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#1

Quality Over Quantity

Archive: 17 posts


Hi guy and girls

I just want to get this out looking around a lot I can't help but to see a lot have something like 20 levels online, nothing wrong with that but don't you think it be better to go for quality and not quantity?

Its best to make one level really polished your level then to make 10 bad unpolished levels.

Quality Over Quantity!

Don't rush a level out think about it and redo parts get a mate who don't know how to play the level to play it with you, and see how they get on and see where other may find hard or not working out the way you want it to be worked out.

Try and pick a strong theme in look or in gameplay or better looks and gameplay.

I all way have a theme first in my head as I'm making my levels and I like to draw a little something or have something try and aim for

like this

sackboy in skytown

http://th01.deviantart.com/fs40/300W/i/2009/035/6/c/skytown_by_jump_button.jpg
http://img10.imageshack.us/img10/6787/aphoto2oq4.jpg

Robot town

http://th08.deviantart.com/fs42/300W/f/2009/115/f/c/robot_town_by_jump_button.jpg
http://fc68.deviantart.com/fs40/f/2009/008/b/f/lbp3_by_jump_button.jpg

Black & White Planet

http://th02.deviantart.com/fs39/300W/i/2009/001/9/6/dead_of_night_by_jump_button.jpg
http://i44.tinypic.com/35085yt.jpg

More originality in levels idea and not copy of game not that I mind that but LBP all about originality and to give you the tools to make you own ideas come to life.
2009-05-06 10:52:00

Author:
jump_button
Posts: 1014


those drawings are awesome!! Don't you wish you could put that kind of detail into the game? But you did a great job on the translation anyways. As for quality over quantity I totally agree. Sometimes though my level doesn't match my original vision due to thermo restrictions.2009-05-06 11:09:00

Author:
smasher
Posts: 641


As second in the thread I want to be the first to tell you, that you have some mad skills on your hand there. I wish i could draw like that.

About what you say (which are two seperate things) is, make less levels and make those perfect.

Well I do not aggree 100 %. Some people here can make levels quite quickly and do not have a lot of detail in it and it fits perfectly. They can make good levels blindely, but maybe this still falls under polished.

But there should always be the margin to get better, to make errors. To see how people react and then redo it. My own level was worked over a douzend times and now I like it and would have never thought of how it will get when first releasing it. Levels in LBP ... or better here in LBPC are a living, breathing thing that evolves with the creator. As long as the creator is willing to get better, I'd say they should try what they want. Polishing on the way. And in some cases 20 not so super polished levels can be just as good as a few super polished ones. Depends strongly on what the author wanted to achieve.
2009-05-06 11:52:00

Author:
Fjonan
Posts: 359


While I agree that it can't hurt to take your time with the levels I also think it's perfectly fine to release a few not as polished levels. That way you get better feedback (in theory anyway) then you get by inviting friends to play your levels before you publish them. Personally I have no problem whatsoever with taking down a published level or completely rebuilding sections of it after weeks or month after I first published them.

Also, your drawing skills and the realisation of the drawings in LBP are admirable. : )
2009-05-06 11:58:00

Author:
Syroc
Posts: 3193


Can I hire you to draw backgrounds for my comics?! holy moly! I agree about quality over quantity to a degree, however, there are some people i know, ahem... GruntosUK, who have a million levels published and each one is better than the next. Some people just work fast. I don't, and that's why I only have a handful of levels. ^_^2009-05-06 12:28:00

Author:
xkappax
Posts: 2569


I'm afraid i'm one of the guilty ones in your eyes. I've made over 30 mostly mediocre levels but obviously overwritten old ones because 20 is the max you can have.

However I have only made levels because I had an idea and a passion to do it and wanted to act on them and see what i could achieve. I have often wished I could draw my level on paper first but never have simply because i cannot draw for peanuts ( not even one of Rocksauron's peanuts ) and hence my levels aren't as polished as I would like because I make it up as I go along and try to fit as many ideas in as i can.

Unfortunately that usually means I run out of thermo before I have everything in I want so therefore have no room left for polishing.

I also like to make as many custom objects as I can and try to use as little story mode stuff as possible. This also fills the thermo almost instantly. My new commando level is much shorter than I wanted because of all the custom objects in it. For example I didn't want to use MM trees in it and as it's set in Greece I made my own olive trees, the downside being as soon as I put a couple of my trees in the thermo instantly went up 3 bars !! but I wasn't taking them out again because that's the look I wanted.

