I would like to preface by saying that, yes, I'm creating this thread in a self-indulgent manner and to air my thoughts on this subject. However, it is a subject that comes up a lot, there can be lots of conflicting and misunderstood opinions in regards to this, and there are many open-ended up discussions in #modhelp and the forum. While this can be a heated topic of discussion, I also believe that containing it within this thread could encourage more focused interaction and possibly even reduce an overflow of needless discussion in channels and topics.
I will also say that, yes, I do get ticked off about this, but I'm also very open to the concepts of artistic freedom and self expression. After all, that is how different styles come about and how innovation can happen. With that in mind, I will do my best to make my opening post unbiased, so I will consider any/every critical response, assuming that this gets any attention. Please be aware that I do not want to see trolls or inconsiderate posts in this thread. I can't do anything beyond chewing people out, but I would greatly appreciate it if any of the staff could assist me with this. I genuinely want to see serious, thoughtful discussion in this thread.
Due to the freeform and open nature of osu! maps, there is almost no restriction on how maps can be presented. Because of the scope for variance, osu! has ended up with maps which cater to many differing tastes, which has resulted in map styles coming across as offensive to several people. From my perspective, there are two main representations of these styles: Intuitive, freeform mapping and pure self-expression that's more "in the moment" and Planned, often thoroughly structured mapping. As well as this, there is also the consideration of how technically correct a map is in a purely gameplay-based way, based on immediate clarity and even how "professional" a map looks.
From my observations, this is generally the result of a purely "artistic" approach, which involves the mapper following their gut instincts and feeling the music and their immediate mouse movements as they go along. Mappers who use this approach aren't necessarily as bothered about a map's appearance and stylistic flair, instead focusing on a purely gameplay-derived perspective and more or less wanting to make mouse movement feel as fluid and comfortable as possible (or, in some cases, the opposite in the name of challenge).
In regards to interpretation, the mapper may place a lot of value in the emphasis of certain moments in the music, ergo they may push experimentation to its limits and impose some of their desires as an elaboration on what the music implies. This may be something as simple as creating very edgy flow or using "musical flow" with lots of spacing variation, or it could be overmapping that creates extra rhythms to complement the music. [N.B. "Overmapping" is not a pejorative, but a mere descriptor for succinct clarity]. Artistic expression and experimentation could also result in creating as much challenge as one feels they can get away with, as well as creating some very unusual visual styles which can vary from chaotic, to outright odd, or even offensive to some.
As somebody who doesn't practice the style myself, I can't claim to be entirely knowledgeable about it--however, I know what I see when I play a map and I believe that my observations have enough logic behind them.
The other side of this is when a mapper may want to focus much more on the clarity of how rhythms are presented, e.g. by means of regular spacing and clean presentation. The epitome of this is "iNiS style," so-called because iNiS, the creator of 'Elite Beat Agents' and 'Osu! Tatakae! Ouendan,' created their games' maps with a casual audience in mind, thus making thorough use of repetition over similar phrases and keeping patterns extremely clean and readable--perhaps a very clinical, but also very pretty, approach.
In addition to regular spacing, there is a strong focus on making patterns, sections and indeed entire maps as balanced and attractive/inoffensive as possible. There may be a strictly "back to basics" approach used, as an attempt to convey exactly what the music implies--nothing too unexpected or jarring, precise and steady manipulation of flow to complement specific rhythms and pitch, and using very specific methods of presentation for different sections. For example, the chorus would be more attractive to the eye, appear more rigid and be repeated outright through the song--or, indeed, repeat patterns over the same refrains within the chorus. Additionally, with the emphasis on presentation, this approach could be intended to come across as more "professional," in order to provide something more approachable for casual players.
[N.B.This contains my subjective take on the matter, which has been influenced by my own experiences in my own mapping and playing/modding others.]
