The Science of Just Dance
What made a throwaway party game on Wii a Modern Warfare-beater?
A meeting room in the belly of a Parisian office block: Ubisoft producer Florian Granger stands to his feet to address a group of serious-looking, middle-aged men. These are some of the company's most experienced game designers, artists and coders, veterans of Ghost Recon and Red Steel campaigns, architects of solemn videogames about war and tactics, strategy and death.
Granger's job? To reveal the next assignment the assembled group will be working on. The project? A Wii game. A Wii party game. A Wii party game based almost entirely upon a mini-game that first featured in another Wii party game, months earlier. A Wii party game that, within 18 months of this meeting, will have gone on to sell three and a half million copies and knocked the record-breaking Modern Warfare 2 from its top spot in the sales charts. A Wii party game whose instruction manual also happens to also be its name: Just Dance.
"You'd think the team would have been cynical about the project," explains Granger. "There was a flood of casual games coming out for the Wii at the time, all offering the same-old experiences with no innovation or real attention paid to the player experience. But there was immediately a sense of excitement within the group. I think that was because the codebase for the game was already proven, and the games we were looking to learn from and build upon were respected titles like Dance Dance Revolution. Our reference points were authentic."
Just Dance began life as a music mini-game in the Raving Rabbids series on Wii, in which the player used the Wii Remote and nunchuk to 'dance' in time with a piece of music. Gregoire Spillmann, Just Dance's creative director, enjoyed the mini-game, but wanted to explore what would happen if you removed nunchuk and strict Rhythm Action gameplay and allowed the player to dance more freely.
"The term 'dancing game' is usually a misnomer," he says. "More often than not you're not being asked to dance so much as push buttons - either on a dance mat, plastic peripheral or controller - in time with the music. Our concept was to inspire people to overcome their inhibitions and encourage them to actually dance. If you look at a game like Dance Dance Revolution, advanced players will often adapt dance moves to fit gameplay. We wanted to come at the game from the opposite approach, and fit the gameplay to iconic moves, ones that can then be taken by the player, and used beyond the game.
The way in which the Just Dance team achieved this effect was in direct contrast to the prevailing trend in music games, which increasingly employ complicated, expensive and lifelike peripherals to act as a bridge between player and game. "For what we wanted to achieve, peripherals were a distraction," explains Spillmann. "In order to encourage players to be free we had to reduce the amount of hardware the game required them to use to a bare minimum.
"We forced ourselves to achieve a meaningful level of rhythm and movement detection using the Wii Remote alone. We wanted complete freedom of arms and legs, so the idea of using nunchuks, elastic bands, leg straps or balance boards was thrown out at an early stage. We play-tested extremely hard right from the start, and this was the message coming back to us. The player is the best indicator; they know what they like and what they don't like so if you listen carefully, they'll guide you to make the right design choices."
In the case of Just Dance, the right design choice seemed to be the simplest design choice. I ask Granger how a team with so much experience was able to reconcile their ambition with the feedback they were receiving, to introduce fewer features and complexity.
"From the start the entire team believed in the simplicity of the game," he explains, "so there was no contradiction between Ubisoft's desire to make it a game for everyone and our designers' own personal ambitions. In truth, making 'simple' games should be the highest ambition of any game designer, if by 'simple' we mean stripping a game back to the pure essentials where any person from any walk of life can experience something fun and engaging.
"That brief hardly represents a compromise. Also, making a game simple and accessible doesn't mean forgoing making it rich and deep. Those factors can all coexist happily, and that's something we were aiming for in Just Dance, at every stage of development."
If Ubisoft's ambition was to create a universally accessible experience, its success is near unrivalled, certainly in raw terms of last year's videogame sales. I ask Granger whether he puts the success of the game down to its soundtrack, supermarket-happy price point, or something else.
"I think there are loads of reasons why the game has been so well received. It might sound like a cliché, but it really does offer a unique dancing experience in it promotes communal, authentic dancing, rather than merely stepping in time. The tone of the game is fun too. We don't take the presentation too seriously, and I think players respond to that well, especially when we're asking them to do something as extroverted as dancing.
