![]() ![]() ![]() The success of non-keysounded games like Sequence and quasi-keysounded games like Guitar Hero seem to suggest that keysounds do not make a major difference in the success of a game. One of O2Jam's errors, which I'll briefly touch upon, was in the use of keysounds. ("Freemium.") In addition, O2Jam had an identity crisis: it tried to be casual, but the upper echelons of gameplay were anything but casual. Stepmania is a free game, but O2Jam was a game that attempted to sustain itself by making money off of in-game purchases. O2Jam's problem was less things like this and more that it didn't monetize its model well and didn't organize its team effectively. You may be asking why O2Jam didn't succeed, since it seems to do all of these things well. By contrast, something like O2Jam is very clear on how it intends you to play the game. Stepmania has never been able to agree on whether it's a keyboard game or a pad game, and it tries to be both. a clear objective for what the game is going to be. (FFR could have solved this very early on by switching to QWEIOP instead of left-down-up-right, since the former is inarguable.) By contrast, compare FFR's conundrum to how weightlifting competitions handle it: the form that you must use for your lift is standardized by the people who organize the competition. FFR has served this role for a while, but even on FFR there was a good deal of chaos and indecision as to what playstyles should be dominant over others. agreed upon "rules of the game": what playing styles will you use, what is a good stepfile, how will the game be scored, what will you weight for a "good score" (combo? timing? miss count?), what kinds of things are impressive I think standardization is the #1 obstacle SM has faced throughout its history, and the main reason why it never saw any kind of serious activity. In it, I discuss in-depth how standardization is extremely important if you want to have long-lasting incentivization. One of my major works right now that, hopefully, will lead to consulting gigs is a manual for how to "gamify" nearly any kind of medium - and what factors you must take into consideration when doing so. If you've kept up with my life you know that I write a lot and that I've also written a good deal of game-related content. So obviously, something other than just "it's a music game" made Stepmania lose activity, because Sequence is a music game with a lot of fan interest and arguably less depth. But then, "Sequence", a DDR-like game by Iridium Studios, had a pretty active community even though it had a very low skill ceiling relative to Stepmania and no incentive for community participation. There are a variety of reasons for why SM is no longer active like it used to be. That is, what new frontiers there are to cross. How it could become more interesting, active or not. What things make Stepmania active or inactiveģ. Why Stepmania has lost much of its activity (or keyboard Stepmania if you want to be specific)Ģ. Here I'm going to talk about three things:ġ. ![]()
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