A summary of the discussion so far regarding:
How can we encourage more easier maps to be produced?
Other perspectives on set development
My thoughts
Mapsets cannot include more than 8 total difficulties of a single game-mode.What is the reason for this rule?
At the start of this discussion, it was put forward by Ephemeral that:
And that by forcing a limitation on the number of maps in a set, the set would become more "cohesive" instead of being made to fit spread requirements and then being filled with additional difficulties (such as from guest mappers).
He also notes the problems with this idea, stating that any "displaced" maps that cannot fit in the 8 diff set are forced into a new set, potentially containing no new or interesting lower difficulties (following the logic that easier maps require lower note density and are thus have less potential for rhythmic and placement variety).
I believe this quote from him sums it up nicely:
After the sharing and attempted interpretation of some playcount data stratified by map difficulty, Loctav made a point that:
There are multiple issues i take with this statement; first of all how do we determine what is a "distinctive difference" between maps? Many people are divided on the differences (or lack thereof) of Monstrata's Zen Zen Zense extras (Taki and Mitsuha) for example. And are players really bothered by such content, even if it is widely perceived to be not "distinctively different"? The aforementioned set was among the most played mapsets for a significant time. I would suggest that its mostly a problem to the creatively minded mappers and modders who do not like the idea of unoriginal content, whereas players are often more focused on challenge and reward (PP) and are less bothered.
Additionally the use of the term "content bloat" is unclear and seems to be a problem that only the team behind these changes is aware of. Noone has properly defined it and thankfully its use has diminished over the course of this discussion. Still I would like to understand why it is a relevant issue (Explain) from the perspective of the rule creators.
Further in the thread Okorin states:
For these reasons perhaps it is possible to be more relaxed on lower difficulties while encouraging their production.
The crux of the issue seems to be that newer players must remain in our focus as we move forward, as these players help grow our community. There is a fear that continued relaxation of the ranking criteria may lead to less and less beginner-level content (easy, normal) and reduced retention of these players.
This seems like a possibility to me, although as others have suggested there is a plethora of beginnner-level content already available. How important is it to keep up with current songs, as it is proposed?
the fat stack of similar yet subtly (or vastly) different tiered difficulties causes lots of fatigue in the review stage, namely the modders and the BN responsible for providing critical feedback during the modding stage.In some ways this is a self-limiting issue; mappers will be less likely to get mods on large sets, so are less likely to attempt to rank large sets. Modders and BNs are not obligated to mod these sets either.
And that by forcing a limitation on the number of maps in a set, the set would become more "cohesive" instead of being made to fit spread requirements and then being filled with additional difficulties (such as from guest mappers).
He also notes the problems with this idea, stating that any "displaced" maps that cannot fit in the 8 diff set are forced into a new set, potentially containing no new or interesting lower difficulties (following the logic that easier maps require lower note density and are thus have less potential for rhythmic and placement variety).
I believe this quote from him sums it up nicely:
The difficulties are probably going to be "recycled" into the ranking cycle as new sets which require even more oversight during the review stage by virtue of having the four required ENHI difficulties to accompany them in the first place, often times equally as "uninspired" as the same set they came from. There's only so many ways you can spin the lower levels of difficulty in mapping.The alternative being these "displaced" maps are never created or never uploaded.
After the sharing and attempted interpretation of some playcount data stratified by map difficulty, Loctav made a point that:
The excerise of increasing the set's amount of difficulties to add *even more Experts* (although they are not even targetted at who actually plays the set) just adds content bloat - a lot of the same, without a distinctive difference.arguing that as most plays are within the hard/insane difficulty ratings, adding more expert difficulty maps without significant difference is somehow detrimental to the game.
There are multiple issues i take with this statement; first of all how do we determine what is a "distinctive difference" between maps? Many people are divided on the differences (or lack thereof) of Monstrata's Zen Zen Zense extras (Taki and Mitsuha) for example. And are players really bothered by such content, even if it is widely perceived to be not "distinctively different"? The aforementioned set was among the most played mapsets for a significant time. I would suggest that its mostly a problem to the creatively minded mappers and modders who do not like the idea of unoriginal content, whereas players are often more focused on challenge and reward (PP) and are less bothered.
Additionally the use of the term "content bloat" is unclear and seems to be a problem that only the team behind these changes is aware of. Noone has properly defined it and thankfully its use has diminished over the course of this discussion. Still I would like to understand why it is a relevant issue (Explain) from the perspective of the rule creators.
Further in the thread Okorin states:
lowering spread requirements for sets further and further will only prove to be detrimental to especially new players getting into the game, there's a constant supply of new music to be mapped as well as old music to take from so denying someone that is just getting into osu to play their favourite song because you think insanes / extras / hards are more important than complete entry level content is just going to disappoint the new people getting into the game.I dont think this is an incorrect point. Players should be able to enjoy a variety of music at a comfortable level of difficulty. However the lower difficulties are rapidly surpassed by beginners. Beginners are less predisposed to playing very long maps due to stamina, attention span and the nature of how they play osu (many new players only play a map or two while waiting for other games).