Just Dance gameplay footage.
"Everyone remembers going to a nightclub or school disco where it takes a couple of hours before anyone has the bottle to get up and dance. Most guys do the fix-placed-beer-bottle dance or neck-shake to the beat. Everything in Just Dance is designed to sidestep those natural inhibitions. That's achieved partly by having the focal point of the screen for people to focus on, so they don't feel like they're being watched, but also in giving players a constant stream of new moves to learn, we're building up a vocabulary for people, and by having a dancer on screen to follow, giving them permission to try out that language in a safe context.
"After a few goes, when you've learned the basics, you get a little more adventurous and start to move around the room and checking at your fellow dancers. But by then, you're at ease and just enjoying the fun of dancing. Dancing with someone has this weird effect: it's like you know him or her in an intimate way or share a secret together somehow. People respond to that feeling too, as it's a unique thing in videogames."
In the light of this impassioned defense, I ask Granger how much is really going on in the Just Dance's code. Does the game really track player movements? Or is the scoring all smoke and mirrors, designed to give the player the illusion that the game is monitoring more that it really is able to?
"We have built in a certain amount of leniency into the rhythm and precision detection, but to say that it's smoke and mirrors simply isn't true. We have constructed symmetrical movements using natural body dynamics to identify how well someone is playing even with just one controller. We look at the Wii remote as an extension of the players' hands and body.
"At first we used the nunchuk as well, but found that the wire would hit you in the face and that you lost that sense of freedom you want when dancing. The system we use takes into account the way you move, dance and handle the Wii Remote to offer more precision in the detection frames. This is seamless for the player, but it takes a lot of work to enable the proper detection through a single input device."
The game features a DDR-esque scoring system, measuring the player's performance on a wide variety of factors. I ask Granger whether a better player will always beat a poorer player, or whether the machine can be duped by flailing arms and raw energy. "No way. If you pick up the moves and hit the beat, your performance will be scored accordingly. A better dancer will always beat a poorer player. If you want to be in time and accurate, you have a much higher chance if you follow both arm movements and keep the rhythm with both your lower and upper body. So essentially, you're better off doing what the dancer is doing... Otherwise you will find the transitions difficult to match."
More on Just Dance
-
Review: Just Dance
Gonna be surprisingly OK.
News: Why music games aren't dead
New book predicts a healthy future.
News: Just Dance 2 a record-breaker on Wii
Best-selling third-party Wii game ever.
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Screenshots: Just Dance
Neither man was willing to discuss the budget for Just Dance, nor how that might have ballooned for its forthcoming sequel, nor the royalty arrangements that the team members may or may not have enjoyed. But it's clear that, having tapped into something so popular, Ubisoft is keen to invest and build a franchise, especially in the face of a slew of me-too copycat titles from rival publishers.
As such, the team size for Just Dance 2 has been increased from 34 to 58, and a slew of new features have made it into the game, with downloadable content compatibility, new game modes and more accurate detection expanding the game in ways beyond its track list.
But despite the promise of these new features, Just Dance continues to have a hard time convincing hobbyist gamers of its worth, typically being dismissed as a lightweight, throwaway party game, a subject unworthy of serious discourse. "That always makes me laugh," says Granger. "The entire videogame industry was founded on games made by lovable nerds that were, initially at least, enjoyed by everyone. I remember my friend's dad spending hours with us on 'Pong', refusing to give up the controller even when he lost.
"Of course, I appreciate where critics are coming from but it can be easy just to dismiss this type of Wii game out of hand. In truth, no player, no matter how inexperienced they are, is duped by poor design. Good game design is good game design whether you've been playing games all your life, or just for the last 20 minutes.
"'Casual' gamers, if we have to call them that, are much more educated and demanding of what they are want to play than 'hardcore' gamers give them credit for. And, it might sound obvious, but it's worth repeating: graphical fidelity, and the power of hardware itself is not what makes a game fun or not. The number of polygons is not what makes you laugh or cry: it's the substance and creativity behind a game that holds its worth."
