Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Everything Else LittleBigPlanet 1 [Archive]
#1

Having an 'Art Style' good or bad?

Archive: 48 posts


Thought this may be interesting topic. A number of comments stemming from my new level have give me some food for thought today. I've already posted my views on whether having a story is good or bad...

Now for an art style...a lot of you on this forum have said that you love the 'feel of my levels' and how they are instantly recognisable to my PSN...

To an extent, this is obviously a good thing. If people like the 'art style' then it is a winning formula. But how long before it gets boring?

Over on LBPforum, it's been mentioned that my levels are going 'stale' (not at all in an harsh way however). They thought this was because I adhered to a similar style in design.

Now while I do try to mix it up a bit, most evidently in my Calamity Construction level, there's not doubt the same style can be seen in it in parts.

My levels centre around the platforming, the mechanics, and trying to stick some nice visuals in there too. Is it time for a change? Should I try and do something totally different?

I've always tried to keep my work fresh by choosing new settings and not just pumping out sequels even though on every level I've had people ask for them. But is that enough? Do you have to change your style as well?

(The two threads I've created today have a tinged of trying to please everyone and just make levels that people will like and not doing it for myself. I don't really mean it like that, it's more about keeping it fresh and keeping me on my toes, which can only be a good thing!)

I've chosen to use my own levels here as the example, but this is by no means a thread just about my levels. I just felt this was the best way to convey what I was trying to say.

So, having a specific style, pros and cons? Discuss!
2009-08-08 00:19:00

Author:
jackofcourse
Posts: 1494


I don't see how it's possible to not have a style, good or bad.

It's good to reinvent yourself, but with something like your style in particular... I don't really see anywhere for it to go but possibly down or build upon what you already do, and maximize it's possibilities. When you're at an apex, there's no way to go up - only left and right.

After your last two levels you probably really wowed people hard, and 2x was like a breath of fresh air. So a 1x follow up probably subconscioussly felt like a step backwards to some people, no matter how good it was. Sometimes people can even get tired of perfection, and yearn for flaws or offkilter approaches... compare Calamity Construction to something like H.A.T.E. by Voltiare... comparable in the way the gameplay and platforming is balanced, but polar opposites when it comes to geometry, context, and art style. If I didn't want rigid symmetry and sterile looks that day, but I still wanted solid gameplay, I'd go to a jackofcourse level.

I really think Enoch was trying to be helpful, though... sometimes I struggle to find a thing someone could add to their portfolio of strengths, but there are always ways you can go an entirely different direction than your usual. I continuously evolve my efficiency when it comes to milking the thermometer, and it allows me to do more things visually... some of this has come from toning down certain aspects of my creation, namely in terms of scaling down on mood lighting and geometric complexity, objects on screen, minimizing my material trees etc

I think working with you and Gruntos definitely helped me see how many different styles I can acclimate to, and how refreshing getting out of your comfort zone can be.

Just focusing on puzzles the last two times was a change of pace for me... an entirely different direction would be to go bare bones platforming like a deboerdave level and try to just make something super addictive and challenging without the aspects people usually expect from me. Or maybe make a survival game of some sort.

You've certainly got it in you to make the best of whatever you put your mind to... but I guarantee you won't be losing any fans by staying the same.
2009-08-08 00:44:00

Author:
Unknown User


I agree, in all honestly, I think I've reached the best of my ability now, there's no ideas that I think of that I can't 'pull off' in some fashion anymore. I think even from FT2, my ability has been around the same, and the difference in quality of all my levels from then on is negligible and comes down to preference.

I think you may also have a point in with the 'people don't always want perfection' comment too. By no means am I saying my levels are perfect here, what I'm saying is that they're all of a similar standard. There's no 'weak' one there. So to a lot of people it will feel like I'm not 'progressing' or 'moving forward.' So I think you're right with the 'can only move left or right' theory. Great way of putting it Ninja.

I think the comments that Enoch and AFP said were totally justified, they were just their opinions after all.