Rant time (if any particular parts of this are deemed as inflammatory, then I will remove or reword them). I have seen plenty of mappers describe their own styles as "creative" or "artistic," or otherwise talk about their appreciation of art as a concept. I really do believe that art is important--as mentioned in my preface, it is how we express ourselves in maps and make them stylish. As such, I often refer to style in maps as artistic, i.e. applying the visual/instinctive aspect as an embellishment to carefully planned bit of game design. That's the simplest way I can describe this in a nutshell.
On the extreme end of "art" as a concept, there are seemingly no explicit rules nor limitations when creating a map. Anything goes--if it provides something for players to click, or it satisfies the mapper's need to express themselves, then there are no objective means of critique. As well as this, it also hinges on the notion that mapping need not be difficult and that mapping should be approached as a hobby.
Unfortunately, my mindset and personal approach lead me to believe that "art," "freedom" and "expressiveness" can become diluted to mere buzzwords and excuses, in many cases being used as a way for the mapper to shield themselves from unfavourable criticism. Along with many others, I firmly believe that osu! as a game should be approached as such, and that while music as an art is abstract, it needs to be conveyed logically in map form. Additionally, I believe that every competent mapper should always be trying to push every aspect of their mapping--not just challenge, not just gameplay; the entire picture, ranging from how well-made it appears and how tastefully, logically and accessibly it comes across.
Note that I do not mind in the slightest when people only want to have fun with their mapping and make it silly for the sake of it, but I do not believe that this fully unrestrained approach should be allowed to filter into the ranking system. I feel that it's important for the game's official content to be scrutinised and evaluated by how it would look to a casual outsider. This is a growing concern to me, because I have seen /v/ threads and other people in general say things like, "The maps are shit" or, as I believe Renard said, "It's like an ugly "Ouendan."' I'd much rather that the game could have something to keep things in check and prevent its presented works from alienating too many people. This is more of an anecdotal thing, but I've read enough opinions.
As well as this, even if we were to take a purely artistic and holistic view of the general experience, we are still mapping with something else as a basis to follow-the music. Whichever song we choose, there are obvious cues which steer the direction of a map and what in particular should be followed. We can impose flow and style approaches to interpret it for the gameplay experience, but there are still set note values and pacing cues which do not change. As such, I generally believe that every aspect of a map has to relate directly to the music and should always be justified as such.
Even when we compare the visual aspect of osu! to such artworks as paintings, we must consider that art itself--whether it's drawn, danced or the music that's being mapped--has rules. Lots of rules. These rules can be used to achieve a specific style, enhance the experience or guide the consumer into focusing on different points. As such, the sentiment that beatmapping is art and art has no rules is demonstrably and intrinsically false. Whether the rules are accepted universally or a matter of personal habits, there are rules somewhere.
I'll say it again: "There are no rules" is bunk. That is my opinion. See of it what you will.
Since there are rules in some form, I believe that, if nothing else, mappers should at least accept any and all suggestions which may actually serve their style and intended results, even if it's a case of making abstract/chaotic patterns look nicer or feel more consistent/build into the bigger picture (in the linked article, there is specific reference to things like lines and rules of space). If we were to be solely artists, then we may as well analyse maps similarly to paintings and photographs (or dance routines... Or the music that's being mapped).
Since this is a game and thus everything comes down to gameplay, I believe that everything in a map should be justified by it, regardless of how much personal flair goes into a map.
________
I open this discussion to the floor. As mappers and players, where do you stand? Why, if at all, do you consider maps the way you do? As I said, I want this post to encourage well-reasoned and considerate discussion, with the intention that people are exposed more to different viewpoints in a manner which can be viewed openly by everybody, at any time.
I feel so passionate about this subject because I want osu! to evolve in a way that focuses on every mapper putting in the maximum effort to learn, improve and produce the best maps possible, taking enough pride in their work to be always improving both their maps and their ways of interacting with the community. This was a fairly impulsive post and I might regret it later, but I felt it best to put all of my thoughts into words and to provide a consolidated area for everybody to be heard.
