What Is DDR?: Difference between revisions

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= DanceDanceRevolution =
= DanceDanceRevolution =


'''DanceDanceRevolution''' (ダンスダンスレボリューション), abbreviated '''DDR''' and also known as '''Dancing Stage''' (ダンシングステージ) in select games and territories, is the second music video game series produced by KONAMI in the [[BEMANI]] series in 1998. It started initially as an arcade-only game but since received both home versions (both ports and exclusive versions) and various spin-offs. To this day, DanceDanceRevolution is the BEMANI series with the most titles released internationally.
'''DanceDanceRevolution''' (ダンスダンスレボリューション), abbreviated '''DDR''' and also known as '''Dancing Stage''' (ダンシングステージ) in select games and territories, is the second music video game series produced by KONAMI in the [[BEMANI]] series in 1998. It started initially as an arcade-only game but since received both home versions (ports and exclusive versions) and various spin-offs. To this day, DanceDanceRevolution is the BEMANI series with the most titles released internationally.


== History ==
== History ==
[[Image:DanceDanceRevolution logo.png|thumb|DanceDanceRevolution series logo since 2009.]]
[[Image:DanceDanceRevolution logo.png|thumb|DanceDanceRevolution series logo since 2009.]]
:A timeline of the DanceDanceRevolution series can be [[DDR History|found on this page]].
:A timeline of the DanceDanceRevolution series can be [[DDR History|found on this page]].
In the spring of 1998, [[Yoshihiko Ota]], a game producer at KCET (a former subsidiary of KONAMI) had an idea for a music game inspired by his habit of walking around town and visiting clubs and discos. He thought that moving his body along to music was fun and could be a great idea for a game. His initial idea received mostly a negative reception from his colleagues: “It's embarrassing to dance in front of people; no one will want to do it!" He argued that the same logic could be applied to Karaoke which was quite popular at that time. Ota’s initial idea was for a a game operated by hand by pushing buttons to go along with the music. However, during the development of that plan, he heard about a product in development that would require the player to stand on panels and operating the game would require the player‘s foot. That concept mixed with his own idea inspired him to create DanceDanceRevolution.
In the spring of 1998, [[Yoshihiko Ota]], a game producer at KCET (Konami Computer Entertainment Tokyo, a former subsidiary of KONAMI) had an idea for a music game inspired by his habit of walking around town and visiting clubs and discos. He thought that moving his body along to music was fun and could be a great idea for a game. His initial idea received mostly a negative reception from his colleagues: "It's embarrassing to dance in front of people; no one will want to do it!" He argued that the same logic could be applied to karaoke which was quite popular at that time. Ota's initial idea was for a a game operated by hand by pushing buttons to go along with the music. However, during the development of that plan, he heard about a product in development that would require the player to stand on panels and operating the game would require the player's foot. That concept mixed with his own idea inspired him to create DanceDanceRevolution.


Instead of the usual one year production schedule, Ota decided to make the initial prototype in four months with a core team of 35 people. During the production of the first game, the team studied all kind of different dances and used motion capture technique to analyze the dancers' movement. The results of their research indicated that using 4 arrows for the game would be the most optimal setting. The development process went smoothly but the reception within the company was still negative. Ota believed in his concept and decided to pursue the project with a location test. The prototype was then brought to a public arcade in Japan for two days of observation. The first day wasn't successful due to the machine being put higher than the first floor. On the second day, they moved the machine and it was a real success with the customers.
Instead of the usual one year production schedule, Ota decided to make the initial prototype in four months with a core team of 35 people. During the production of the first game, the team studied all kind of different dances and used motion capture technique to analyze the dancers' movement. The results of their research indicated that using 4 arrows for the game would be the most optimal setting. The development process went smoothly but the reception within the company was still negative. Ota believed in his concept and decided to pursue the project with a location test. The prototype was then brought to a public arcade in Japan for two days of observation. The first day wasn't successful due to the machine being put higher than the first floor. On the second day, they moved the machine and it was a real success with the customers.