Okay, I'm probably your exact target demographic - I have about 1,300 hours in Rocksmith and I'm obsessed with it, but often find myself wanting more "pro" features like Guitar Pro has. So hopefully you'll find my feedback useful...
On the tab interface:
- Seeing a blob of 6 numbers come isn't intuitive enough. The strings REALLY need to be colored. You should be able to get away with using the same colors as Rocksmith, as there's generic sets of strings using those (https://www.guitarcenter.com/DR-Strings/Hi-Def-NEON-Multi-Co...) - or at least make them configurable. It's hard for me to tell which string is which in fatpick.
- Bar lines for the beat/measure changes would be helpful.
- Chords saying their name above them would be a huge help - "G" is much easier to parse quickly than "355433"!
Practice mode:
- Just adjusting playback speed isn't enough. To be actually useful, fatpick needs something like Rocksmith's Riff Repeater, where you can select a section, loop it at a selected speed, and have it increase 1% each time you get the notes right. In fact, here's where you can outshine Rocksmith, since Rocksmith only lets you select entire sections, whereas you could make it so you could really drill in on notes
Audio:
- Being able to play the audio file instead of just guitar pro-style midi would be a huge bonus. Don't make it required, so you can still just import a quick GP file to play, but for curated tracks or imported Rocksmith psarcs (see my comment elsewhere about psarcjs), the real audio would be great.
- Even better... multitrack audio! Just play the song .mp3 if that's all there is, but there's plenty of multitrack ogg's sourced from rock band / guitar hero floating out there. For these songs you could play with your chosen instrument removed - IE, pick a song with a multitrack ogg, pick the bass part, the audio engine wouldn't play the bass part but would play the rest.
- Some kind of effects on the guitar would be nice. Using an AxefxIII and Loopback I can mix in real guitar sounds with the game, but most of your demographic won't have that ability, so being able to pick an AC/DC song and have basic distortion effects will be a must.
Anyways, after playing with fatpick for 20 minutes I'm going to go back to Rocksmith. Will check on this in a month though and see how far along it is - there's a lot of potential here!
Personally I switched from Rocksmith to goPlayAlong, mostly because it syncs audio to tabs. It does not do note recognition, but I had more trouble in rocksmith than its worth. Notes that do not get recognized for some reason. My low e string has trouble getting recognized even though its in tune.
I've also realized that its not a good idea psychologically. You basically remove the "did I play it correctly and did it sound good?" part from your brain, and rely on a external system to provide that feedback for you. This would be no issue if these tools could gauge that better, going beyond "does the input have the correct frequencies at the correct times?". It does not recognize fret buzz, it does not recognize you slightly panicing but still hitting the correct notes.
So in goPlayAlong I just select the parts I wanna work on (you can not just select bars, but also single notes), make sure the pitch is correct (it has halftone + semitone corrections), slow it down to the tempo I want to work on. Then I play it a few times. If I am happy with how it sounds, I press the + key on my keyboard to increase the tempo by 5%.
It also has a trainer mode which increases the speed after a set amount of playthroughs (of the section), by a set amount of speed. So increase 1% every 5repeats for example. I use it when I am more focused on improving speed.
It also has a very tight feedback loop. After it played the last note of the section it straight goes into the first note of the section again. No "You did great", no playing 5 seconds after and before the section like rocksmith does.
Unfortunately it costs something like 40$. After trying the demo and the song syncing I instantly bought it. I was very impressed it was able to accurately sync a live version of a song to the tab, accurately.
The only thing I miss about it is beeing able to edit the tabs.
Give Soundslice a shot (https://www.soundslice.com/). It's tabs synced with audio/video, complete with a notation editor, various instrument visualizations and a community of people posting stuff.
Thank you for your detailed feedback. I really appreciate it.
I've been thinking along the same lines as many of your suggestions, just haven't gotten around to them yet.
The color-coding of strings comment is interesting. It's obviously not hard to do, but it never occurred to me that this would be particularly valuable. (To be fair most of your suggestions are interesting, but this is one that surprised me.)
I guess this is academic from your perspective, but as it happens FATpick does support sync'ing with original audio recordings in addition to the synthesized per-track audio that it generates. But that feature is not exposed right now due to some challenges with the auto-synchronization logic. Maybe I should add the recorded audio to some of the existing tracks just to demonstrate the feature. That's definitely a more compelling experience.
Question about the string coloring: Does Rocksmith support guitars with "extra" strings, like 7-string or 8-string guitars? FATpick does, and I'm wondering what they do with respect to string color in that case.
On the tab interface: - Seeing a blob of 6 numbers come isn't intuitive enough. The strings REALLY need to be colored. You should be able to get away with using the same colors as Rocksmith, as there's generic sets of strings using those (https://www.guitarcenter.com/DR-Strings/Hi-Def-NEON-Multi-Co...) - or at least make them configurable. It's hard for me to tell which string is which in fatpick.
- Bar lines for the beat/measure changes would be helpful.
- Chords saying their name above them would be a huge help - "G" is much easier to parse quickly than "355433"!
Practice mode: - Just adjusting playback speed isn't enough. To be actually useful, fatpick needs something like Rocksmith's Riff Repeater, where you can select a section, loop it at a selected speed, and have it increase 1% each time you get the notes right. In fact, here's where you can outshine Rocksmith, since Rocksmith only lets you select entire sections, whereas you could make it so you could really drill in on notes
Audio: - Being able to play the audio file instead of just guitar pro-style midi would be a huge bonus. Don't make it required, so you can still just import a quick GP file to play, but for curated tracks or imported Rocksmith psarcs (see my comment elsewhere about psarcjs), the real audio would be great. - Even better... multitrack audio! Just play the song .mp3 if that's all there is, but there's plenty of multitrack ogg's sourced from rock band / guitar hero floating out there. For these songs you could play with your chosen instrument removed - IE, pick a song with a multitrack ogg, pick the bass part, the audio engine wouldn't play the bass part but would play the rest.
- Some kind of effects on the guitar would be nice. Using an AxefxIII and Loopback I can mix in real guitar sounds with the game, but most of your demographic won't have that ability, so being able to pick an AC/DC song and have basic distortion effects will be a must.
Anyways, after playing with fatpick for 20 minutes I'm going to go back to Rocksmith. Will check on this in a month though and see how far along it is - there's a lot of potential here!