Re: Should we consider double setup "legit"
I would say no because the game options don't support double key bindings. If you use an outside program while playing FFR, I think that objectively means cheating. (Or if you got two keyboards plugged in at the same time? Still seems cheaty.)
REALLY THOUGH, I don't think that's the main issue. If the game did have that functionality, I would support its use wholeheartedly. My philosophy about rhythm games is that the interface, or the way in which we manage to trigger the buttons that correspond to the sequence of notes on screen, should not be a factor. This is because I believe that the objective in a rhythm game is to produce correct responses to a stimulus, and the highest achievement is in producing responses faster and faster.
I would like to provide examples to make this a less black-and-white issue though:
1. The rhythm game "Super Dancer Online-Xtreme" features a double key binding by default. (Pretty sure)
2. In Osu!Taiko, you hit notes of only two types, but you use four keys by default. (Looking at the wiki, it says the large notes are supposed to be hit with two keys at once, but you don't lose your combo if you don't.)
3. What if you could bind each possible double or triple to its own key, and train yourself to then use more fingers, but it's not technically a double setup?
4. How much of this debate is dealing with concern over 'mashing' in FFR, which is notably the result of a limitation with the engine?
5. How much of this debate is focused around tradition and fear of change? (I absolutely despise tradition)
6. Check out this video of Guitar Hero played on a modified drum kit. Is his accomplishment lessened by the addition of buttons that correspond to two keys, or by the double yellow buttons?
Comment