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Comments (46) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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The more people in the industry recognize this, the better.
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Why all the neg reps to the above comments? (EDIT at the time)
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Haters gonna hate, but Just Dance is awesome.
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Are your pictures on hotnerdsbustingmoves .com? http://ho tnerdsreadingcomics.tumblr.com/...
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Me? What did I do? At least you separated me out from the idiots I suppose
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Oh, but they are always watching, yes they are. All the time. Even when you 'neck shake'. And they talk, you know. All the time. Assessing. Yes. Ass-ess-ing. Yes, this one has the moves, they say. He must have a very long schwang and know how to use it. But look at him. Oh dear, can't even tap his foot in time. He must have an acorn. An A-corn. I'm putting that on facebook. My friends will all laugh, yes they will.
Want me to dance? Pack me in with others so tight the only possible movement is vertical, then play me a riff.
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I'm talking about this, moments after both of us commented: http://im g514.imageshack.us/img514/958/j...
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I'm quite curious about it to be honest. I'm interested in this for the same reason I'm interested in playing Starcrat II. I want to know what all the fuss is about.
Hopefully Ellie will be back soon to provide more hyphonage on the podcast.
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This quote from the article annoys me something fierce! NO! Making simple flight simulators, role-playing games or real-time strategy games should not be the ambition of any game designer! This is where the dumbing down comes from, this is where that hated word 'streamlining' originated. Not all games should be fun and accessible to all because then you alienate the players with a special interest in respective genre! The only place this attitude works is in the casual games genre! LEAVE IT THERE.
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Oh yeah, duh. Sorry, wrong end of the stick.
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I'm sure "deep" FPS experiencies like Far Cry aren't in risk of going the way of Pac-Man, but it's not as if they're effin' Dwarf Fortress either.
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I agree with some of what the guy says, like you don't NEED amazing graphics for a game to be fun, but he seems to discount their worth entirely. Casual devs annoy me, they should just peddle their shit to their "discerning" (thats a damn good one btw, laughed) customers and get on with it, rather than trying to hide they fact they are making shovelware but making out they are trying to do some pure thing.
Just because you read timmy time as a child and loved it when you first started reading doesn't mean you don't eventually move onto something better later.
Some things e.g. the emotion on a characters face, that make you feel things - can only be achieved with a certain level of realism. Small details also add to a gaming experience in certain instances.
Also, unless you're going for a certain art style, i think it's a plus to have more advanced graphics.
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Chuck Jones, among many others, show otherwise.
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I think this is very, very true and it doesn't refer to dumbing down at all. Shadow of the Colossus is one of my favorite example of how something very deep and engaging can be achieved with simple, clean and easily understandable mechanics. It requires a lot of thought to create something like that, it is not easier than creating something complicated and with a million rules.
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.... but those lifestyle trailers are reason enough to hate these games. My soul hurts everytime I see one.
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Um..what? If they're fun and accessible to ALL, they're fun and accessible to you too. So what's the problem? Most of the truly dumbed down games are not fun at all, they're just easy. And accessibility is too often misplaced with hints that take the player for an idiot.
But true simplicity, yes, that's what you should generally aim for. Pacman was simple. Doom was simple. Starcraft for all its depth is a simple RTS, easy to pick up.
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Don't assume that because someone has a differing opinion to your own, they don't understand the problem (ie. depth vs. girth). I prefer Deus Ex to Fable (both action RPG's.. sort of), not because Deus Ex has more complex controls, but because it gives me options, choices. I prefer Risen to Oblivion, not because it demands that I learn an intricate rules system, but because it offers me more ways to play the game.
Would anyone here think Street Fighter 4 would be more fun if it was streamlined with one-button combat so it was accessible to everyone? Not every game has to be Pacman.
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Just Dance is financially-motivated shovelware from a notoriously greedy & cynical corporate publisher; its distinctive feature is that it has sold better than other shovelware (apparently this makes those who have bought it "educated and demanding" - so the fact that it was advertised heavily and given shelf space is just a coincidence?). And, as has already been pointed out, the game is not actually well-designed (surprise surprise) because properly dancing while playing will usually make your score worse, not better (as in the case of DDR, which the interviewee criticises).
