[D] Practice Myths and Methods - Page 10
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Silidons
United States2813 Posts
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ApocAlypsE007
Israel1007 Posts
I plan to spend an entire week at least practicing like that so do you think it's good? | ||
Hapahauli
United States9305 Posts
On October 14 2011 19:30 Crusnik wrote: Interesting read, I'll have to go over all of the comments later on when I actually have time. Personally though, and I know this is does follow conventional wisdom, but I do prefer looking at my replays and just seeing what I did wrong, even when I win. I feel like that gives me specific areas to work on in games, both on the ladder (currently re-teaching myself through bombed placements and working back up the rankings) and against teammates/friends in custom made games. Looking at replays is always a great to identify problems - completely agree with you there. However, I do think that some people mistake watching replays (identifying problems) with actual practice (fixing problems). Its very important to focus on both when trying to improve your game. On October 14 2011 19:43 ApocAlypsE007 wrote: To the OP: what do you think about the practice methods showed by day9 in daily #360? I plan to spend an entire week at least practicing like that so do you think it's good? I watched a portion of it, and I really liked some of his multi-tasking drills. He's essentially suggesting what I'm proposing - isolating specific mechanics and techniques in dedicated practice. | ||
SilverRiver
United States27 Posts
Yes, the musician or player should begin by slowly cementing the fundamentals and ensuring accuracy, but there is a use for sped up practice. Even musicians will sometimes play a song at a slightly faster tempo, so that the normal tempo will seem easier. The song should be slowly studied in detail at first, but a faster tempo will increase the dexterity and fluidity of the fingers. This something that is used when practicing violin. Also, Starcraft also isn't purely mechanical. Starcraft is also has a very mental aspect. Thus, there are analogies which can be drawn from games such as chess and go. In both games, if you are able to read faster, then you will be able to read out the game further. In go, a pro once said that the fastest way to improve at levels below the very top is to just play blitz games. Blitz games will work on fast decision making and also allow the player to see more situations. Yes, slow meticulous practice has it's place to cement and form solid fundamentals, but fast practice helps in the strategic aspect by forcing the brain to work faster. Also, after a certain solidity is achieved, the sped up training will make the fingers more agile and fluid at regular tempos. | ||
Warble
137 Posts
And I would like to second the points r.Evo made, especially on rhythm. Rhythm seems like an important sense that we develop as we play more games, and playing at a different speed will throw off our sense of rhythm in the game when we switch back to regular speeds. For example, it may throw off our ability to stutter step micro well, or we may waste more APM checking on macro. It will be interesting to see how difficult it is to recover from this mis-timing, and whether the benefits of the speed training outweigh it, so I hope qxc keeps this in mind when he evaluates the effectiveness of his training idea. | ||
Dalavita
Sweden1113 Posts
Maybe the learning process is something that's ingrained in the human mind, because it feels fairly obvious that's how to become good at something? That said, mass gaming has an appeal I believe, but it comes in two stages. The first one is at the absolute beginnings to get rid of ladder fear and get a feel for the game itself, which I guess could be compared to listening to how the piece plays, or playing through it while reading notes once to see where the bumps and issues are, and the other one is after sorting out the things you specifically need to practice on, to see what new parts are lacking, and what else you could be working on. I'm not sure about QXCs method of forcing a faster game mode on the other hand. It reminds me of using weighted ankle and wrist weights while running/fighting. I'm not sure if new research has been made, but the old ones I read were stating that once you took them off for the real things, competition or whatever, your body readjusted for the normal weights again, and the old practice methods with the weights just felt wrong. I think an alternative to QXCs method where you speed up the game to increase the speed of your body, is simply you thinking of more things you can do inside the current games speed, to increase the speed of your body. For instance, if you're running at x APM at normal game speed and want to be faster, think of what else you could be doing at the given time on top of your normal routine, that could be everything from individually splitting your marines up and constantly scouting with 3 different units while doing everything else. That'll put more strain on your ability to multitask and force you to play faster than you're comfortable doing, until the point where you get used to that and start playing at a faster pace baseline. Of course the method to pull that off is the method you're explaining, of breaking it down to smaller pieces and doing it slowly until you feel comfortable. | ||
ImpactStrafe
United States7 Posts
