Well it's obviously not infantilizing the player.
CDFA wrote:That's way too complex and unnecessary for something that can be solved in a MUCH easier way by saying "Map a full spread but the shorter diffs can be shorter than the harder diffs"From the mapper's perspective that's great!
From the player's perspective that's like giving a newbie a 31 key toy piano while giving the better player better the actual piano and putting them in one room to compare. You can learn to play things on the toy piano, but it's mockery and no more than a joke.
I am not in favor of cutting a difficulty shorter than another, and would put it as the last option.
Instead of using that comparison, instead say that you buy a person learning piano a 61 key electric keyboard, and then upgrade them to the full 88 key piano as they get more skilled and outgrow the instrument.
There is no real need for the piano student to have access to all of this extra range, all of the pedals, weighted keys, etc. At this stage of the game, they're leaning how to read music, how to identify notes, how to play with multiple hands, etc. They're building a foundation and it's in the best interest of the teacher to give them the appropriate tools that they need to become successful, instead of just throwing a professional instrument at them. If they HAVE a professional instrument starting out, that's fantastic, but certain instruments are appropriate for skill development.
That's why student horns exist. I played on a Jean Baptiste small shank trombone when I was first learning trombone, and it was easy enough to play for my 5th grade self to play. It didn't have a trigger, didn't have a large shank mouthpiece, and was relatively a very basic horn, but it served the purpose of teaching me the fundamentals of how to play the instrument, before I then decided to upgrade to my Yamaha Xeno (rip in peace though, sold it to buy my Miraphone 1291BBb Tuba.)
With beatmapping, it's the same way. You're not producing less quality CONTENT, but rather you're putting the content in a sort of framework and level that the players can more tangibly handle, and that they player would most benefit from. Having a 4 minute easy really develops nothing (Except maybe endurance, but endurance is moreso built through consistent clicking over time rather than just pure drain time), so it seems pointless to have it drone on for that long when there are better avenues for development.