Week 4: Rhythm
Week 4 — tempo as a signal read between gestures, and why its tolerance window has no correct answer
Duration measures a single gesture from the inside; tempo measures a sequence of separate gestures from the outside, by the gaps between them. The two are easy to build as if they’re the same thing — both come from timestamps — which is exactly why this week’s session switches hold and release off: with either signal present, it’s hard to tell whether a prototype is reading tempo or accidentally reading duration wearing a different name.
The open design question for tempo is tolerance: how close to “on time” counts as on time? A ten-millisecond window makes every player feel unreliable; a one-second window makes the timing meaningless. Games that use rhythm as a mechanic live or die on where that number sits, and it isn’t something you can derive from first principles — it has to be played and felt.
Outline#
- tempo as a signal read between gestures, not inside one — and why the two are easy to conflate by accident
- why this week disables hold and release outright, rather than merely discouraging their use
- tolerance windows as a design decision with no correct answer, only a felt one
Teaching team
- Marisol Quaye — convenor