Imagine a rhythm game where during a selection process the users will pick songs to play. During this song selection process, the selected song plays, so the users can preview it.
Also imagine for that same game, there are various locations and settings in which the characters find themselves. Inside a stadium or theater, or in vehicle like boat or a van or an airplane. Each has background noise appropriate for the location.
It's not a good idea to have the characters in a loud overwhelming location like the inside of a machine room or vehicle engine area while the songs are being selected. A situation where an incessant droning rumbling noise is playing at a volume as loud or louder than the music of the song is a bad idea. Seems like something which would have been caught during playtesting such a game, doesn't it.
Imagine that.
In light of the other posts I'm working on, I'll list a few of the other issues with the game besides the above mentioned "background" noise.
ReplyDelete1. Practice modes that only go as low as 70% of actual speed.
2. Lack of single-step practice mode.
3. Misidentified difficulty levels.
4. Limited selection of hardware; "All Instrument Mode" with karaoke vocals.
5. Late and/or unavailable hardware.
6. Listing songs that no logged in user actually has access to.
7. Confirmation of selections that have no or the same alternative.
8. Cut scenes that get old quick.