30°

Music games off 36% this year, EA expects Rock Band sales down $400 million

Buried in today's Elecrtonic Arts earnings call was this amazing revelation from COO John Pleasants: Revenue for music/rhythm games was down 36% during the first quarter of the year and 42% in March, per NPD. As a result, EA has cut the gross sales revenue it expects from its EA Partner division, which distributes "Rock Band" for Viacom.

That's a huge decline. And keep in mind that there weren't any major music game releases during the first quarter of last year, while 2009 saw "Guitar Hero: Metallica" (albeit at the very end of March). As we started to see in late 2008, sales of "Rock Band 2" and "Guitar Hero: World Tour" must be down massively from the original "Rock Band" and "Guitar Hero III."

And while EA CEO John Riccitiello said he feels "really bullish" about "Rock Band: Beatles Edition," the fact that the company is expecting $400 million less in sales indicates just how big an impact continued sales of "Rock Band" through last year mattered, and how far "Rock Band 2" is lagging.

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weblogs.variety.com
BWS19825471d ago

Music games. I like music, I like games, but mixing the two never felt like I was a Rock Star, it was just a glorified Mini-game if you ask me, but I know many people felt otherwise, hence the explosion of popularity they received. I couldn't tell you if it is a fad or if this is just due to the economy, though. They may be great games, just not for me.

130°

Rock Band Doesn't Need Plastic Instruments to Work

TheGamer Writes "Harmonix has proven plenty of times it can make Rock Band work without instruments."

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thegamer.com
Christopher487d ago

I mean, yeah, but was anyone saying otherwise? The fact is people liked the plastic instruments rather than pressing buttons on a controller. They enjoyed the simulated experience.

isarai487d ago

"Work"? No, but to be good? It's absolutely necessary. Not having the accessories is like playing a lightgun shooter with an analog stick sure it works, but one experience is completely unique and fun as hell, and other is torture trying to make do playing in a way it was never meant to be played

LucasRuinedChildhood487d ago (Edited 487d ago )

"trying to make do in a way it was never meant to be played"

I disagree. The accessories were a fun gimmick (and very marketable) but they were added AFTER the genre had been well established with games like Frequency and Amplitude (both also made by Harmonix).

The gameplay formula is different on a controller - there's a focus on switching lanes and contributing to all of the instruments.

Never played Frequency, but Amplitude and Rock Band Blitz were really good. I would love to get more of that kind of game. It's basically a different part of the genre, and stands on its own.

isarai487d ago

The insurmountable difference in popularity between Amplitude and Rock Band proves my point

LucasRuinedChildhood487d ago (Edited 487d ago )

Popularity isn't proof of quality. If it was, then Harmonix wouldn't be making music for Fortnite now. lol. Our disagreement wasn't over which one is more popular. Amplitude and Blitz just aren't "torture" to play.

Rock Band 4 and Guitar Hero Live failed to revive their sub-genre, and Rock Band 4 caused Mad Catz to have to file for bankruptcy. Doesn't mean that instrument-based music games are bad.

It does mean that there's too much overhead and risk for anyone to take a gamble on a big budget game that needs instrument accessories now though.

For the genre to thrive, for now, it needs to do so without the instrument accessories. That's just a fact, unfortunately.

VR games like Beat Sabre (a new sub-genre) and traditional music games make more sense and are more viable right now.

LucasRuinedChildhood487d ago (Edited 487d ago )

*"If quality is always proved by popularity, then Harmonix wouldn't be making music for Fortnite now."

Yi-Long487d ago

I think CHEAP plastic instruments is THE reason why the instrument-genre ‘died’.

People invested in buying the game AND the peripherals, so the guitar, the dj-set, the drum, whatever, and the experience was absolutely fantastic. Great fun, great music, etc.

But then the instruments would break. A button would stop working, or your hits wouldn’t register, and that kind of hardware failure would end in you not being able to play the game as intended, and thus you not getting the scores you deserve.

So, now you had a great game, but a broken instrument, and nobody is gonna buy a new plastic instrument every 3-6 months in order to keep playing the game.

A solution would have been to release better quality instruments (obviously), at a slightly higher price, so you could have kept the new games coming and the genre alive, but sadly, that didn’t happen.

dumahim487d ago (Edited 487d ago )

The only issue I ever had with any of the hardware was the drum pedal on the original rock band set stared to crack in half. The reason I, and other friends I know who played, lost interest is they weren't putting out new tracks that we were interested in anymore. I think earlier this year I looked through the releases for the last 2 years or so, and there was maybe 3 songs I would have bought.

slayernz487d ago

Yeah I had this happen too with my drum controller, I ended up attaching a metal strip to it which fixed it up nicely.

sinspirit487d ago

Can it work? Yes. Does it compare? No.

monkey602487d ago

Bust a Groove, Gitaroo Man and Parrapa the Rappa were such good games. Neither needed any extra peripherals

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110°

Top 10 Best Vicarious Visions Games

Alex S. from Link Cable Gaming writes: "So as the Sun sets on Vicarious Visions as an independent studio within Activision|Blizzard, let’s take a look at the top 10 best games they have ever put together."

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linkcablegaming.com
60°

My Kids Stole My Controller: Chapter 3 – Junior Gaming

Player 2's long-form feature about kids and video games continues with a look at introducing toddlers to games for the first time.

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player2.net.au

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