Yes, it's a successful party game which a lot of people bought & enjoyed, but so was The Weakest Link on PS2 (which got about 2/10 everywhere). What it is not is well-designed, or a model of good game design, or even a model of good game design philosophy. Comparing it to Doom or Starcraft is laughable. Of course the interviewee talks the talk because that's what he's paid to do, just like every new LittleBigPlanet costume is described as a "revolutionary user interface networking content node" or something similar by the latest Nathan Barley intern at Sony. Just Dance is cheaply & shoddily made and fun for about 10 minutes while drunk and in the company of attractive people. That's it.
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Now that I think of it, maybe the talk about not needing any extra controllers is a subtle jab at that game actually.
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Go play HAWX. It's awesome precisely because it's simplified like some kind of shoot 'em up.
Come to think of it, RPGs SHOULD be simple. RPG systems are complex because they are a simulation of reality (or a fantasy world) but their complexity was limited by what the players and GM could reasonably calculate without interrupting the game too much. Now that we have computers we could strip out all the stat stuff and focus entirely on making it a seamless I'm-in-a-fantasy-world experience. What's under the hood may be complex but the simplicity mentioned here is what the player sees of it. An RPG is not improved by requiring stupidly complex inputs or vomiting numbers at the player, it's improved by increasing the immersion and reality of the world.
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Not every game should be whatever you think is "deep", either.
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Yes, because we all know obscurancy is what best preserves and saves any medium. In fact, the english you just wrote survived as a language because it didn't evolve at all, because it didn't mingle with foreign expressions, because it positively did not accept change.
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What I am arguing against is actually the opposite: the quote from the article stated that "making 'simple' games should be the highest ambition of any game designer". I don't think that's true in general, only within the casual game genre. Not every RPG should be Fable, not every flight simulator (I use that word lightly here..) should he HAWX.
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<a href="http://www .eurogamer.net/articles/2010-08-04-the-science-of-just-dance -article/comments#comment1827414">Your own post:</a href>
"Did anyone here play Just Dance? It's fun.. for about fifteen minutes until you realize how shallow it is. But it's an excellent example of a game that suits everyone but doesn't offer anything deeper than what you see. Shallow. Casual. Streamlined."
Y'know, the old internet warrior trick of doing Ctrl+F in search of a word to retort that you never used it never worked for you whenever you spouted the same mentality in the Obsidian boards, and it's not going to work now. It doesn't matter if you used a specific word or not (except you actually did), you're expressing a viewpoint thoroughly built upon it. Just like kindergarten, eh?
The same applies to whomever and/or whatever you're trying to defend. You can disagree that games shouldn't be "made simple", and I can disagree with you, which is what I'm doing. Fair game, no? I also prefer Deus Ex over Fable, and I am quite critical of Fable, but that doesn't mean I can't appreciate what they tried to do with it. You've always confused simplicity with - as you so love the term - "dumbing down".
The ambition of any game designer should very well be to make a game simple to play and simple to understand. A "simple game" only translates into being a piss poor, "dumbed down" game in your mind. Deus Ex is a simple game. Its combat mechanics are anchored in traditional FPS games so players can play it without having to relearn an entire genre. Its dialogue mechanics are steeped in adventure and role-playing dialogue trees that clearly and simply communicate choice and consequence. Its character development is an incredibly simple framework of incremental success and effect description so that the player knows at all times what new augmentations and/or skills will bring. And like other simple games, its simplicity allows players to take it as lightly or as deeply as they want.
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Then you ramble on about what I think about simple games. How about you concentrate on what's on your own mind? Because you sure as hell have no clue what's in mine. I'll state it again: I'm opposed to that article quote I've pasted twice already. Simple as that, no matter how many words you count with ctrl-F.
