I'd really like to have a place where we as mappers can sort of have discussion about why things are done with mapping.
I think it's unfortunate that the only time we get to discuss our opinions about mapping is when manipulating the ranking criteria. Mapping should be something that is discussed not just to set rules, but to further the positive development of mapping as an art form.
So I'd like to start off by discussion this trend that I've been seeing over the past year or two. The trend of mapping a really slow song, with no real strong backing drum track.
The earliest example I can think of this is an old map by mtmcl.
The trend really sort of became notable, in my opinion, once mappers like Blue Dragon were overcompensating to try to adjust the notion that they "only mapped super insane things", particularly with this map.
Some more notable examples can include:
https://osu.ppy.sh/s/350495
https://osu.ppy.sh/s/361576
https://osu.ppy.sh/s/137514
https://osu.ppy.sh/b/644853
https://osu.ppy.sh/s/135412
https://osu.ppy.sh/s/178669
This sort of mapping I think is encompassed by a few official words, but the way I define it is someone mapping a song with no audible drum or rhythm elements (or very lacking drum/rhythm elements). When I define rhythm, I mean diverse rhythms that are not forcing the map to stay in a very 1/2 or 1/1 pattern. These songs tend to be low BPM, but are not confined to that area, nor are all low BPM maps placed in this category. This ideology is particularly attained to osu!standard maps, since osu!mania seems to be a little more accomidating for these maps (But I included osu!mania maps in the examples because it's still worthy to think about).
Here's my opinion about this. I think it's not effective at all.
In every rhythm game, there are easy songs. There's songs that are in there for the purpose of allowing a new player to be able to figure out things and make steps into achieving harder difficulties. However, there are many things that good songs in rhythm games have, even the easiest song in the game
1) Diverse rhythmic patterns. This is kind of problematic wording since a lot of music repeats patterns, so it technically isn't diverse (a truly diverse rhythmic piece would be a free jazz thing or something, lol.) But what I mean is that the entire song isn't a repetition of 1/2 or 1/1 rhythms, and there are multiple lines to derive rhythms from. The map is not acting as a metronome clicker, but rather pulling rhythms from multiple voices in the song and creating a fun to play product
2) Drums. When you hear any other rhythm game, or any popular song in osu, you'll generally hear that there's a pumping drum beat in the background, or something resembling drum patterns. The songs are not designed, inherently, to be something that you can have playing in the background. They are songs that you want to get up and move to, even if it's not explicitly dancing. You WANT to bob your head, you WANT to tap your foot, and you're also hearing these pieces as a rhythmic entity. You tap your foot on 2 and 4 because you're analyzing the music in a rhythmic way.
To explain this in an easier manner, I can bring up another subject, why classical music isn't mapped as much as some people want:
So take a look at this, for instance. This is somewhat similar to many of the softer songs mapped in the game (except the songs mapped have MUCH less rubato). As you listen to this piece, and as I'm listening to it for literally the first time, I'm listening more to the phrases rather than the quarter note. If I shoved this into a MIDI player, I still wouldn't be tapping my foot on 2 and 4, because the music isn't designed for that. It's designed to be heard on the phrase level, and designed for listeners to focus more on the melodic ideas presented by the composer, rather than the rhythmic setting presented by the composer.
Another piece. So ignoring the rubato again, we can immediately feel that the composer wants us to be focusing more on the rhythmic aspect of the work. While there are no drums, the accents in the left hand act as the main vice of allowing us to bob our head and allowing us to internalize rhythm, which act as an appropriate substitute. I could, in theory, go into the editor and map this with rhythmic hitsounds and have it work out nicely.
Generally what tends to happen to these maps, because there is such a weak rhythmic vice, is that often times they just end up being incredibly boring and don't neccessarily advance the development of mapping in a positive way, it's just kind of like filler for people to get scores on and move on from. My question is, should we continue allowing maps like this to get approved? I'm not asking this as a "WE NEED TO MAKE A RULE ABOUT IT", because making a rule about song selection would completely destroy the entire creative process, and would be a slippery slope to the banning of a lot more things because they're "not conventional." what I am asking is if we as mappers should encourage people who are mapping these types of songs to focus their time in other maps, and if BNs and QATs should be more wary of approving these kinds of maps to uphold quality, rather than rankability.
inb4 people are like "wow cdfa you ranked a lot of maps like this when you were BN
Curious to see what you guys think. My plan is to have a multitude of discussions, and allow mappers to feel more free to express opinions and ideas about mapping, rather than just using the modding system as a place to try ideas with a hit or miss ideology. Because mapping is not something that we just sort of do, nor is it something that we can assume comes naturally. Mapping is an art just like drawing and music are. We don't just create a piece of music and throw it out there, we have a set of skills and understandings of various theoretical areas, and we apply them to the creative ideas appearing in our heads. I'd like to be able to employ that idea more to the mapping community.