If anybody wants things simplified, ask me about specifics or maybe I'll figure out how to tl;dr this overload of text.
I will also say that, yes, I do get ticked off about this, but I'm also very open to the concepts of artistic freedom and self expression. After all, that is how different styles come about and how innovation can happen. With that in mind, I will do my best to make my opening post unbiased, so I will consider any/every critical response, assuming that this gets any attention. Please be aware that I do not want to see trolls or inconsiderate posts in this thread. I can't do anything beyond chewing people out, but I would greatly appreciate it if any of the staff could assist me with this. I genuinely want to see serious, thoughtful discussion in this thread.
Background/Abstract
Due to the freeform and open nature of osu! maps, there is almost no restriction on how maps can be presented. Because of the scope for variance, osu! has ended up with maps which cater to many differing tastes, which has resulted in map styles coming across as offensive to several people. From my perspective, there are two main representations of these styles: Intuitive, freeform mapping and pure self-expression that's more "in the moment" and Planned, often thoroughly structured mapping. As well as this, there is also the consideration of how technically correct a map is in a purely gameplay-based way, based on immediate clarity and even how "professional" a map looks.
Freeform/Abstract Approaches
From my observations, this is generally the result of a purely "artistic" approach, which involves the mapper following their gut instincts and feeling the music and their immediate mouse movements as they go along. Mappers who use this approach aren't necessarily as bothered about a map's appearance and stylistic flair, instead focusing on a purely gameplay-derived perspective and more or less wanting to make mouse movement feel as fluid and comfortable as possible (or, in some cases, the opposite in the name of challenge).
In regards to interpretation, the mapper may place a lot of value in the emphasis of certain moments in the music, ergo they may push experimentation to its limits and impose some of their desires as an elaboration on what the music implies. This may be something as simple as creating very edgy flow or using "musical flow" with lots of spacing variation, or it could be overmapping that creates extra rhythms to complement the music. [N.B. "Overmapping" is not a pejorative, but a mere descriptor for succinct clarity]. Artistic expression and experimentation could also result in creating as much challenge as one feels they can get away with, as well as creating some very unusual visual styles which can vary from chaotic, to outright odd, or even offensive to some.
As somebody who doesn't practice the style myself, I can't claim to be entirely knowledgeable about it--however, I know what I see when I play a map and I believe that my observations have enough logic behind them.
Planned, Technical Approaches
The other side of this is when a mapper may want to focus much more on the clarity of how rhythms are presented, e.g. by means of regular spacing and clean presentation. The epitome of this is "iNiS style," so-called because iNiS, the creator of 'Elite Beat Agents' and 'Osu! Tatakae! Ouendan,' created their games' maps with a casual audience in mind, thus making thorough use of repetition over similar phrases and keeping patterns extremely clean and readable--perhaps a very clinical, but also very pretty, approach.
In addition to regular spacing, there is a strong focus on making patterns, sections and indeed entire maps as balanced and attractive/inoffensive as possible. There may be a strictly "back to basics" approach used, as an attempt to convey exactly what the music implies--nothing too unexpected or jarring, precise and steady manipulation of flow to complement specific rhythms and pitch, and using very specific methods of presentation for different sections. For example, the chorus would be more attractive to the eye, appear more rigid and be repeated outright through the song--or, indeed, repeat patterns over the same refrains within the chorus. Additionally, with the emphasis on presentation, this approach could be intended to come across as more "professional," in order to provide something more approachable for casual players.
Argument: What is "Art," Ranking and Where do we Draw the Line?
[N.B.This contains my subjective take on the matter, which has been influenced by my own experiences in my own mapping and playing/modding others.]