I am just hoping that making so many levels is helping me become a better creator and will just enable me to make better levels as I progress. It's the only way I know to learn.
2009-05-06 13:25:00

Author:
mistervista
Posts: 2210


mistervista, you are not "guilty", lol! Everyone works differently. I play around with the level editor all the time learning how to use it and trying to improve, but I just haven't published any of that sort of stuff because I am such a sensitive person. This tends to make me be more critical about the things I publish, to the point of obsessive compulsiveness. I don't think there's anything wrong with what you're doing at all, though. What you're doing is a great way to grow, and you can actually visibly see your growth ^_^

I have had a lot of thermometer problems, too... Our first crystal cave level, which we worked two weeks on and then had to scrap because nothing fit, was one of these thermo hogging levels. I was stubborn and wanted to polish it, so I scrapped the whole thing. ...

The thing I do hate is when someone has 20 levels published that all have that graph paper default patch and are named either "unnamed level" or "H4H" or "TROPHY"
2009-05-06 13:52:00

Author:
xkappax
Posts: 2569


Wow dude, you got some amazing drawing talent to go along with your great levels. I agree with the whole quality over quantity - but a level itself should have a decent length.
Good point well made though......and those drawings are just.......
2009-05-06 16:35:00

Author:
Coxy224
Posts: 2645


WOW totally MAD drawing skills!!

Great translation to the medium as well!

I agree with you to an extent. I have 3 levels and I think I have gotten better with each one. I have kept the first almost as it was when I released it for 2 very important reasons.

1. Shows me my mistakes and triumphs of creating from the start.

2. Shows others how I have improved over time.

While this will be wasted on some...other will see and gain appreciation for how far I have come.


But Dude you are an artist...that is something I think you either have or don't. I think that gives you an advantage (not unfair mind you) but you already have the creativity to envision new and unique environments. many do not unless they are working with subject matter that inspires them.

Sometimes I just stare at the screen and what I have done and evaluate it. For hours! LOL


Gonna give your level or levels a try soon, the detail is awesome and that is something I am drawn too.



2009-05-06 17:08:00

Author:
AJnKnox
Posts: 518


well I think we have alot of Quality here Im just trying to show how I come up with ideas

this is really aim at any H4H out there

LBP all about get your ideas out of your head and into your hands to play on

the Quality can be anything from a cool looking level to gameplay to a story
2009-05-06 19:59:00

Author:
jump_button
Posts: 1014


I'm sending you a friend invite. I love your drawings and I'd love to create levels with you later.2009-05-07 00:01:00

Author:
BasketSnake
Posts: 2391


I also believe in "quality over quantity".
I mean, not that it's annoying you publish 20 quality levels or not because I always have the choice to actually play them or not but I would publish quality if only to be happy with myself.

I mean, If I take my time and publish something great, I have more chance to receive feedback after all and also make some more players happy. It's rewarding alot.

.
2009-05-07 01:02:00

Author:
RangerZero
Posts: 3901


The main problem I see with people that have 20 levels is that they're either all H4Hs or just exact copies of the same level.2009-05-07 02:14:00

Author:
Sackdragon
Posts: 427


Well it's obvious we all feel the same about your drawing skills... so no need to go there again.

I agree with your point 100%. As a visual person myself, most of my time is spent on the look of my levels. I want something that is going to look great first and foremost. Unfortunately my level "play factor" seems to suffer because of this (in my mind anyways). Designing a level that is both fun and nice to look at is tough to do well, not to mention not making it too hard for the players.

Good points all around.

Great drawing skills BTW... oops... oh well, it had to be said one more time I guess.
2009-05-07 04:21:00

Author:
Rustbukkit
Posts: 1737


I agree, most people I see with 20 levels have mostly mediocre or crappy levels. Not to say there are some who have a lot of good levels, but in my experience usually the less levels someone has then the more work they've put into the ones they have published.2009-05-07 04:58:00

Author:
TripleTremelo
Posts: 490


Feel proud, Just published my 2nd (well technically third, but the second isn't going to be published yet, as it's not quite finished and it's part of a series) and... I just got the CREATE trophy, and am on cool levels.

That is two levels. I've had the game SINCE CHRISTMAS. I've been non-stop creating, and I am still very slow!

One thing I always say, is if a level is short, but has brilliant graphics/gameplay, rate it high and heart it. Never, ever, rate a level low because the thermo didn't allow them to continue. I always prefer people that cut a level in half, if it means quantity.

On my current project, I have done 85% of level 1. It was going to be all in one level. I have done ONE THIRD of what I plan on doing. I need three levels (incl a prologue.)

Not to toot my own horn, but saying, level length =/= level rating.
2009-05-07 10:41:00

Author:
dkjestrup
Posts: 672


I agree that quality is important, but i'm not sure i see anything wrong with quantity. Like DK said, if the thermo runs out i'm not going to bash them if they had to make 4 levels to get the story done. Also, there are some cases where you can make a lot of quick levels (ie: minigames, or survival challenges) that can still be of good quality.2009-05-08 02:57:00

Author:
Burnvictim42
Posts: 3322


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