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2 player co op ONLY...opinions wanted

Archive: 21 posts


Now that I have finished Calamity Construction and it's online I am looking for a new project to start.

I am considering making a two player ONLY level. Now I know quite a few of you would like this due to there not being many of them and it's something a bit different...but I would like you to look at it from my point of view and then give your opinion.

Do you think it is worth making a level that is obviously going to receive a limited amount of plays in comparision to a 1 player level?

The rating of the level can be corrupted much easier from players not reading the title properly, entering the level alone, and then rating it badly because they can't do it.

If you were in my position would you stick to creating 'normal levels'. Or opt for doing something a bit different and it potentially not being as well received?

Thanks for your opinions in advance
2009-06-07 19:52:00

Author:
jackofcourse
Posts: 1494


Judging by your brilliant work so far (I still have to leave feedback on your latest level but I have played it) I would say it is time for you to take a leap and see what happens. I would love to play it as I have a brother and we rarely get fun level that are entirely multiplayer
It's really nice to see creators do something different, even if they fall on their faces rating-wise, I can guarantee you will make a great level!
Go for it, is my advie!
2009-06-07 19:56:00

Author:
Coxy224
Posts: 2645


I did it and would do it again with the right idea in hand. The level was cursed with that stigma from the get go, and I knew it would be... but the people that did successfully play it, loved it and were very vocal about it.

If you have a popularity level and installed fanbase like yours, you really should have an easy time establishing it as successful level, despite it's 2x construct... it will launch a bit more successful and people will probably be more understanding and less confused throughout the 7 day cycle.

In the end though, you have to make the level for yourself, as something you want to build and play... and hope for the best. Don't ever limit your creativity for the audience... that's selling yourself short, and makes the labor of creating more of a demanding and stressful job than a fulfilling hobby.

I would personally look forward to playing a 2x level from you, but I can't speak for the player base...but, a good design to study if you want a best of both worlds kind of thing, a compromise of sorts - aer0blue's "Razohtep's Tomb"
2009-06-07 20:08:00

Author:
Unknown User


I did it and would do it again with the right idea in hand. The level was cursed with that stigma from the get go, and I knew it would be... but the people that did successfully play it, loved it and were very vocal about it.

If you have a popularity level and installed fanbase like yours, you really should have an easy time establishing it as successful level, despite it's 2x construct... it will launch a bit more successful and people will probably be more understanding and less confused throughout the 7 day cycle.

In the end though, you have to make the level for yourself, as something you want to build and play... and hope for the best. Don't ever limit your creativity for the audience... that's selling yourself short, and makes the labor of creating more of a demanding and stressful job than a fulfilling hobby.

I would personally look forward to playing a 2x level from you, but I can't speak for the player base...but, a good design to study if you want a best of both worlds kind of thing, a compromise of sorts - aer0blue's "Razohtep's Tomb"

Yeah that is a great level for a compromise. One of the very first levels I hearted.

I've posted a similar thread to this over on the workshop for their opinions and something similar was said about just creating for myself, and while I do understand this to a degree and I know there's a big shout for 'making whatever you want and if people like it it's a bonus'. I don't really share that philosophy. I do make levels because I enjoy creating obviously, but I also like to put levels out there so that other people can hopefully enjoy them.

I would definitely like to try and make a level like this, but there's no denying that part of making a great level is about thinking what other people want to play.

Hence why I am asking this question
2009-06-07 20:15:00

Author:
jackofcourse
Posts: 1494


Do you think it is worth making a level that is obviously going to receive a limited amount of plays in comparision to a 1 player level?

Very simply, yes. I couldn't agree more with NinjaMicWZ. You are a popular creator, with 3 popular levels. Your future 1p levels will no doubt be just as popular. Why worry about the popularity of this one level if this is a project that you want to do. Edit- just saw your second post. People will enjoy playing a 2p level, just you will get less plays on it is all. Remember that all plays through the level can be doubled as it's a 2-player level though

Best bet is to have "2p only" in the title (beginning or end). Begin the description with "2 players only" and then have the first thing be a magic mouth and a very simple 2 player mechanic (i.e, two button AND gate lift). I know this is overkill, but y'know what people are like
2009-06-07 20:18:00

Author:
rtm223
Posts: 6497


Yeah I agree. If I was to do it I would have to put '2 player only' literally any place I could at the start to make sure they get it into their heads haha

Lite_Sleeper over on the LBW had a good idea as to how I could 'half release' it at first. Just giving the key out to people whom I know would appreciate it and understand the purpose of the level. Then once it has picked up and has a bit of a backing (this is all assuming it is worthy of the backing of course) release it properly.
2009-06-07 20:33:00

Author:
jackofcourse
Posts: 1494


I wish we could have muliplayer option in lbp that would only allow a certain number of people into your level (which you would obviously set when publishing).

I know this would have problems too, but it would be better than people coming into your level by themselves then not being able to go through the level. Then leaving and rating your level low
2009-06-07 20:52:00

Author:
dorien
Posts: 2767


I was thinking of this earlier as a way to combat that!

I think it would definitely encourage people to make more co op style levels.

A system where you choose which you wanted. Something like this. (Someone will definitely be able to refine this but just a general idea)

ANY 1-4
ONLY 1
ONLY 2
ONLY 3
ONLY 4

Could even had like 2-3 ONLY...etc. Depending how complicated you wanted to make it.
2009-06-07 20:56:00

Author:
jackofcourse
Posts: 1494


min players = x
max players = y

default 1 and 4. Simple validity check behind the scenes (y > x). Done. My first level will be 1 player only. I have some original and (I think) cool mechanics that will break if multiplayers aren't basically cuddling each other or synching their jumping. Of course 1p only isn't as big a deal but it would still be nice. MM don't seem to do these sorts of little simple tweaks though.