For these reasons perhaps it is possible to be more relaxed on lower difficulties while encouraging their production.
The crux of the issue seems to be that newer players must remain in our focus as we move forward, as these players help grow our community. There is a fear that continued relaxation of the ranking criteria may lead to less and less beginner-level content (easy, normal) and reduced retention of these players.
This seems like a possibility to me, although as others have suggested there is a plethora of beginnner-level content already available. How important is it to keep up with current songs, as it is proposed?
How can we encourage more easier maps to be produced?
Desperate-kun makes a point later in the thread that did not receive much discussion:
Amaikai notes:
Instead of limiting the amount of difficulties people are allowed to make, we should try to think of ways that motivate people to map fewer difficultiesHe also suggests:
A possibility would be to allow for higher difficulty gaps between two consecutive difficulties (preferably for longer songs, which would solve some other mentioned problems, too) as long as the spread is linear, to encourage people to make small spreads that still cover a wide range of skill levels.I believe this idea serves to increase efficiency of the mapping system for producing lower difficulty maps without directly limiting production of higher difficulty maps. This spread widening suggestion could encourage more small sets to be produced where they would normally not due to requiring many diffs to fit a tight spread.
Amaikai notes:
As a thought, would it be beneficial to give something extra for providing entry-entry-level content? Mind you this is optional work, not FORCED which i'm againts of. A carrot approach instead of stick.A point I agree with. What do you think are potential opportunities to reward or encourage mappers in making lower difficulty content?
Other perspectives on set development
SakuraKaminari presents a unique standpoint somewhat later in the thread regarding the position of less experienced mappers and how they are affected by the 8 map restriction.
MrSergio brings up a take on the meaning of spread:
By limiting the mapset to 8, you're making it much harder for people like me to get GD slots on ranked sets. For example, let's say a new song comes out and a more experienced mapper picks it up and starts creating a set. Sometimes, these mappers are ok with taking a GD from a newer mapper and helping them to make something rankable out of it. This is super important because not only does it allow newer mappers rejected from the academy (like me!) more opportunities to learn about the ranking process and gain mapping exposure, we also learn a lot about mapping, what's rankable and whats not, and usually being modded for rank is more strict and will likely lead to better feedback.When a mapper has a wide variety of maps and a well made spread they can afford to work on maps with newer mappers to get them to rankable quality. Given how difficult it is for mappers to break into the mapping environment, this can be an invaluable opportunity that would be hampered by the 8 diff rule.
MrSergio brings up a take on the meaning of spread:
Diffs that do not make up for anything useful in the spread are just a way to get past the former meaning of "spread for a song"arguing that anything above what is absolutely necessary for each level of skill is going beyond the meaning of a true spread. I disagree with this sentiment myself, as the mapping styles of today allow for many interpretations of a song that may end up around the same skill level. As stated earlier it is challenging to judge what a "distinctive difference" really is, so perhaps it is better to allow these additional interpretations to be created and be judged by players - not modders. After all we are making maps for people to enjoy, not to fit a prescribed schematic.
My thoughts
From what I've seen most people are against the 8 diff limit. It seems to miss its intended purpose (as far as I've been able to discern its purpose) and there are probably better ways to increase the amount of beginner-friendly content through encouragement rather than restriction.
In my opinion a ruleset should be in place to ensure a level of basic quality within a map and set; to ensure that when you download a ranked map you can trust it to work and be organised without wild inconsistencies and errors.
A ruleset should not restrict creativity. We are seeing more and more interesting ideas being fleshed out and standardised by mappers experimenting with novel ideas but unfortunately they are bogged down by the ranking system. The 8 diff limit seems like another such restriction and if it were to go through in any form it could limit the evolution of mapping even further.
Perhaps instead of trying to solve all of our problems at the ranking criteria level, we should investigate other avenues to guide mapping towards a greater audience in terms of both involvement and the spectrum of content produced.
In my opinion a ruleset should be in place to ensure a level of basic quality within a map and set; to ensure that when you download a ranked map you can trust it to work and be organised without wild inconsistencies and errors.
A ruleset should not restrict creativity. We are seeing more and more interesting ideas being fleshed out and standardised by mappers experimenting with novel ideas but unfortunately they are bogged down by the ranking system. The 8 diff limit seems like another such restriction and if it were to go through in any form it could limit the evolution of mapping even further.
Perhaps instead of trying to solve all of our problems at the ranking criteria level, we should investigate other avenues to guide mapping towards a greater audience in terms of both involvement and the spectrum of content produced.