Starcraft, while not a life skill, has the same potential to teach life skills and as such is directly comparable to learning music. These life skills could be seen as dedication, multi-tasking, focus under pressure, etc. But that is not the point; because both in Music and in Starcraft there are certain fundamental skills that are required in order to become "great". While actually playing ladder games or competition is akin to free forming a guitar battle, or music concert, the fundamental skills both players use are the same. These fundamental skills can be practiced through trial and error, or through deep analysis of problems. This is not just relevant to problems. It is relevant to all areas, even your in-game strengths. Let us consider the practicing music analogy: When learning to play an instrument you must first learn where to position fingers, how to achieve the required note length, how to achieve desired pitch. In Starcraft you must learn: How to maximize your resources and income, how to position units, which units counter which, etc. Now this focused practicing is not the only part; remember that most musicians do not only focus on individual parts. They warm-up: alike playing a few ladder games first. They coll down and play something fun afterwards: again, playing a few ladder games. Both the warm up an the cool down is important. It helps you maintain interest, but also allows for the application and real situation improvement. This is where the debate seems to be, how much of this is "laddering" is necessary? Well in my eyes as the level of fundamental skill increases the amount of time spent on the ladder should also increase, for one simple reason: You are improving to the point where focused practice has achieved its potential. Now let us consider a great pianist: Mozart. He did not begin by writing music, he actually did have to learn the basics of Piano. Now that learning curve for him was very short, however the same is true in Starcraft. Looking at Pro Players, such as HuK or Bomber, they didn't become great overnight. They learned these fundamental skills and then could combine them into the freeflowing concert of a pro/championship game. Thank you if you read this entire post. | ||
cydial
United States750 Posts
I practice the micro and macro games out there. I also try to simply sit down and write down important timing windows throughout the game in a replay. If I want to try a new build order I play vs an easy computer to simply get the build order down. I do this a few times so that I know how to do it in ideal situations. These situations won't be 100% but it's not like I'll be all inned or early pressured 100% either. I think whitera is the one that said this but have a steady tempo in your games by doing 2 macro games and then 1 cheese. It's important to know how to execute and defend against both. | ||
gatorling
United States30 Posts
Practice basic mechanics until they become automatic and worry about stringing it all together after you've attained mastery of the basics. Unfortunately most of us don't have the time or patience to tirelessly practice the basics. I read somewhere that it takes around 10,000 hours to master a skill. That's roughly 6000 games | ||
quickpost
7 Posts
On October 18 2011 04:05 gatorling wrote: I'll have to agree with the op Practice basic mechanics until they become automatic and worry about stringing it all together after you've attained mastery of the basics. Unfortunately most of us don't have the time or patience to tirelessly practice the basics. I read somewhere that it takes around 10,000 hours to master a skill. That's roughly 6000 games Your games last over 1.67 hours in real time and over 2 hours in game time each? | ||
Seiferz
United States640 Posts
I've found that small gaming sessions and heavily analyzing losses has helped me the most. Maybe 2-3 games at a time while I focus on playing faster has been what I've been doing lately. I definitely think qxc is on to something about playing as fast as possible. | ||
LuxVenture
United States72 Posts
The OP is exactly spot-on. Reading through TL these past months, I wondered why no one had pointed out that deliberate, purposeful practice is necessary for meaningful improvement at SC2 (or any skill) over the course of time. After reading through the responses, I feel as though those who are encountering this information for the first time will experience a specific, psychological response (one that I encounter in my 6th-12th grade students regularly): -They first seek confirmation that what is being said is true. Those on TL will likely look at what the pro's have said in response (see Section VII of OP). In the case of my students, the fact that I can play and sound as good as I do is evidence enough that what I am saying has merit. TL readers, lacking a "physical example/teacher" in front of them demonstrating that the method works, will likely have more skepticism of the process. Skepticism has its place; we do, after all, live in a society of instant-gratification (McDonalds, Walmart, et al). As children we are told we must work hard if we want to succeed at life, but few teachers properly teach their kids how to self-teach, that is, get good at anything in the world you want to get good at. Usually, if someone is good at something, we attribute it to talent rather than hard work. I posit to you skeptics that talent is myth; given average biological/mental capabilities, you too can become an expert at anything--including Starcraft 2. But first, you must admit that there is a