The comments of my levels all being quite similar were always going to come...the 2 player level, being so different, perhaps postponed such comments for a while. |After playing all my levels back over just now I'm not sure if they're unjustified though. Calamity Construction and Industrial Assistance are very different. I think the fact Tribal Ruins is quite similar in style to my FT levels could be pushing this opinion a little harder.


The 'can only move left or right' comment is a brilliant way to look at it. Everything I've gone to write in this post as ended up just kind of rehashing what you've already said Ninja, I knew you had a way with words, but it's on a level that you don't even realise until you pick each section apart haha. Thank you
2009-08-08 01:03:00

Author:
jackofcourse
Posts: 1494


Are you having a bad day Jack?? ; )

How do you know you've plateau-ed?

You may have plateau-ed in spinny platforms and the use of wood but it doesn't have to end there!
2009-08-08 01:55:00

Author:
julesyjules
Posts: 1156


Are you having a bad day Jack?? ; )

How do you know you've plateau-ed?

You may have plateau-ed in spinny platforms and the use of wood but it doesn't have to end there!

haha not at all. I just felt these 'criticisms' were worth a discussion generally

See! I have two levels there that don't use obvious wood or spinning platforms and I'm labelled with them! I think I'm going to give up on LBP!, you're right I am having a bad day now after that insult!!! haha
2009-08-08 02:04:00

Author:
jackofcourse
Posts: 1494


haha not at all. I just felt these 'criticisms' were worth a discussion generally

See! I have two levels there that don't use obvious wood or spinning platforms and I'm labelled with them! I think I'm going to give up on LBP!, you're right I am having a bad day now after that insult!!! haha

Heh heh. I'm so looking forward to your next level. I'm thinking a huge sweeping epic with text bubbles galore, all straight lines and one plane.

Jokes aside, I actually AM looking forward to your next one, your mechanics are getting more nifty with each one. Besides, you still have 4 colours of wood you haven't used.
2009-08-08 02:19:00

Author:
julesyjules
Posts: 1156


There's only my FT levels and my new one that uses an 'obvious wood' actually you cheeky mare haha

I'm looking forward to trying a new level too. I think this one I'm going to mess around a lot more and find something that I like. My past 2 I've just kind of found materials that fitted together and carried on in a similar way from there. The two player level helped break it up a little, I suppose.

But a fresh start new a new approach may be what keeps the interest alive in creating
2009-08-08 02:26:00

Author:
jackofcourse
Posts: 1494


Forgive me since we haven't really ever spoken to one another, but you are an incredible genius when it comes to crafty little bits and bobs. Your art style compliments that wonderfully. However, if you feel you would like to have a change of scenery, then as Ninja suggests possibly a survival challenge of some sort. Another thought is maybe just get ready for online create and pick a few folks to collaborate on something really amazing. There are quite a few creators on this forum that would love to have a chance at learning as well as having you work your technical magic with them on a project. Ones that can not only do amazing scenery bits as well as a story if that is what you are looking to accomplish next. That might be just the ticket to getting out of what you seem to describe as a rut.

...and by the way that is one such rut that I for one would be horribly honored to have to try and get out of.

Best regards!
2009-08-08 02:28:00

Author:
jwwphotos
Posts: 11383


If the pressure to outdo yourself and try to please everyone doesn't drive you batty, it can definitely push you to challenge yourself in ways you never thought of.

...and yeah, what jww said... you really are an amazing creator and LBP is a better game because of your levels.
2009-08-08 02:37:00

Author:
Unknown User


This is a really interesting thread - and something I've been thinking about quite a bit myself over the last 6 months.

After Splat Invaders II I felt I had hit the wall - I'm not very artistic and felt like I had hit the peak of my artistic abilities in LittleBigPlanet. So, instead I started TOTALLY focusing on figuring out completely different types of gameplay.

(which is certainly a critical risk.... in case anyone was wondering why I seemed to go off the deep end)

This resulted in Tiger Woods (which was a pretty decent mass success), Vertigo (which was a totally different game mechanic but too hard for the general LBP population), Starship Troopers (which had huge running enemies but I don't think really hit the mark as much), and Destiny (which I tried to build a completely different type of experience... but alas, is also much too difficult for the general LBP community).

