I posted this on Reddit but was told this was the appropriate place to put it, so here goes:
I've been playing Osu! for about 2 years now and let me preface this by saying I LOVE this game. It scratches every itch for me (even at a detriment to my health, sometimes), and the community-driven aspects of the game are nothing short of staggering.
Osu! is by no means perfect, though, and a few of these problems I truly believe will be at least be partially solved by the introduction of a career mode.
What do I mean when I say 'Career Mode'?
I've seen posts of this nature before, but usually referring to a 'Story Mode', to which I've seen Peppy respond something along the lines of 'If you'll write the story lol'. I just want to clarify, this is not what I mean. Osu! doesn't need a narrative, what I mean is more along the lines of Guitar Hero's career mode. A preset setlist of maps designed to gradually introduce new players to the game and take them from baby's first song all the way to 6* and 7* maps, introducing new concepts along the way, maps designed specifically to introduce concepts such as streams, slider velocity, spacing emphasis etc. before fleshing out the concepts in later maps. More on why that's so important later.
This Career Mode would essentially be 'Pass this song to unlock the next song' allowing Osu! to control which songs new players play in which order (assuming they start the game with the career mode, which we can't but I am anyway).
Moving on to why I think this will help...
Player Motivation
This is an aspect Osu! very much struggles with. I believe Pishifat touched on this in one of his videos (I'm too lazy to find it right now, maybe I'll edit in a link later). Right now there's only 1 possible motivator for any player. PP. The PP system is very useful in some ways, few games have such a useful way of quantifying player ability, but for a lot of players it is a huge detriment. I'm sure you all know this already, PP farming is something that gives players a sense of personal progress without them actually getting any better and forces players down a path with a dead end. DT and PP jump farming may improve your rank substantially but you're only going to get so far before you hit a PP cap and you're stuck with bad habits and nowhere to go. Why will a career mode solve this? It will give new players an end-goal, a motivation beyond PP. A Guitar Hero - Through the Fire and Flames-equivalent.
A friend of mine, the person who introduced Osu! to me, who has at least a year to my senior in the game, has falling into the trap so many other players have. As a result, despite having at least a year's less experience, I've know surpassed him in PP score and arguably, ability as well. This isn't because I'm better than him at improving at rhythm games, or that I have some natural talent for them. The reason I've improved so much faster is 2 words: Furioso Melodia. I was incredibly inspired by the finals of the 2015 Osu! World Cup. The tie-breaker hit me in a way that few gaming events ever have, and ever since it has been my sole focus in Osu! to beat that song. I don't care about PP, I don't care about competing, I only care about getting good enough to some day pass that song. As a result I've ignored PP farm maps, to some extend I've ignored mods entirely, and only focused on beating harder and harder songs. A career mode would give such a motivation to a lot of new players, a map to end all maps, an end-game to reach that involves honing a variety of skills.
Mapper Motivation
I'll be blunt, a lot of easy difficulty maps are pretty garbage. Not all of them, mind, but a lot of them. This is inherently the result of the ranking process, both the mechanical and social aspects of it. Mappers are forced into mapping easy difficulties, they are nothing but a burden and therefore are often rushed in order to get the harder, and more fun-to-map, difficulties qualified. Beyond that, there's little motivation for creating well-made easy difficulties. There's no glory in it, little praise since players who understand the difference between a good and a bad map aren't likely to even play the easy or normal difficulties. However, if easy maps had the chance to be featured in Osu!'s official career mode, this would change everything. Just like with the annual Osu! mapping contest, mappers would have the chance to have their maps be the first thing a new player sees and plays.
Handling New Player Progression
This is probably the single biggest benefit a career mode would have. The group of mappers that would take part in this would have a whole new world opened to them, the ability to control in which order new players play the maps. As a result the maps can be made with multi-map progression in mind. For example, 'Introduction to streams' would be followed by 'Streaming Practise' would be followed by 'Introduction to spaced streams/death streams/accelerating streams' etc. Concepts can be introduced and expanded on using songs which best support those concepts. The result being that players who come out of the other end of career mode being well balanced, skilled players. Proficient in all aspects of the game. Players can even be rewarded with preset skins during specific stages of the career to introduce them to the customisation of Osu!. Teaching players new concepts isn't just limited to gameplay concepts.
A Better First Impression of Osu!
Let's be real here, how many people have opened up Osu!, downloaded an poorly made, possibly even unfinished, unranked map of their favourite song and immediately thought the game was simply bad and quit? I imagine it to be a non-zero value. I don't have to explain why a career mode would solve this, but a standardisation of a player's initial experience would go a long way to assuring the retention of new players.
Conclusion
A project like this would take time, it would involve organising and choosing mappers who have the right mindset and ability to be able to pull something like this off effectively. Those mappers would have to communicate with each other to organise the overall progression of the mode and I'm sure there's legal issues with bundling copyrighted music with the game from the outset. However, if this is pulled off, it could be one of the best things to happen to this game. As mentioned in the previous point, new player retention would be improved which could potentially skyrocket the size of the active community; Players would be given a motivator beyond PP which would aid in their progression and the mode would open up exciting new opportunities for veteran mappers.
Thank you all for reading, I hope this sparks a meaningful and productive discussion around the topic.