process to must follow to become an expert, and be willing to walk that path. -After acceptance, they ask what actions they should take. Once a reader accepts that the OP is true, they will naturally ask what they should do to improve. As Hapahauli noted, you must have the drive to improve at the game to improve at the game. If you merely want to have fun, keep doing your own thing. If you want to get better, learn how to learn from the experts. Now, the OP seems geared towards convincing the reader that the presented theory is true, and does an excellent job at that. But where to proceed? After all, the typical reader does not have access to an organized team, coach, or teacher who can answer the multitude of questions that stem from learning how to practice purposefully. Here's some advice if you want to get started: Read: Bounce by Matthew Syed Very beginner-friendly introduction to the type of thinking and practicing espoused in the original post. I refer my younger students here when first teaching them how to practice properly. If you are not the type to read long works, then I suggest you visit here instead: Deliberate Practice The above link takes you to a free masterclass lesson with one of Julliard's music/sport psychologists--the material is of course applicable to Starcraft 2 as well. I've been following Dr. Kageyama's material for some time; it is the most precise, action-oriented writing I've yet encountered on how to best practice (and perform under pressure) when engaging in any skill. If you have any doubts, he developed it with Olympic sport psychologist Dr. Don Greene, one of the top names in the industry (the works with actors, musicians, etc. who make it into major symphonies, win Oscar/Emmy awards, and so forth). I've integrated Dr. Kageyama's material to help my own development as well as my student's--and it works. Check it out. Most of all, TL'ers, you must understand something--real skill is developed via baby steps, over long periods of time. Do practice correctly, you must begin by establishing the correct habits. Do you know why you can rarely keep a New Year's Resolution? Do much change at once. If you want to get in the habit of running at 6 am three times a week, start small: begin by waking up each morning at 6 am and put on your shoes, then go about your day (quite a struggle for us nocturnal types!). Three weeks later, wake at 6 am, get dressed, and walk to the end of the block. Then come home. Repeat for three weeks. Then start running a short distance. Do you see? Baby-steps form habits. If you try to implement big changes in your habits, you will fail. You must slowly modify how you go about things. If you are someone who typically just plays games non-stop, continue to do so, but with one exception: take 20 minutes to work on one skill, such as build orders against AI, or using a micro trainer. Then go back to what you normally do. Make this a habit. Then expand your "focused" practice several weeks later. It will stick. You will get much better. So simple. Take note... SC2 is young; even IMMVP or IMNestea have yet to become masters of the game, as they simply have not had enough time to do so (as other posters have stated, that takes roughly 10,000 hours of purposeful practice, or 3 hours every day for 10 straight years). You know of those child prodigies, the five-year-olds who convincingly play a Chopin Mazurka on talk shows to an adoring audience? They still put in the same amount of work, but in a compressed time period. If skill amounts to entertainment, then the best SC2 games are still several years away. If you dream of playing like IMMVP or IMNestea--or more realistically, just want to be better, try out the above steps. Read what other experts have written here. Watch Day[9] lessons on mechanics, if you prefer visual media. Information is power, but more importantly, you must learn how to wield that power. Happy practicing! :D P.S. Feel free to contact me if you want to hear more, have questions, or even want to talk over the phone. Happy to be of service to the community. | ||
Allbinator
Canada12 Posts
Edit: OP, great work on creating intelligent conversation! I too would choose to address posters idiocy as an example, but I'm finding that this thread as a whole is a bit difficult to read, perhaps vigilance by deleting most idiocy and PMing may be most effective and save us all time. | ||
mothergoose729
United States666 Posts
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Honeybadger
United States821 Posts
On October 08 2011 05:54 Hapahauli wrote: There is a clear emphasis on breaking up the learning process into smaller fragments and prioritizing slow, mechanical mastery. You will never see a competent musician start learning a piece by beginning to play it at full speed. I agree with everything you say, but I wanted to point out that I'm an extremely talented musician (tenor, alto, baritone, bass saxophone, cello, won "best saxophone soloist" in the state all four years of high school) and I start learning a piece by first playing once through, in its entirety, at double speed just because it makes me laugh. Nothing is funnier than classical music at a Benny-Hill tempo. Though before that, I try to listen to it before playing anything. Damnit, now I want to pull out my cello and try learning "through the fire and flames." There goes my night. Thanks. You jerk. And on the starcraft topic, QXC is 100% correct. I'm going to compare Starcraft to sixteenth and thirty second-th note runs. As you mechanically are capable of playing the piece, the way you prepare for possible errors is to train pure muscle memory. if I'm playing a sixteenth note-primary solo (coletrane for example) at an 80 tempo, I'll learn it at 40, then 60, then 80. But then I'll push it to 100. And 120. 