Log in

No account? Create an account

prev | next

the ideal music video game passing system?

very recently there was a forum discussion about the difference between "passing a song" in IIDX normal style (which i've now heard labelled as "passmark") versus the more traditional IIDX hard mode/DDR/ITG concept of a "lifebar", and it churned a new idea in my head.

For those that may not know, the "passmark" style of passing a song is, "by the end of the song, have your health be above the passmark". In IIDX, this is 80%. So i can miss every note of the first 2/3rds of the song which is considered failing (health at 2%) until the very end where i can surge my health up to 80% or beyond, or conversely i can be passing the entire song and then the end of the song will be OMGWTF, making me miss enough notes that pulls my health below 80% causing me to fail. iidx friends of mine call this the "fuck you" endings.

The "lifebar" style of passing a song is that you start with a reasonable health gauge and over the course of the song you need to keep your health from completely depleting. Once your helath depletes at any point you fail, so the above "fail the beginning of the song and just surge at the end" trick above doesn't work. But your health gauge at the end of the song can be at 1% and it will still be considered a pass.

There's various pros and cons to each method that i won't go into detail here, but the idea that i had was to create some sort of "expert" judging system that combined both methods simultaneously. Make it so that you have a low threshold that the player's lifebar can never go under at any point in a song (typically zero, but a challenge could be something higher like 20%), but also require that the player hit the passmark threshold by the end of the song (and more forgiving than iidx, say, 70%).

It seems to me that this has all of the advantages of both judgement systems for the expert player while shedding the negatives. The other factor that would determine how reasonable this is other than where the low and high threshold is is how easily the heatlh bar can fluxuate, and whether or not loss/gain in health is simply additive or if it's exponential.

tag cloud:


( read spoken (7) — speak )
Jul. 12th, 2007 09:12 pm (UTC)
so it sounds like maybe the hard bar mixed with the normal bar then
Jul. 12th, 2007 09:17 pm (UTC)
essentially, yup. :)
Jul. 12th, 2007 09:58 pm (UTC)
If you fail when the lifebar drops below 20%, then why not make 20% = 0 and scale the rest accordingly? It's the same arguement as why make an amp that goes up to 11 when you can just make 10 louder.
Jul. 12th, 2007 10:02 pm (UTC)
that's why it would be for a special challenge mode only. starting with a normal precedent of zero percent and then saying 'for this challenge, stay above 20% or 40%" is more easily graspable than 'for this challenge, we're going to recalculate your miss to health damage ratio."

otherwise, right. no point in making the low threshold anything other than zero.
Jul. 12th, 2007 10:05 pm (UTC)
Ahh, that would be fun. But Koami would have to revive challenge mode from 6th first. And I'd rather they revive 5-key 7th mix and the final first :D
Jul. 12th, 2007 10:03 pm (UTC)
because it goes to 11
Jul. 15th, 2007 11:04 pm (UTC)
hello thar keyboardmania:
Above 10%, misses take off 3%. Below 10%, a "warning you're gonna fail" message appears over the chart and subsequent misses take off 1%. Greats (highest judgement) add 1% each.
If your life drops to 0%, you fail. If you're not above 70% at the end of the song, you also fail. I think you start at either 50% or 70%, I can't remember.

So, in KBM there are songs which I can survive, but not pass.
( read spoken (7) — speak )


welcome to the lifeofmendel

you can also find me here:

meSubscribe to me on YouTube


March 2017