I've been playing Osu! for about 2 years now and let me preface this by saying I LOVE this game. It scratches every itch for me (even at a detriment to my health, sometimes), and the community-driven aspects of the game are nothing short of staggering.
Osu! is by no means perfect, though, and a few of these problems I truly believe will be at least be partially solved by the introduction of a career mode.
What do I mean when I say 'Career Mode'?
I've seen posts of this nature before, but usually referring to a 'Story Mode', to which I've seen Peppy respond something along the lines of 'If you'll write the story lol'. I just want to clarify, this is not what I mean. Osu! doesn't need a narrative, what I mean is more along the lines of Guitar Hero's career mode. A preset setlist of maps designed to gradually introduce new players to the game and take them from baby's first song all the way to 6* and 7* maps, introducing new concepts along the way, maps designed specifically to introduce concepts such as streams, slider velocity, spacing emphasis etc. before fleshing out the concepts in later maps. More on why that's so important later.
This Career Mode would essentially be 'Pass this song to unlock the next song' allowing Osu! to control which songs new players play in which order (assuming they start the game with the career mode, which we can't but I am anyway).
Moving on to why I think this will help...
Player Motivation
This is an aspect Osu! very much struggles with. I believe Pishifat touched on this in one of his videos (I'm too lazy to find it right now, maybe I'll edit in a link later). Right now there's only 1 possible motivator for any player. PP. The PP system is very useful in some ways, few games have such a useful way of quantifying player ability, but for a lot of players it is a huge detriment. I'm sure you all know this already, PP farming is something that gives players a sense of personal progress without them actually getting any better and forces players down a path with a dead end. DT and PP jump farming may improve your rank substantially but you're only going to get so far before you hit a PP cap and you're stuck with bad habits and nowhere to go. Why will a career mode solve this? It will give new players an end-goal, a motivation beyond PP. A Guitar Hero - Through the Fire and Flames-equivalent.
A friend of mine, the person who introduced Osu! to me, who has at least a year to my senior in the game, has falling into the trap so many other players have. As a result, despite having at least a year's less experience, I've know surpassed him in PP score and arguably, ability as well. This isn't because I'm better than him at improving at rhythm games, or that I have some natural talent for them. The reason I've improved so much faster is 2 words: Furioso Melodia. I was incredibly inspired by the finals of the 2015 Osu! World Cup. The tie-breaker hit me in a way that few gaming events ever have, and ever since it has been my sole focus in Osu! to beat that song. I don't care about PP, I don't care about competing, I only care about getting good enough to some day pass that song. As a result I've ignored PP farm maps, to some extend I've ignored mods entirely, and only focused on beating harder and harder songs. A career mode would give such a motivation to a lot of new players, a map to end all maps, an end-game to reach that involves honing a variety of skills.
Mapper Motivation
I'll be blunt, a lot of easy difficulty maps are pretty garbage. Not all of them, mind, but a lot of them. This is inherently the result of the ranking process, both the mechanical and social aspects of it. Mappers are forced into mapping easy difficulties, they are nothing but a burden and therefore are often rushed in order to get the harder, and more fun-to-map, difficulties qualified. Beyond that, there's little motivation for creating well-made easy difficulties. There's no glory in it, little praise since players who understand the difference between a good and a bad map aren't likely to even play the easy or normal difficulties. However, if easy maps had the chance to be featured in Osu!'s official career mode, this would change everything. Just like with the annual Osu! mapping contest, mappers would have the chance to have their maps be the first thing a new player sees and plays.
Handling New Player Progression
This is probably the single biggest benefit a career mode would have. The group of mappers that would take part in this would have a whole new world opened to them, the ability to control in which order new players play the maps. As a result the maps can be made with multi-map progression in mind. For example, 'Introduction to streams' would be followed by 'Streaming Practise' would be followed by 'Introduction to spaced streams/death streams/accelerating streams' etc. Concepts can be introduced and expanded on using songs which best support those concepts. The result being that players who come out of the other end of career mode being well balanced, skilled players. Proficient in all aspects of the game. Players can even be rewarded with preset skins during specific stages of the career to introduce them to the customisation of Osu!. Teaching players new concepts isn't just limited to gameplay concepts.
A Better First Impression of Osu!
Let's be real here, how many people have opened up Osu!, downloaded an poorly made, possibly even unfinished, unranked map of their favourite song and immediately thought the game was simply bad and quit? I imagine it to be a non-zero value. I don't have to explain why a career mode would solve this, but a standardisation of a player's initial experience would go a long way to assuring the retention of new players.
Conclusion
A project like this would take time, it would involve organising and choosing mappers who have the right mindset and ability to be able to pull something like this off effectively. Those mappers would have to communicate with each other to organise the overall progression of the mode and I'm sure there's legal issues with bundling copyrighted music with the game from the outset. However, if this is pulled off, it could be one of the best things to happen to this game. As mentioned in the previous point, new player retention would be improved which could potentially skyrocket the size of the active community; Players would be given a motivator beyond PP which would aid in their progression and the mode would open up exciting new opportunities for veteran mappers.
Thank you all for reading, I hope this sparks a meaningful and productive discussion around the topic.