Features
RSS Feed
How Guitar Hero went mobile
Greg Robinson - general manager Europe, Asia & Lat Am, Hands-On Mobile
May 23
Anyone who’s played Guitar Hero will know that it couldn’t possibly work on mobile. Right? Well, I would be lying if I told you there weren’t some furrowed brows when we were first offered the licence.
Most people in the business will have heard of, or even personally enjoyed, the immense pleasures of the Activision-published game. Put simply, it adds an air of undeserved legitimacy to sad air guitar moments by allowing the musically untalented to plug a replica life-size guitar into a console and then jump around in their underpants pretending they are a living rock god.
The original Guitar Hero launched on the PlayStation 2 in November 2005 and received critical acclaim with its unique guitar controller and impressive soundtrack. Guitar Hero II followed a year later to become the fifth highest selling title of 2006, while Guitar Hero III: Legends of Rock was released at the end of 2007.
Without doubt it’s a colossal brand. The challenge we faced was: how do we translate a console game with a two foot long plastic peripheral onto the mobile platform? Of course, we know big brands tend to sell well anyway, but there is no guarantee that bringing console quality experiences to mobiles will drive revenue. Simply delivering a big name brand that bears little relation to its console cousin is unlikely to endear gamers to mobile.
On the other hand, a carefully thought out approach that delivers on the spirit of the original title is likely to see uptake of the product. Our recent launch of Guitar Hero III Mobile in the US has proved it’s possible: the response from consumers has blown us and our operator partners away.
We released Guitar Hero III Mobile on one US operator in December. Within a month it had become the third biggest selling game of entire year on that operator alone and one of the fastest selling games in mobile gaming history. A large part of this success is to do with the brand but there are several key features that have kept it true to the original.
The quality of the soundtrack on the BREW version has been outstanding. Using BREW meant that the game’s soundtrack, encoded on PMD, is not compromised – the experience delivered on mobile is aurally identical to the high quality console soundtracks. The increased capacity of the high-end handsets has also allowed for greater flexibility in the size of the game, allowing more sound and stronger graphics.
Aside from this faithful and sympathetic translation of a much-loved franchise the other key to success has been the availability of monthly downloadable song packs coupled with a strong sense of community through online leader boards
By utilising the phones’ connected elements, more than 250,000 songs are played every day by mobile subscribers across the US with over 7.5 million played each month – that’s around 200GB of songs downloaded from our servers every day. There are also over 100,000 users listed on the online leaderboard.
The success of Guitar Hero III: Mobile demonstrates that, done correctly, mobile versions of console games can generate a new wave of players. We were able to deliver top quality sound and graphics, and enabled operators to maximise revenue from mobile players by offering the downloadable songs that have so enthused the players of the console game. We’ll be releasing Guitar Hero III on mobile in Europe this summer. Get ready to rock.
Other Features
- INTERVIEW: Barry Houlihan - Managing Director, MIG
Oct 06
- INTERVIEW: Steve Ricketts - Head of Third Party Services, Orange
Sep 30
- Mobile advertising - sender pays?
Sep 18
- INTERVIEW: Tony Pearce - CEO, Player X
Sep 17
- Crunch time looming for mobile broadband?
Sep 16
- My vision for an Omni Media future
Sep 12
- Top 50 US execs
Sep 12
- New rules of thumb
Sep 02
- The future of WAP billing
Aug 22
- Projector phones: A vision of the future?
Aug 18
- The Pocket Internet: What does it mean for mobile content?
Jul 30
- Ringtone rip-offs: Where does D2C go now?
Jul 29
- The future of mobile advertising, Part Three
Jul 28
- The future of mobile advertising, Part Two
Jul 14
- The future of mobile advertising, Part One
Jul 10
- ME's Top 50 women in mobile content
Jul 04
- Time to address D2C content abuses
Jul 01
- What are the implications of the Symbian Foundation?
Jun 24
- Interview: Lewis McDonald talks to ME
Jun 23
- ROUNDTABLE: One year on, what has been iPhone's impact?
Jun 10
- The ultimate entertainment handset?
Jun 03
- How to unleash developer creativity on the mobile web
May 28
- Do mobile consumers have too much choice?
May 15
- How can we improve mobile user experience?
May 12
- The times of India
May 07
- Mobile content - experience urgently required
May 06
- Let's make mobile games pricing more flexible
May 06
- Why we launched CasualGaming.biz
May 01
- What do mobile games and Phil Collins have in common?
Apr 28
- The best tool for promoting content? Social networks
Apr 21
- How sharing could be the key to better ARPU
Apr 17
- Getting the market ready for video
Apr 11
- Why is mobile content a magnet for venture capital?
Apr 08
- Motorola brand - which way now?
Mar 27
- US spectrum auction - the winners and losers
Mar 26
- For better adult mobile sales, think Tesco
Mar 20
- What does the EC's decision to endorse DVB-H really mean?
Mar 18
- Does the British mobile content industry punch above its weight?
Mar 16
- Mobile advertising: the opportunity and the danger
Mar 10
- Can mobile boost the big social networks?
Mar 06
- Defining the mobile user experience
Mar 03
- Can C++ save mobile gaming?
Feb 25
- The secrets of a mobile games localiser...
Feb 18
- INTERVIEW: Javier Pérez Dolset - CEO, Zed
Feb 08
- INTERVIEW: Luca Pagano - UK MD, Buongiorno
Feb 07
- The mobile video paradox
Feb 05
- Microsoft/Yahoo: mobile could be the icing on the cake
Feb 04
- Outsourcing games portals - good news for all
Feb 01
- How to succeed with sideloading
Jan 25
- Mobile Video - it's all about the UE
Jan 22
- INTERVIEW: Anssi Vanjoki - EVP of multimedia, Nokia
Jan 18
- What are you on? About.
Jan 14
- What lies ahead in 2008?
Jan 09
- Let messaging drive the mobile internet
Dec 18
- The truth about transcoding
Dec 05
- Some ancient wisdom from carriers, please?
Nov 08
- What happened to the Chinese D2C market?
Nov 08
- What's Google's real agenda?
Nov 05
- Mobile advertising’s lack of transparency
Nov 01
- Which way for US now?
Oct 19
- INTERVIEW: Javier Perez Dolset - CEO, Zed
Oct 17
- No show at the showcase
Sep 06
- COUNTRY PROFILE: Nigeria
Sep 06
- The challenges of the UK content market
Sep 06
- INTERVIEW: Peter Mercier - Head of Mobile, BBC Worldwide
Sep 06
- Where are we going?
Sep 06
- Adult ready to grow up
Sep 06
- All to pay for
Sep 06
- INTERVIEW: Anthony Douglas - Head of Games, O2
Aug 09
- Have it your way
Aug 09
- Location aware
Aug 09
- INTERVIEW: Ashu Mathura
Aug 09
- Embedded advertising
Jul 05
- How to improve your mobile website
Jul 05
- INTERVIEW: Gautum Sabharwal
Jul 05
- Jamba grows up
Jul 05















