Hi, this is a guideline proposal.
The proposal is in in a similar vein as https://osu.ppy.sh/community/forums/topics/844073 , but applies to a different case.
With a growing collection of ‘PP mappers’ banding together on mapsets, we’re starting to see quite the amount of sets that have a lot of difficulties with a similar star rating and very similar design ideas. This causes content bloat, and could be described as artificial score inflation.
To explain why it causes content bloat, let’s start with defining that in this context. Given the varied nature of ranked content, full of different songs, maps and mappers, the ranked content generates different play experiences by design. Content bloat then could be described as the opposite :
“The absence of different play experiences and/or the obstruction there-of”
By this definition, it’s clear that sets designed around players being rewarded for retrying multiple difficulties many times cause this issue. Spending a lot of time on 1 song on 1 mapset already cuts or obstructs the time spent playing maps on different songs by different mappers. If each difficulty is also designed around the same difficulty elements, emphasis methods and/or patterning style, then the player is also derived from different gameplay.
You could also say this causes a very disproportionate play distribution. Players at the lower levels of play get very very little content, while players at higher levels get too much content. While there is no need for equality, something more equalized would be better.
The reward, PP, is the main cause of this happening. If players see an opportunity to inflate their score and gain ranks, or even are afraid that they’ll fall behind, they have no choice but to take it. You could say that those players are to blame for it and not the system or that they are probably enjoying themselves, though I believe it’s important to protect players from themselves. Many of them are in fact not enjoying this, have accepted rank decay despite finding going for ranks fun otherwise, or disagree with the system even allowing this entirely.
Additionally, when several difficulties have the same design and star rating, it means they target the same audience. Players who can set a score on one difficulty can set it on the others as well. This essentially means players are given the chance to duplicate their score multiple times over. This artificially inflates score and is evidently unhealthy for the competitive side of the game.
Disproportionate play distribution causes issues here as well, giving players at lower levels much less opportunities to rank up than those at higher levels.
To fix these issues, I propose the following guideline :
Edit: Lots of discussion happened and the proposed guideline changed quite a bit, current version can be found on this post https://osu.ppy.sh/community/forums/topics/912089?n=40
What this is intended to prevent : Mapsets like https://osu.ppy.sh/beatmapsets/931452#osu/1944926 and https://osu.ppy.sh/beatmapsets/950289#osu/1985282
These should simply not exist under the reasoning provided; they are the exact reason for this proposal existing. Their highest difficulties use similar rhythms, especially in their most intense parts. Their main method of emphasis (big sharp angled jumps) makes minor differences across some difficulties negligible.
What this is intended to limit : Mapsets like https://osu.ppy.sh/beatmapsets/513590#osu/1091249 or https://osu.ppy.sh/beatmapsets/935111#osu/1952177
Monstrata’s Zen Zen Zense is an example of 2 difficulties being similar as a result of a concept. While not disallowed, notable differences should be made between the difficulties.
Sotarks’ Gold Dust has 3 difficulties at 5.55 stars with the similarities in the described aspects. This pushes the boundaries of the reasoning given and should be avoided.
What this should not limit or prevent :
I do want to avoid the proposal covering cases it shouldn’t, it’s made to target very specific mapsets and not to cause collateral damage. Another issue here is vagueness. What is ‘many’ and when are difficulties too ‘similar’, can the mapping community agree on these? Personally I find a case by case basis judgement to be best for this, so maybe precise wording isn’t necessary.
I’m also trying to avoid adding direct reference to PP in the guideline, since we still have to rely on 3rd party tools to check the rewards. It also has too little to do with actual mapping.
So, that's my thoughts. I'd like to hear yours as well
The proposal is in in a similar vein as https://osu.ppy.sh/community/forums/topics/844073 , but applies to a different case.
With a growing collection of ‘PP mappers’ banding together on mapsets, we’re starting to see quite the amount of sets that have a lot of difficulties with a similar star rating and very similar design ideas. This causes content bloat, and could be described as artificial score inflation.
