So Konami is now asking us directly what we want for difficulties in our DDR games. Nice! Of course, the debate is polarized between “more 13s” and “NO ITG!”, with everyone agreeing that more fun 7-9s are definitely good. Personally, I don’t care too much about the obscenely hard stuff. I do care, but I don’t care. However, the “moar 13s” side of the argument is basically one sentence which I strongly disagree with: why not. They don’t see the ‘cost’ of 13s or 14s at all. After all, if you’re not that good, you can ignore them. They don’t hurt anyone by being a extra choice, and it’s obviously not budget-breaking or too difficult to add arbitrarily difficult songs. And it’s not as if they’d be sacrificing even one fun seven footer to do it. So why are obscenely hard songs an obviously good idea?
The reason for not having 14s in DDR is because 14s are a turn off. I’ve been asked by more than a few non-DDR players to “Play the hardest song!” And then when I’m done, I offer to let them try. But no amount of cajoling them will get them on the pad after that. And they won’t listen to you if you tell them that a 1 footer on beginner is a HUNDRED times easier than that 12 you just did. They won’t have it. They’ve “seen” DDR, and you’ve ruined it for them. I have the same problem with IIDX once in awhile. Some random Street Fighter or Wangan fan will accidentally wander too close to IIDX and become paralyzed by the aura of awesomeness. After watching me for a minute they’ll be shaking with awe (haha, kidding) but only 50% of the time will those hardcore gamers be interested in trying. All they see is a berserk spamming of inputs, and that’s not appealing to any kind of a gamer, hardcore or casual.
If you put a level 14 song in your game then you’re telling the player “This is your goal. All those 3s and 5s are there so that someday you’ll be good enough to tackle this 14, if you try.” You can say that the 14 is an extra, and that 7s-9s are where it’s at, but that’s not what will happen. Video games are built on rules and goals. Even players who have been playing DDR at the 4 foot level for years will look at a 14 footer and say to themselves “The goal of this game is to learn how to move that fast. I do this by playing increasingly harder songs until I get there.” And if they don’t like that goal, they won’t play the game. Players will be alienated and it won’t be because of feelings of insecurity due to not being able to play every song on heavy. It will be because the fun looks like a grind. Again, Endgame DDR == spamming of inputs? Does you like that?
Look at other Bemani games as a guide. Drummania’s hardest songs are mostly its oldest, and each game has only a few songs that are at least 80/99, with an average of 1 level 90 per game. The entirety of Drummania is 50s-60s. So the hardcore players are under-served, right? Model FT2 (MV) was like getting Max 300 in 2001 and MaxX Unlimited in 2008. IIDX spiked once with Innocent Walls in 10th style, but Mei has remained the hardest song to score on for a long time. Nageki no Ki is harder to clear, but even that’s 2 years old now. IIDX has also definitely stopped getting harder. But yet, both games have hardcore players and are known for their hardest songs! How can that be? They’re all stale songs, right? That’s because people are still chasing these songs. And those achievements are still being chased because they are reachable and worthwile. Pushing the endgame further back does more than scare away the uninitiated - it also discourages the players who are part way through their journey. For example, imagine that you can clear level 8 songs in DDR. Someday, you’d like to clear the hardest level 13 song - Fascination Maxx. When the next DDR game comes out, you’re now clearing 9s and some easy 10s, but Paranoia Rediculous has appeared! And it’s a level 14. So you keep plugging along. And by the time you can clear 12s, Paranoia Redonkulous Max comes out and is level 15! Doesn’t that cheat you out of your first goal? Doesn’t that frustrate you that now you’ll basically never be good at DDR, despite being a frequent and serious player, because the horizon kept moving further and further away from you? Even if you answered no, the truth is yes. Although some hardcore players will quit out of boredom without Paranoia Redonkulous Max, there is the chance that other hardcore players might discover that the game is a grind and quit in disappointment over having never reached their long term goal.
Personally, I think that “spamming inputs” games have very limited appeal, and that’s why I said that I mostly don’t care about the hard stuff. Spamming inputs certainly isn’t bad, and I’ve played 12s for fun. But when spamming inputs is boring/unfun, it dies fast. Spamming inputs can be fun, but only if it’s well managed. What I prefer most days instead is MA on a fun/easy 7-8. Instead of achieving maximum spamosity (my word), you attempt to achieve the most consistent timing. This plays well into DDR’s strengths of solid 7-9s. So instead of spamming a 14 and announcing that you’ve beat DDR, the real endgame is getting your favorite 8-footer under 20 perfects. It’s telling that at the 2008 Top Ranker Tournament, they played Flowers, Paranoia, and Max 300. Yes, Flowers, one of the easiest heavy AAAs ever, and Max 300 was the limit to how hard it got. Of course, everybody hit every arrow and the winner was decided by MA and PA. The message was clear: in this tournament of champions, with the national title on the line, we play eights!
