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10.4 USER FEEDBACK : A DIFFERENT SENSE OF FAILURE to reach an entirely new market of non-digital game players that were versed in the real-world versions of these sports. We can even point to games on hardcore systems that have had non-gamer crossover which show a similar move to a more intuitive physical interface. Take the recent success of Guitar Hero and Rock Band. Both of these rhythm-action games are in many ways extremely similar to earlier Harmonix games Frequency and Amplitude. All four games involve songs that are mapped into a series of colored spots that are then organized into tracks that scroll towards the player. The player must hit the button corresponding to the colored spot when the spot reaches a line on the screen. Despite this nearly identical play, Frequency and Amplitude were only played by hardcore gamers, whereas Guitar Hero and Rock Band enjoyed wide- spread success with both core and casual gamers. The primary difference between these games is that Frequency and Amplitude used the PS2 controller, while the more successful games mapped the buttons on to a fake guitar and drum kit. The move to a more intuitive physical interface made an identical gameplay accessible to a whole new audience. The point here is that beyond the simple lack of experience with the traditions of game interactivity, non-gamers lack familiarity with even the most basic control schemes that have become standard in game play. In the absence of this experi- ence, non-gamers rely instead on the interactivities which they find intuitive: con-