In the August 2003 issue of Game Developer, Harmonix wrote up a Postmortem (the most enjoyable section of GD for non-techies like myself) on Amplitude. Among the more interesting quotes:
"With FreQuency, we wanted to build upon the foundation introduced by the Japanese music games, by introducing a more captivating play experience, both by deepening the gameplay and by increasing the gameplay's musicality." To me, this is another way of saying "We wanted to make a more complicated version of Dance Dance Revolution," but does anyone think they succeeded at their goal?
"All of the available evidence suggested that FreQuency's gameplay was rock-solid, fun, and addictive. Then why didn't it sell? We have our theories. For starters, the musical content in the game was almost exclusively electronica, and electronica is not mainstream music."
"There are hundreds of games to choose from out there, and so consumers will often make their first judgment about a game based upon a momentary glance at a screenshot...We had faith that, with compelling enough gameplay, looks wouldn't matter so much. We were wrong. Most prospective players will write off a game in an instant if, at first glance, it doesn't hit the graphical production standards to which they're accustomed." We all know this to be true, but it's extra-depressing when a developer says it.
"It was still a struggle to get [Amplitude] completed on time, and we did work some long hours, but we never worked a seven-day week, and we were almost never at work after midnight. For us, that was a big accomplishment." Just in case any of you are harboring foolish dreams of getting into the game industry and having a life at the same time.
-- Z.