What makes a good simfile?
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Re: What makes a good simfile?
"What makes a good simfile?"
If I were a bad simfile, I wouldn't sittin' here, discussin' it with ya, now would I?Comment
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Re: What makes a good simfile?
uh?
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To me, there has to be a balance between simplicity and complexity. It's fun, for example, for a n00b to get a little challenge in the song he's playing and, on the opposite, to have a simple part in a hard song to let the player rest or feel like he's going to get owned in 2 seconds (which is a really awesome feeling btw
). The important is that a file is clean. It still can be hard as shit, but it's at least fair and not totally filled with unpredictable arrows to kill your AAA.
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Re: What makes a good simfile?
The problem is when you try to define what is ''fun''; you start realizing everybody's criteria isn't the same.
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Re: What makes a good simfile?
I prefer option A generally, since I only replay songs that I really enjoy. The ones that are too hard I generally don't go back to, even though I could get better at them if I played them more than once.Check out Guessthatalbum.com for a fun music-related game.
I make metal files for keyboard players! Check them out at:

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Re: What makes a good simfile?
In all seriousness though, a balance between technicality that makes sense to the general public, and something I would enjoy myself is my goal. I step songs that I like, the way that I like. If someone likes it, good. If not, nothing of value was lost.
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