Sabitlenmiş Tweet
TWYP(古明地嵐/shojo)
1K posts

TWYP(古明地嵐/shojo)
@twyp_p
🇨🇳/🇯🇵/🇬🇧Hello! I'm TWYP .Let's be a friend in HDM and EDM. ٩(๑′0`๑)۶ Find me: [email protected]
Changsha, China Katılım Temmuz 2022
529 Takip Edilen60 Takipçiler
TWYP(古明地嵐/shojo) retweetledi
TWYP(古明地嵐/shojo) retweetledi

Since there's a lot of comments either way to a fairly off-the-cuff comment about a specific (non-lowiro) release, I'll add a bit more of my thoughts:
Within reason does not mean no difficulty! Difficulty is ok! It's how long it takes to reach that ceiling, be it months, years, decades...? Consider that the higher a ceiling is, the fewer people can reach it and the more you make contents for a large amount of people that cannot play it.
Completionism suffers! It's all good saying 'sure just make it for people to enjoy that can and everyone else can play a lower difficulty', in a music game you are leaving part of the game 'incomplete' and not playable by most people when you create vast amounts of contents that are only for top rankers, this really sucks. Some people have lower ability at music games, that's fine, but for someone trying, playing for a long time, high level contents *should* by design be in reach, not only to athlete-level players.
'Not getting a max score' is ok right? How about 'not being able to clear it, which is the 'minimum bar' that a game sets, this sucks right? It sucks to not be able to clear something.
Ability to understand/ apply yourself vs physical ability. Sure, reading, understanding difficulty makes a lot of sense, but games that takes years of training to *physically* press buttons fast enough are absolutely limiting their accessibility and the ability of a 'normal' (remember, not unskilled) player to ever reach that...
There is also obviously scoring in music games, higher score means you did better, it is something that can be chased, however when people push on the score cap of your game by perfecting everything, you shouldn't raise the floor to keep up with them, leaving most players behind. It's ok to make contents that is hard to get a perfect score on, as long as you don't raise it so far that average 'skilled' players cannot even play or enjoy the contents.
This is absolutely the critical part I want to moan about.
I think it's also important to understand that *making hard contents is not difficult*, it's very easy to go into any custom chart game and place a lot of dense, fast notes representing every sound in a song, that have crazy movements, crazy stamina requirements and memorization. This isn't hard, pushing the limits in a game is extremely easy.
The problem is pushing limits cannot be taken back, songs can't be removed and you make a permanent commitment to 'this is now the bar in this game' and if you're not in a class to reach that bar, you may not be able to ever feel completion (to some degree) over the game's contents. Additionally, making hard contents 'fun' is extremely hard. Hard usually starts to stray from fun, and when you focus on hard/balance some games and charts tend to lose the initial 'fun' that a game should provide.
It's fine to have an opposing opinion! It's fine to want hard contents, there's plenty out there! This is just my two cents about the current inclination of games to make contents that cater to spectators and a very very small subset of players to play in competitive settings. Tournaments can still exist without the whole game's difficulty curve being designed around this!
Guy@guy_kun
I just really think music games should be made for the average player to enjoy and have skill ceilings somewhat within enjoyable reason… (what I deem reasonable as a music game player is already high!) Not for chasing impossible skill ceilings for esports for a select few, and for others to only spectate…
English

@silverwatchcfs この二日間、一緒にいてくれて本当にありがとう。
こんなに思い切り楽しめるのは、次はいつになるか分からないね。
日本語
TWYP(古明地嵐/shojo) retweetledi
TWYP(古明地嵐/shojo) retweetledi





