140. 160. 200. If I can't play a piece (within reason) at a 200 tempo, I don't consider myself proficient at it. A problem many people encounter is that by only working with normal speed and below is that your body attunes itself to the speed you're most used to. If you train at "faster" all the time (or 120bpm on a piece written for 120) when the time comes for a wrench to be thrown in the works, you won't have the reaction time to deal with it. But if your brain is used to 180bpm or "fastest" then suddenly "faster" or 120 feels like freaking bullet time. Play a game of starcraft at "normal" speed and tell me it doesn't feel like the easiest thing in the world. Your brain is capable of reading three lines of text at once, and scanning an entire page of text in three seconds or less, solving a rubicks cube in under 10 seconds, etc. Starcraft is just another form of speed chess. (this is all assuming you have basic mechanics and fundamentals down.) | ||
RosaParksStoleMySeat
Japan926 Posts
Now, when you look at a Starcraft II game played at a high level, it is extraordinarily complicated. Let's look at some of the stuff that goes on in the first few minutes of a game: *Keeping peon production constant. *Putting peons on closer mineral patches for optimal mining. *Scouting with a peon in a manner in which that unit is kept moving at all times. *Building production buildings, not missing supply buildings/units, researching necessary upgrades. *Timing expansions and maynarding peons to them. *Setting building waypoints. *Microing units against scouts/early aggression. *(Zerg) Injecting larvae constantly and spreading the creep highway. *(Terran) Calling down MULES for additional minerals. *(Protoss) Chrono Boosting structures and upgrades for maximum productivity. How can we possibly perfect all of these timings and actions? The answer is in our internal neural networks. According to connectionist theory, the human brain is composed of a complex system of neural networks, in which pieces of knowledge are connected between these networks, and become associated with each other. When we are first learning how to do something, we learn it as a controlled process. For fun, let's take a game example: Final Fantasy VIII's gunblade system. Our main character Squall wields a gunblade, and to maximize damage, you have to hit R1 immediately as he strikes. The first couple hundred times we do this, we think about the timing, pay attention to the sound effects, watch him carefully, and hit R1 when we feel it is appropriate. As we practice this action, it becomes what is called an automated process. In connectionist terminology, the association between two actions (selecting a physical attack and his gunblade hitting the mob) has become so strengthened in our neural network that we do it automatically. It would even be remarkably difficult not to activate his gunblade in this attack. As a matter of fact, on several occasions in my play through of Final Fantasy VIII, Squall had a confusion spell cast on him, attacked his own teammate, and I had already learned the process of activating his gunblade to such automaticity that I hit R1, inflicting additional unwanted damage on my own teammate. Obviously, most of the time knowing something to the point of automaticity is a good thing, but this is beside the point. Concentrated repetition made me learn this action. Practice made perfect. This is why we should practice Starcraft II games in smaller segments. As we focus on one task, we can change a controlled process into an automatic one. This automatic process will be integrated into our main gameplay, and improve our performance better than any amount of random ladder games could. I would expand past what the OP is talking about for this, though. Does anybody remember in Starcraft: Brood War, during B.Net attack, we saw Firebathero reset the rally points of 15 barracks in something like two seconds? He basically hit F2 (to position his camera to the barracks), selected the first one, hit F3 (to position his camera to the desired rally point), right clicked, then repeated with F2->left click->F3->right click for each individual barracks. I'm willing to bet that he did not learn how to do this in normal games, no matter how numerous they were. He sat there in a custom game for hours practicing this sequence, and then incorporated it into his main play. While Starcraft II is a little bit easier mechanically, I feel the same thing can be done for other tasks. | ||
mothergoose729
United States666 Posts
