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jkap
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the thing about high skill ceiling games (like rhythm games) is like. at what point are you "good" at it? thinking about it with osu, i'm definitely better than i was a month ago (and improving constantly) but am i "good"? what's the cut-off? it's all very open-ended and probably doesn't have a real answer but idk at what point i can say "yeah i'm pretty good at this." i can FC maps that look extremely difficult to a beginner (and terrified me a month ago) but are still just high-3 star. does it even matter? (it does not)


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in reply to @jkap's post:

with fighting games I (and fighting game player in general) we could subsplits the skillset, that's one aspect. A second one would be to analyse a match and its interaction, this is pretty telling of the understanding of the dynamic aspects of a fighting game. and so making beginner/false beginner/intermediate/ advanced player isn't too hard
for a rythm game i dont know the space enough to know where and on what basis you would make the "good" cut

The funny thing for me is that in Taiko I can FC some 8/10 difficulty charts and normal clear several of the 9s, but if I try to play any 10 I will spend a good chunk of the song flailing around like I’ve never played the game before and fail miserably.

i am not good at Ryu ga Gotoku/Yakuza; my usual strategy is to just stock up on healing items and spam charged heavy attacks till the enemy's guard breaks

but i've beaten Amon in both Ishin and Gaiden now and i'm starting to wonder if maybe i've been avoiding these fights so far for no good reason (other than, y'know, missing the substories needed to unlock them)

The problem with being "good" at rhythm games is they used to have a much more sane skill ceiling in normal settings. Like the hardest DDR songs used to be not that hard and just playing at the hardest difficulty setting was something that most people could accomplish with enough practice. A lot of the difficulty "ceiling" back then was doing very very very good on an already difficult song, rather than having songs that were very very difficult just to pass.

Over the past ~20 years the difficulty ceiling on most rhythm games for passing the hardest songs has gone up a toooooon, way past the level of being "good". And this is just talking about like, official first party games. Fan made stuff has always been on that "the more difficult it is, the more fun it is" energy.

The most important thing I learned about rhythm games was to do what was fun and worry less about how good I'm doing. Chasing the difficulty is fun starting out but after a while becomes extremely frustrating for me. Though it helps in DDR I can nitpick about my form and what not instead of only having pure score for feedback.