Curious to see what people think.
I think it's unfortunate that the only time we get to discuss our opinions about mapping is when manipulating the ranking criteria. Mapping should be something that is discussed not just to set rules, but to further the positive development of mapping as an art form.
So I'd like to start off by discussion this trend that I've been seeing over the past year or two. The trend of mapping a really slow song, with no real strong backing drum track.
The earliest example I can think of this is an old map by mtmcl.
The trend really sort of became notable, in my opinion, once mappers like Blue Dragon were overcompensating to try to adjust the notion that they "only mapped super insane things", particularly with this map.
Some more notable examples can include:
https://osu.ppy.sh/s/350495
https://osu.ppy.sh/s/361576
https://osu.ppy.sh/s/137514
https://osu.ppy.sh/b/644853
https://osu.ppy.sh/s/135412
https://osu.ppy.sh/s/178669
This sort of mapping I think is encompassed by a few official words, but the way I define it is someone mapping a song with no audible drum or rhythm elements (or very lacking drum/rhythm elements). When I define rhythm, I mean diverse rhythms that are not forcing the map to stay in a very 1/2 or 1/1 pattern. These songs tend to be low BPM, but are not confined to that area, nor are all low BPM maps placed in this category. This ideology is particularly attained to osu!standard maps, since osu!mania seems to be a little more accomidating for these maps (But I included osu!mania maps in the examples because it's still worthy to think about).
Here's my opinion about this. I think it's not effective at all.
In every rhythm game, there are easy songs. There's songs that are in there for the purpose of allowing a new player to be able to figure out things and make steps into achieving harder difficulties. However, there are many things that good songs in rhythm games have, even the easiest song in the game
1) Diverse rhythmic patterns. This is kind of problematic wording since a lot of music repeats patterns, so it technically isn't diverse (a truly diverse rhythmic piece would be a free jazz thing or something, lol.) But what I mean is that the entire song isn't a repetition of 1/2 or 1/1 rhythms, and there are multiple lines to derive rhythms from. The map is not acting as a metronome clicker, but rather pulling rhythms from multiple voices in the song and creating a fun to play product
2) Drums. When you hear any other rhythm game, or any popular song in osu, you'll generally hear that there's a pumping drum beat in the background, or something resembling drum patterns. The songs are not designed, inherently, to be something that you can have playing in the background. They are songs that you want to get up and move to, even if it's not explicitly dancing. You WANT to bob your head, you WANT to tap your foot, and you're also hearing these pieces as a rhythmic entity. You tap your foot on 2 and 4 because you're analyzing the music in a rhythmic way.
To explain this in an easier manner, I can bring up another subject, why classical music isn't mapped as much as some people want:
So take a look at this, for instance. This is somewhat similar to many of the softer songs mapped in the game (except the songs mapped have MUCH less rubato). As you listen to this piece, and as I'm listening to it for literally the first time, I'm listening more to the phrases rather than the quarter note. If I shoved this into a MIDI player, I still wouldn't be tapping my foot on 2 and 4, because the music isn't designed for that. It's designed to be heard on the phrase level, and designed for listeners to focus more on the melodic ideas presented by the composer, rather than the rhythmic setting presented by the composer.
Another piece. So ignoring the rubato again, we can immediately feel that the composer wants us to be focusing more on the rhythmic aspect of the work. While there are no drums, the accents in the left hand act as the main vice of allowing us to bob our head and allowing us to internalize rhythm, which act as an appropriate substitute. I could, in theory, go into the editor and map this with rhythmic hitsounds and have it work out nicely.
Generally what tends to happen to these maps, because there is such a weak rhythmic vice, is that often times they just end up being incredibly boring and don't neccessarily advance the development of mapping in a positive way, it's just kind of like filler for people to get scores on and move on from. My question is, should we continue allowing maps like this to get approved? I'm not asking this as a "WE NEED TO MAKE A RULE ABOUT IT", because making a rule about song selection would completely destroy the entire creative process, and would be a slippery slope to the banning of a lot more things because they're "not conventional." what I am asking is if we as mappers should encourage people who are mapping these types of songs to focus their time in other maps, and if BNs and QATs should be more wary of approving these kinds of maps to uphold quality, rather than rankability.
Curious to see what you guys think. My plan is to have a multitude of discussions, and allow mappers to feel more free to express opinions and ideas about mapping, rather than just using the modding system as a place to try ideas with a hit or miss ideology. Because mapping is not something that we just sort of do, nor is it something that we can assume comes naturally. Mapping is an art just like drawing and music are. We don't just create a piece of music and throw it out there, we have a set of skills and understandings of various theoretical areas, and we apply them to the creative ideas appearing in our heads. I'd like to be able to employ that idea more to the mapping community.
Curious to see what people think.