We’d love to do everything, but we’re a very small team, and need to prioritize. The interviews are a wonderful resource, particularly for me as a teacher. But they’re not generally effective as instructional tools — at least not for the most serious challenges that players ask us to help them solve.
A big part of this realization came from the platform Technique Critique feature, which is one of the things we spent a huge amount of time implementing that took us away from filming and editing interviews. Once we got that running, it closed the feedback loop, and allowed us to see exactly what was working and not working in our teaching.
It quickly became clear that there were many points of failure. The number of players out there with 10+ years under their belts who are stuck at sixteenth notes in the mid-100 beats per minute, or stringhopping even slower than that — you have no idea. Or maybe you do! But it’s crazy. People ask us why we focus on picking technique, how can that be a whole business? That’s why. The sheer scope of the problem is really pretty astounding.
As a result we’ve made some significant instructional strides, with numerous substantial updates to the lessons over the past year and a half. Not only that, but the new setup allows us to be really targeted in devising and testing hacks for surmounting some of these obstacles. If someone has questions for me or Tommo, it’s probably because something is missing in our sequence that should really be there. If so, we’ll film it and add it on the fly.
In between the big updates, we’ve pushed out numerous tweaks to the core sequence as a direct result of something someone asked us in a critique. Some of these tricks produced immediate results. Over the past month alone I’ve had more than one player go from 170 bpm to 220+ bpm with greater ease and comfort. Someone walking in the door right now will have a lot more firepower directed at their most difficult problems.
I know you’re asking about interviews specifically, but I’m explaining this for two reasons. One, I want to provide a clearer picture as to why spending 3+ weeks editing an interview isn’t always possible for us. And two, I want to address the implicit question, which is, if you’re not editing and releasing interviews, what exactly are we doing that adds value for players who sign up? That’s really important to us.
We definitely do have a selection of interviews that we have filmed but no time to edit them at the moment, and we’ll definitely get back to them at some point.
FYI, “Masters in Mechanics” is just the term we use for the paid membership — it doesn’t refer to interviews specifically. Lately we’ve just been saying “membership” or “subscription” to eliminate confusion.
Hope that clarifies!