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If you feel the burning need to write three entire sentences to show how "offended" (oh no! a word in quotes! did you actually use it? stay tuned!) you are because I put words in your mouth, surely you must understand how offensive it is for me when it's actually not true, not to mention being more "hung up" than me.
And if you are interested in elevating discourse above kindergarten level, your opening accusation is a lousy way to show that.
"How about you try to find where I said every game has to be made deeper too? Or that obscurity is a good thing? Only being anal when it suits you?"
Your kneejerk reaction is cute but misplaced. Not once did I said you wanted all games to be made deeper, and I wasn't even talking about obscurity with you. Bro-tip: if you want to "get back to argue the topic at hand", start by understanding who I'm replying to so you can actually, y'know, argue with me instead of arguing with a post I made to someone else.
"I'll state it again: I'm opposed to that article quote I've pasted twice already."
I'll state it again, even though you're too busy assuming I already haven't: I'm opposed to the way you opposed the article you've pasted twice already. Past examples include: showing how Deus Ex is an example that validates the very thing you disagree with.
"Simple as that, no matter how many words you count with ctrl-F."
E pluribus anus, old chap
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I'm not saying I don't want gaming to evolve, I'm saying I'm scared of the possible way it could be evolving. Aka, the casual gamers catered for first while the rest of us that grew up as gamers become the secondary market, leading to less money and effort spent on games suited for us because it might not bring in as much money.
Would you rather have Ico 2 made, or Just Dance 2 made? Which do you think would sell more? Is that a gaming future to look forward to...?
Hopefully the above makes sense, considering I've been up all night.
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"Would you rather have Ico 2 made, or Just Dance 2 made? Which do you think would sell more? Is that a gaming future to look forward to...? "
One doesn't lead to the other. That's the fallacy of gamers, to imagine causation and correlation between things when there is none. "Casual games" always existed. What people forget is their nostalgia of younger days is colored by the hours they spent with games. Super Mario, Tetris, Doom: all incredibly simple games and casual to modern eyes, easy to pick up and play, all of them trend setters. Were you complaining about Carmack's ideas when he released a corridor shooter? Are you complaining about corridor shooters now? All these people, some of which feel phisically ill, so scared that others might be playing games they enjoy and on different terms... Really, what's the point? It's contrived elitism. Just Dance exists in the same market as Ico. One isn't getting in the way of the other. Gaming's "evolution" is in no bigger danger now than it was when we went from Interactive Fiction to Graphical Adventure Games, from Roguelikes to Role-Playing Games, from Turn-Based Strategy to Real Time Strategy, from MUDs to social games, from Arcade to Simulation to Arcade again and then to both at the same time.
Do the "hardcore" games criticize these changes? No, they criticize a party game they never played, never intended to play, and that they wouldn't even know about if Eurogamer hadn't made news and articles about it.
They forget the entire industry, their entire gaming lives were built with simple games. And it still is, no matter how many production values are peppered on them, unless I was asleep when "more buttons" became the new "deep", we're still playing the same RPGs, the same racing games, the same shooters, the same RTSs, the same adventure games.
What I would have? I'd rather have Ico 2 and Just Dance 2 being made. Both. That would demonstrate that the market is open and receptive to different games, not just a niche idea of what a game should be. If you want to complain about one outselling the other, complain about the "hardcore" gamers who howl at Sega for not releasing Yakuza here, and when the company does, its sales pale in comparison to estimates. Complain about "hardcore" gamers who bought one million copies of Jaws and let Psychonauts languishing in sales during the same period. That's more tanglible than a group of people in their living rooms having fun that doesn't mesh to your idea of fun.
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Making every game as simple as possible doesn't mean every Deus Ex has to be a Fable, it's merely that you should only add complexity to a title if it expands the experience in some way.
This isn't a universally dopted maxim, for whatever reason a lot of gamers love complexity, they are never able to express why they love it always claiming that depth and complexity, simpleness and shallowness are inextricably intertwined. Show them a simple deep experience and they reject it out of hand, they demand to be challenged at every step of the way, not just by the challenges of the game, they want the interface itself to be at odds with them.
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