More and more gamers are connecting to their games with cameras, bongo drums, microphones, plastic guitars and a host of other unconventional controllers. Games using alternate controllers have the ability to provide fundamentally new experiences to the gaming audience, and to welcome new gamers who wouldn't normally think to pick up a console gamepad.
This session uses the development of three different Harmonix games: KARAOKE REVOLUTION, EYETOY: ANTIGRAV, and GUITAR HERO to illustrate a common design methodology adopted by Harmonix for all three titles. We will analyze the player experience provided by each game, and describe the fundamentally similar design approach that was applied to all three projects, with very different results in each case.