or items earned.  Skills can be learned or purchased, and the character can buy weapons and armor, much like a traditional RPG.

Multiplayer

Music games are fine played by ourselves, but excel when played with friends.  Full band multiplayer, both offline and online, would be an important aspect to include.  As bands of minstrels travel across the kingdom, encountering groups of enemies, they play out songs together and earn credit only for the enemies defeated during the length of the song.  Much like Monster Hunter, this can be played online as well, and even in PvP combat.

And Finally…

So there you have it: an RPG based on a genre who’s popularity has peaked.  This niche game may breathe life into those plastic instruments that have been abandoned since each Fall, while at the same time satisfying a market that didn’t necessarily want a rehashed game from the year before.  And, if there is one franchise both badly in need of a reboot and willing to take a risk, it would be Guitar Hero.

Here’s to rockin’ some orcs into oblivion.

[Images courtesy Activision, D3P]



About the Author

Dalibor Dimovski
Dali is the co-founder of SideQuesting, as well as the co-Founder of CarDesignFetish and the founder of MakLink. A long-time blogger/web-designer, Dali currently works as a full-time creative Product Designer in the automotive industry and a deejay. His passions are music, contemporary and classic art, video games (naturally), and his family.




  • http://wamblinggamer.com Nick Coffman

    It’s one of those ideas that’s going to cut the market by a large percentage. Fans of Rock Band are all about playing the songs they know, while the people still on Guitar Hero are into scores. Sure, there’s also my Aunt who only sings Motley Crue, but she defies description.

    That said, I am the audience for this game. I have fallen out of love with both playing songs I know and going for FC etc. What would sell this game (or ruin it), is the tone. It has to be over the top, but I think the only way to make it fight is for it to be funny. If a game was completely earnest but with a tongue in cheek flair, this could really work. Also, the fighting needs to go down above the staff al la any old vs puzzle game.

    Great idea, I would just make it dethklok, lower budget, with shank-style visuals.

  • bluezy

    I like it. It’s an idea that would actually get me to pick up one of these games, something I haven’t done in years.