On November 13 2011 19:58 RosaParksStoleMySeat wrote: I would like to contribute some educational theory as to why, while training, we break complicated tasks down into smaller components to achieve mechanical mastery. Now, when you look at a Starcraft II game played at a high level, it is extraordinarily complicated. Let's look at some of the stuff that goes on in the first few minutes of a game: *Keeping peon production constant. *Putting peons on closer mineral patches for optimal mining. *Scouting with a peon in a manner in which that unit is kept moving at all times. *Building production buildings, not missing supply buildings/units, researching necessary upgrades. *Timing expansions and maynarding peons to them. *Setting building waypoints. *Microing units against scouts/early aggression. *(Zerg) Injecting larvae constantly and spreading the creep highway. *(Terran) Calling down MULES for additional minerals. *(Protoss) Chrono Boosting structures and upgrades for maximum productivity. How can we possibly perfect all of these timings and actions? The answer is in our internal neural networks. According to connectionist theory, the human brain is composed of a complex system of neural networks, in which pieces of knowledge are connected between these networks, and become associated with each other. When we are first learning how to do something, we learn it as a controlled process. For fun, let's take a game example: Final Fantasy VIII's gunblade system. Our main character Squall wields a gunblade, and to maximize damage, you have to hit R1 immediately as he strikes. The first couple hundred times we do this, we think about the timing, pay attention to the sound effects, watch him carefully, and hit R1 when we feel it is appropriate. As we practice this action, it becomes what is called an automated process. In connectionist terminology, the association between two actions (selecting a physical attack and his gunblade hitting the mob) has become so strengthened in our neural network that we do it automatically. It would even be remarkably difficult not to activate his gunblade in this attack. As a matter of fact, on several occasions in my play through of Final Fantasy VIII, Squall had a confusion spell cast on him, attacked his own teammate, and I had already learned the process of activating his gunblade to such automaticity that I hit R1, inflicting additional unwanted damage on my own teammate. Obviously, most of the time knowing something to the point of automaticity is a good thing, but this is beside the point. Concentrated repetition made me learn this action. Practice made perfect. This is why we should practice Starcraft II games in smaller segments. As we focus on one task, we can change a controlled process into an automatic one. This automatic process will be integrated into our main gameplay, and improve our performance better than any amount of random ladder games could. I would expand past what the OP is talking about for this, though. Does anybody remember in Starcraft: Brood War, during B.Net attack, we saw Firebathero reset the rally points of 15 barracks in something like two seconds? He basically hit F2 (to position his camera to the barracks), selected the first one, hit F3 (to position his camera to the desired rally point), right clicked, then repeated with F2->left click->F3->right click for each individual barracks. I'm willing to bet that he did not learn how to do this in normal games, no matter how numerous they were. He sat there in a custom game for hours practicing this sequence, and then incorporated it into his main play. While Starcraft II is a little bit easier mechanically, I feel the same thing can be done for other tasks. I wish team liquid had a rep system. That is a very good post. I hope it gets added to the OP. | ||
Peanutbutter717
United States240 Posts
What helps me learn new builds is starting up a custom game and practicing that build over and over, and comparing it the the pro that i learned it from, as OP said | ||
CluEleSs_UK
United Kingdom583 Posts
To say even pros couldn't benefit from this, is a total lie. When watching pro streams, it's really evident whose build orders have gaps and whose don't (idrA). | ||
Hapahauli
United States9305 Posts
On November 13 2011 19:58 RosaParksStoleMySeat wrote: I would like to contribute some educational theory as to why, while training, we break complicated tasks down into smaller components to achieve mechanical mastery. Now, when you look at a Starcraft II game played at a high level, it is extraordinarily complicated. Let's look at some of the stuff that goes on in the first few minutes of a game: *Keeping peon production constant. *Putting peons on closer mineral patches for optimal mining. *Scouting with a peon in a manner in which that unit is kept moving at all times. *Building production buildings, not missing supply buildings/units, researching necessary upgrades. *Timing expansions and maynarding peons to them. *Setting building waypoints. *Microing units against scouts/early aggression. *(Zerg) Injecting larvae constantly and spreading the creep highway. *(Terran) Calling down MULES for additional minerals. *(Protoss) Chrono Boosting structures and upgrades for maximum productivity. How can we possibly perfect all of these timings and actions? The answer is in our internal neural networks. According to connectionist theory, the human brain is composed of a complex system of neural networks, in which pieces of knowledge are connected between these networks, and become associated with each other. When we are first learning how to do something, we learn it as a controlled process. For fun, let's take a game example: Final Fantasy VIII's gunblade system. Our main character Squall wields a gunblade, and to maximize damage, you have to hit R1 immediately as he strikes. The first couple hundred times we do this, we think about the timing, pay attention to the sound effects, watch him carefully, and hit R1 when we feel it is appropriate. As we practice this action, it becomes what is called an automated process. In connectionist terminology, the association between two actions (selecting a physical attack and his gunblade