To explain why it causes content bloat, let’s start with defining that in this context. Given the varied nature of ranked content, full of different songs, maps and mappers, the ranked content generates different play experiences by design. Content bloat then could be described as the opposite :
“The absence of different play experiences and/or the obstruction there-of”
By this definition, it’s clear that sets designed around players being rewarded for retrying multiple difficulties many times cause this issue. Spending a lot of time on 1 song on 1 mapset already cuts or obstructs the time spent playing maps on different songs by different mappers. If each difficulty is also designed around the same difficulty elements, emphasis methods and/or patterning style, then the player is also derived from different gameplay.
You could also say this causes a very disproportionate play distribution. Players at the lower levels of play get very very little content, while players at higher levels get too much content. While there is no need for equality, something more equalized would be better.
The reward, PP, is the main cause of this happening. If players see an opportunity to inflate their score and gain ranks, or even are afraid that they’ll fall behind, they have no choice but to take it. You could say that those players are to blame for it and not the system or that they are probably enjoying themselves, though I believe it’s important to protect players from themselves. Many of them are in fact not enjoying this, have accepted rank decay despite finding going for ranks fun otherwise, or disagree with the system even allowing this entirely.
Additionally, when several difficulties have the same design and star rating, it means they target the same audience. Players who can set a score on one difficulty can set it on the others as well. This essentially means players are given the chance to duplicate their score multiple times over. This artificially inflates score and is evidently unhealthy for the competitive side of the game.
Disproportionate play distribution causes issues here as well, giving players at lower levels much less opportunities to rank up than those at higher levels.
To fix these issues, I propose the following guideline :
- “Avoid having many difficulties with similar rhythm, intensity and other emphasis methods on the same set. This is to avoid unnecessary bloating of the ranked section and artificially increased scores.”
Edit: Lots of discussion happened and the proposed guideline changed quite a bit, current version can be found on this post https://osu.ppy.sh/community/forums/topics/912089?n=40
What this is intended to prevent : Mapsets like https://osu.ppy.sh/beatmapsets/931452#osu/1944926 and https://osu.ppy.sh/beatmapsets/950289#osu/1985282
These should simply not exist under the reasoning provided; they are the exact reason for this proposal existing. Their highest difficulties use similar rhythms, especially in their most intense parts. Their main method of emphasis (big sharp angled jumps) makes minor differences across some difficulties negligible.
What this is intended to limit : Mapsets like https://osu.ppy.sh/beatmapsets/513590#osu/1091249 or https://osu.ppy.sh/beatmapsets/935111#osu/1952177
Monstrata’s Zen Zen Zense is an example of 2 difficulties being similar as a result of a concept. While not disallowed, notable differences should be made between the difficulties.
Sotarks’ Gold Dust has 3 difficulties at 5.55 stars with the similarities in the described aspects. This pushes the boundaries of the reasoning given and should be avoided.
What this should not limit or prevent :
- Mapsets that have a lot of difficulties with different designs. This still provides a unique gameplay experience. Megasets are a good example of this, as they often focus around individuals expressing themselves.
- Mapsets that have 2 difficulties with similar deisgn, given they are made by different people. These seem inevitable and aren’t nearly as harmful.
- Similar maps of the same songs on different sets, hosted by a different user. These require a full set to be made and more nominations, this evens out the amount of potential bloat causes.
- more .. ?
I do want to avoid the proposal covering cases it shouldn’t, it’s made to target very specific mapsets and not to cause collateral damage. Another issue here is vagueness. What is ‘many’ and when are difficulties too ‘similar’, can the mapping community agree on these? Personally I find a case by case basis judgement to be best for this, so maybe precise wording isn’t necessary.
I’m also trying to avoid adding direct reference to PP in the guideline, since we still have to rely on 3rd party tools to check the rewards. It also has too little to do with actual mapping.
So, that's my thoughts. I'd like to hear yours as well