If you had to define skill in rhythm games...

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  • Trumpet63
    Mostly Ignored
    • Mar 2011
    • 471

    #1

    If you had to define skill in rhythm games...

    A Theoretical Treatment of Skill Introduction and assumptions: A particular note or set of notes has a particular difficulty. A player plays with a particular level of skill. The outcome of the interaction between difficulty and skill is evident in the accuracy with which a note or set of notes...


    This is a work-in-progress document with an ordered list of statements that I want to use as the basis for more development with the skill rating system. The things I'm primarily looking for feedback on are:

    1. Do you agree with the statements in I-A?
    2. Did I cover everything in I-B-5, or could it be covered more effectively?
    3. What factors listed in I-B-5 are negligible?
    4. Do the difficulty types listed in II-B agree with and encompass the factors listed in I-B-5?

    And anything else you have to say
    2014 October 7th 1:03 AM

    Zageron: Trumpet
    Trumpet63: yes, im here
    Zageron: You have a problem.
  • Dynam0
    The Dominator
    • Sep 2005
    • 8987

    #2
    Re: If you had to define skill in rhythm games...

    The biggest problem you will likely face is:

    For a group of notes:
    Less time between each note increases difficulty
    Notes closer to the end of a group are more difficult
    The principle is intuitive but rolls etc. and other patterns that become a manipulation exercise can change this effect by a decent amount. Afaik you will need to assign parameters to very specific clusters in order to evaluate the difficulty and that has proven to be difficult especially when stamina is compounding it.

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