hitting the mob) has become so strengthened in our neural network that we do it automatically. It would even be remarkably difficult not to activate his gunblade in this attack. As a matter of fact, on several occasions in my play through of Final Fantasy VIII, Squall had a confusion spell cast on him, attacked his own teammate, and I had already learned the process of activating his gunblade to such automaticity that I hit R1, inflicting additional unwanted damage on my own teammate. Obviously, most of the time knowing something to the point of automaticity is a good thing, but this is beside the point. Concentrated repetition made me learn this action. Practice made perfect. This is why we should practice Starcraft II games in smaller segments. As we focus on one task, we can change a controlled process into an automatic one. This automatic process will be integrated into our main gameplay, and improve our performance better than any amount of random ladder games could. I would expand past what the OP is talking about for this, though. Does anybody remember in Starcraft: Brood War, during B.Net attack, we saw Firebathero reset the rally points of 15 barracks in something like two seconds? He basically hit F2 (to position his camera to the barracks), selected the first one, hit F3 (to position his camera to the desired rally point), right clicked, then repeated with F2->left click->F3->right click for each individual barracks. I'm willing to bet that he did not learn how to do this in normal games, no matter how numerous they were. He sat there in a custom game for hours practicing this sequence, and then incorporated it into his main play. While Starcraft II is a little bit easier mechanically, I feel the same thing can be done for other tasks. (Bolded for emphasis) Spot on - I agree with you completely. Effective learning processes tackle small segments at a time, and build up on them gradually. The FBH example is very telling of how this applies to starcraft. You have to tackle and master the small tasks first. Only then can you build upon the foundation, adding additional macro and micro tasks. On November 13 2011 19:28 Honeybadger wrote: I agree with everything you say, but I wanted to point out that I'm an extremely talented musician (tenor, alto, baritone, bass saxophone, cello, won "best saxophone soloist" in the state all four years of high school) and I start learning a piece by first playing once through, in its entirety, at double speed just because it makes me laugh. Nothing is funnier than classical music at a Benny-Hill tempo. Though before that, I try to listen to it before playing anything. Damnit, now I want to pull out my cello and try learning "through the fire and flames." There goes my night. Thanks. You jerk. And on the starcraft topic, QXC is 100% correct. I'm going to compare Starcraft to sixteenth and thirty second-th note runs. As you mechanically are capable of playing the piece, the way you prepare for possible errors is to train pure muscle memory. if I'm playing a sixteenth note-primary solo (coletrane for example) at an 80 tempo, I'll learn it at 40, then 60, then 80. But then I'll push it to 100. And 120. 140. 160. 200. If I can't play a piece (within reason) at a 200 tempo, I don't consider myself proficient at it. A problem many people encounter is that by only working with normal speed and below is that your body attunes itself to the speed you're most used to. If you train at "faster" all the time (or 120bpm on a piece written for 120) when the time comes for a wrench to be thrown in the works, you won't have the reaction time to deal with it. But if your brain is used to 180bpm or "fastest" then suddenly "faster" or 120 feels like freaking bullet time. Play a game of starcraft at "normal" speed and tell me it doesn't feel like the easiest thing in the world. Your brain is capable of reading three lines of text at once, and scanning an entire page of text in three seconds or less, solving a rubicks cube in under 10 seconds, etc. Starcraft is just another form of speed chess. (this is all assuming you have basic mechanics and fundamentals down.) I congratulate you on your awards and accomplishments on Saxaphone, but there's a huge difference between a high-school award and professional standards. You don't need proper practice methods to win state higschool awards in music - talent alone usually suffices. However, if you want to be a professional, or win major national competitions, you need to practice properly. There's simply no way you can achieve the necessary stability in tempo or mechanics without practicing slowly. You need to build a slow, mechanical foundation to build your memory off of. As for practicing above tempo for musicians, I find it absurd. You kill your sense of tempo and stability by practicing above too fast. I've had students who've done this in the past, and we spend our entire lessons doing slow metronome work fixing the mechanical stability they lost. If you practiced slowly and built up to normal tempo, you wouldn't have to worry about not thinking fast enough, since you did all your mechanical work in a slow controlled environment. As for a Starcraft Analogy - You can get into Platinum league with Platinum practice methods. If you are content at stopping there, good for you. However, you need better practice methods to get into Master's league, and slow, mechanical mastery is the fastest and most effective way to improve. | ||
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