Outside of dreamland, Mindphaser has a thread about his levels being killed where people talk of a launch committee, and I'm sure you would be able to russle enough support for that around here.
2009-06-07 21:02:00

Author:
rtm223
Posts: 6497


I think you would still get a lot of plays I mean look at all those "deathmatch" levels, you can't play them alone but they still get a lot of plays. I would personally love it if you made a 2P level.2009-06-07 22:05:00

Author:
brnxblze
Posts: 1318


Julesyjules (Star Wars...etc) and myself decided to have a shot at making a 2p only level. I think something you`ll need to accept from the word go is that it`s not going to get a 5 star rating and hearts from everyone.

We decided to shelve it until the online co-op came into play, as creating and testing with 1 player would be hellish.
2009-06-07 22:17:00

Author:
Matt 82
Posts: 1096


Have fun while creating whatever you want and you win! There's not a crown or heart that can top that. In your face H?H?H?hh43h4hh42009-06-07 23:01:00

Author:
BasketSnake
Posts: 2391


Well I think I am going to have a go at this. Had a frustrating day trying to choose what materials to use, but finally picked 3-4 I'm happy with. (Always the first thing I do when creating!! The materials help a lot if deciding what kind of level it is going to be )

Thanks for all your opinions!
2009-06-08 01:33:00

Author:
jackofcourse
Posts: 1494


Awesome, I can't wait! I really like the odd level that is designed ground-up for 2 players 2009-06-08 02:58:00

Author:
hilightnotes
Posts: 1230


Go for it Jack.

I made one for the february competition and although I didn't win ( came second ) I really enjoyed making it and thinking up the various 2 player challenges.

I also intend to add to it at some point as I couldn't get as much in as I wanted before the closing date. It's a level I'm particularly proud of and will probably never delete it.

It hasn't had many plays in all this time but I'm not that bothered because I know how good it is and Wexfordian played it early on and was very kind in his feedback and gave it 5* I believe so even if 1 person likes it ( or 2 in this case as it's a 2 player level ) then I consider it worthwhile.
2009-06-08 03:08:00

Author:
mistervista
Posts: 2210


Well I think I am going to have a go at this.

Awesome! I'm really looking forward to it. If you ever need a person to test it with you, you know I'll be there for you .
2009-06-08 03:34:00

Author:
brnxblze
Posts: 1318


I say do it regardless of feedback, ratings, or amount of plays. If it's good, the word will get out. Besides... it's all about creating in the first place, right? 2009-06-08 05:40:00

Author:
Rustbukkit
Posts: 1737


'making whatever you want and if people like it it's a bonus'. I don't really share that philosophy.

I do make levels because I enjoy creating obviously, but I also like to put levels out there so that other people can hopefully enjoy them.


These two philosophies are one and the same... creating out of the passion for doing it, and hoping people enjoy the end result.

No one's advocating that you purposefully make something hoping that people won't like it, or fail to take into account the balance of gameplay and fun in regards to players... just that you don't spend your time laboring away on a project you don't even want to make just because it's what people want, when all along you wanted to make an awesome 2x level.

To explain myself better, I don't think you'll produce quality work if you're not inspired to do it and don't enjoy making and playing your own level. If you like the idea of a 2x level, can see it being fun to make and play, believe that you can make a quality experience out of it, then it will obviously show in the end product.
2009-06-08 12:32:00

Author:
Unknown User


Do not restrain yourself of doing it if you think your mini-game or coop level is a good idea in itself.

I made a successful 2 players only level with Dig It! (2 players game). My rating didn't went wierd and people were actually happy to play a dedicated 2 players game for a change.

Just one thing I would warn you about though. A very large majority of people play single player and 2 players. Don't bother the "3 players only" or "4 players only" route. Those would also give you a fairly high "fail" chance. Most people would simply not play your level and rate it bad.

.
2009-06-08 15:49:00

Author:
RangerZero
Posts: 3901


Jack, I'd not worry so much about the ratings. Start it knowing it'll likely get more limited plays, a few 1 stars from people who didn't read the description and thats about the worst of it. Just go ahead and do your stuff. There's really not enough decent co-op only levels on the planet, its totally worth doing in that regard alone.

My main suggestion would be to not dilute it too much by trying to make it accessible to a solo player. The few 2p levels I have played have really worked brilliantly when you're forced to work it out between you, not when one of the players is sidelined and superfluous. It may not get as many plays but will be a stronger level in it's own right.

Good luck with it, Me and Matt will be having a bash soon as online create comes around!
2009-06-11 22:35:00

Author:
julesyjules
Posts: 1156


Yeah thanks a lot.

I never even thought of diluting it to be honest. I always thought that if I were to make a two player level then that is exactly what you'd need to complete it, two players. I also intend for the players to have pretty equal share in regards to the input that has to go into completing it.

I've started it off now and I'm quite pleased with it so far. I'm really happy with the material choices (I think that's the thing I struggle to be happy with more than anything, ideas aren't usually a problem, after all, we can literally make anything )

I'm happy with the gameplay up to now, it's still quite simple as I haven't done too much (about 25% thermo). So should be ramping up the complexity soon enough
2009-06-11 23:41:00

Author:
jackofcourse
Posts: 1494


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