Evolution Of Game Design: Part Three

Dance Dance Revolution(Arcade, 1998)

Dance Dance Revolution

Music has always had a love-hate relationship with computers. A computer program can easily play music, but that is about it. You wouldn’t think that Konami could make an investing game out of that, would you?

Dance Dance Revolution is a game that wouldn’t have had such success if it had been released on a console. The sole selling point of Dance Dance Revolution is the involvement of the player, to play the game, you have to swiftly move your feet and throw yourself around in order to create long combos and get a high score. Naturally, this game has a relatively young fan base.

 

One thing that Dance Dance Revolution did to revolutionise arcades in the 1990s was to promote multiplayer, as a way to make the players keep playing. Instead of competing against eachother like in arcade games such as House Of The Dead, Dance Dance Revolution took the scores of both players and combined them, implying the importance of comradery. You aren’t playing to better yourself, you are playing as a team.

Technically, Dance Dance Revolution was the first ever game to utilise quicktime events. Press X at this point to yell out your child’s name in a Shopping Mall is a direct parallel to: Step behind at this point to get a great combo.

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The difference between this and something like Heavy Rain is the fact that you aren’t pressing a button, you are stomping on the lit up arrows. Engagement of action is what entertains the player…

If an action feels good to do, we’ll keep doing it regardless of what the game is about.

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