Rant time (if any particular parts of this are deemed as inflammatory, then I will remove or reword them). I have seen plenty of mappers describe their own styles as "creative" or "artistic," or otherwise talk about their appreciation of art as a concept. I really do believe that art is important--as mentioned in my preface, it is how we express ourselves in maps and make them stylish. As such, I often refer to style in maps as artistic, i.e. applying the visual/instinctive aspect as an embellishment to carefully planned bit of game design. That's the simplest way I can describe this in a nutshell.
On the extreme end of "art" as a concept, there are seemingly no explicit rules nor limitations when creating a map. Anything goes--if it provides something for players to click, or it satisfies the mapper's need to express themselves, then there are no objective means of critique. As well as this, it also hinges on the notion that mapping need not be difficult and that mapping should be approached as a hobby.
Unfortunately, my mindset and personal approach lead me to believe that "art," "freedom" and "expressiveness" can become diluted to mere buzzwords and excuses, in many cases being used as a way for the mapper to shield themselves from unfavourable criticism. Along with many others, I firmly believe that osu! as a game should be approached as such, and that while music as an art is abstract, it needs to be conveyed logically in map form. Additionally, I believe that every competent mapper should always be trying to push every aspect of their mapping--not just challenge, not just gameplay; the entire picture, ranging from how well-made it appears and how tastefully, logically and accessibly it comes across.
Note that I do not mind in the slightest when people only want to have fun with their mapping and make it silly for the sake of it, but I do not believe that this fully unrestrained approach should be allowed to filter into the ranking system. I feel that it's important for the game's official content to be scrutinised and evaluated by how it would look to a casual outsider. This is a growing concern to me, because I have seen /v/ threads and other people in general say things like, "The maps are shit" or, as I believe Renard said, "It's like an ugly "Ouendan."' I'd much rather that the game could have something to keep things in check and prevent its presented works from alienating too many people. This is more of an anecdotal thing, but I've read enough opinions.
As well as this, even if we were to take a purely artistic and holistic view of the general experience, we are still mapping with something else as a basis to follow-the music. Whichever song we choose, there are obvious cues which steer the direction of a map and what in particular should be followed. We can impose flow and style approaches to interpret it for the gameplay experience, but there are still set note values and pacing cues which do not change. As such, I generally believe that every aspect of a map has to relate directly to the music and should always be justified as such.
Even when we compare the visual aspect of osu! to such artworks as paintings, we must consider that art itself--whether it's drawn, danced or the music that's being mapped--has rules. Lots of rules. These rules can be used to achieve a specific style, enhance the experience or guide the consumer into focusing on different points. As such, the sentiment that beatmapping is art and art has no rules is demonstrably and intrinsically false. Whether the rules are accepted universally or a matter of personal habits, there are rules somewhere.
I'll say it again: "There are no rules" is bunk. That is my opinion. See of it what you will.
Since there are rules in some form, I believe that, if nothing else, mappers should at least accept any and all suggestions which may actually serve their style and intended results, even if it's a case of making abstract/chaotic patterns look nicer or feel more consistent/build into the bigger picture (in the linked article, there is specific reference to things like lines and rules of space). If we were to be solely artists, then we may as well analyse maps similarly to paintings and photographs (or dance routines... Or the music that's being mapped).
Since this is a game and thus everything comes down to gameplay, I believe that everything in a map should be justified by it, regardless of how much personal flair goes into a map.
________
I open this discussion to the floor. As mappers and players, where do you stand? Why, if at all, do you consider maps the way you do? As I said, I want this post to encourage well-reasoned and considerate discussion, with the intention that people are exposed more to different viewpoints in a manner which can be viewed openly by everybody, at any time.
I feel so passionate about this subject because I want osu! to evolve in a way that focuses on every mapper putting in the maximum effort to learn, improve and produce the best maps possible, taking enough pride in their work to be always improving both their maps and their ways of interacting with the community. This was a fairly impulsive post and I might regret it later, but I felt it best to put all of my thoughts into words and to provide a consolidated area for everybody to be heard.
If anybody wants things simplified, ask me about specifics or maybe I'll figure out how to tl;dr this overload of text.