So, my point is - I think your visual style is fantastic, so really stretching out the gameplay and trying new things could bring new life to it. A good visual style is timeless - just look at Escher.

Look what Jump_Button did - took his visual style and turned it into balloon floating - brilliant!
2009-08-08 03:06:00

Author:
CCubbage
Posts: 4430


I just think one creator should simply do what he wants to do. If really decoration/visuals is your strengh and it's the place your express the most, maybe you should care more about your art and trying different things.

If a creator is more like me (not exactly kick *** in visuals), I doubt you should care much and you should just do what you do. What I am trying to do personally has always been to make a different experience gameplay-wise before anything visual. I simply feel better about my creations this way.

.
2009-08-08 05:28:00

Author:
RangerZero
Posts: 3901


I think an Art Style that is common through all your levels isn't really a bad thing. But some people have a distinct 'gameplay style' in all of their stuff. I like people to try and mix it up in that department.2009-08-08 08:01:00

Author:
TripleTremelo
Posts: 490


Without their own individual style, no artists work would be recognizable or desirable... that is what makes art what it is. Keep on doing what you're doing. Those who are fans will appreciate your style and those who are not will find somthing they will graviatate towards in their own in time.

You can't please all of the people all of the time. Just be true to yourself in all your creative endeavours.

I got out of art many years ago because I went to an Arts high school. I suddenly found that my style would change from teacher to teacher knowing that if I changed my style slightly for each one that I would get higher marks. Essentially, I was changing my style to suit other people and was no longer doing art for myself. That was wrong and it completely turned me off of creating anything for many years. Don't let this happen to you. Just be yourself and create what you desire.

Just pick any famous artist in any field whether it's fine arts, film, television, or any other medium. They are successful because they are true to their own artistic style and creative needs. They don't pander to what the public wants. They create for their own satisfaction and experimentation. It's really very simple.

Hope this makes sense and that you will see that your particular style is part of who you are as a creator. Don't deny yourself what gives you pleasure as a creator if that is what makes you happy or comes naturally.
2009-08-08 08:58:00

Author:
Rustbukkit
Posts: 1737


Well your levels are great of course so the only way I'd change it is by changing level locations. Try something very 'weird' like being in a spaceship then going out and using planets as launch pads. You can recycle mechanics but put them somewhere new to make them seem fresh.

Also Sackcast's competition may feature something about getting out of your comfort zone in create mode...
2009-08-08 09:13:00

Author:
Shermzor
Posts: 1330


To an extent, this is obviously a good thing. If people like the 'art style' then it is a winning formula. But how long before it gets boring?

Over on LBPforum, it's been mentioned that my levels are going 'stale' (not at all in an harsh way however). They thought this was because I adhered to a similar style in design.

I think here the issue really is that you work with very similar gameplay mechanics and visual styles in everything. Calamity construction was branching out for you visually, and to a certain extent gameplay but industrial assistance, Flaming Timberland and Tribal Ruins felt very, very similar to me.

So you have your particular style, it's not really my thing, but you do what you do so amazingly well and I totally appreciate that and as I said in your feedback thread, I think this is your best yet. But in honesty, I think you stay very much within your comfort zone as a creator. You have mastered your particular style of level and this is why you think you have plateaued.

When you say you throw in some nice visuals after gameplay, that makes me think you don't see visuals as your strong point? (forgive me if I missunderstand there), so maybe leave the visuals be and focus on the gameplay. Personally I'd like to see you throw yourself well out of your comfort zone and do something off the wall. Create a platformer that's challenging but fair, make some puzzles that don't involve pressing the first button you see Something like that.
2009-08-08 09:35:00

Author:
rtm223
Posts: 6497


I'm not sure whether I have a distinct art style but what I try to is to practice one aspect I'm not yet comfortable with. For example in my last level I focused primarily on boss building which I hadn't really tried before, in my current level I pay much more attention to visuals and lighting. That probably has a negative effect on the gameplay, but I hope to be able to combine all of the above in upcoming level.
I think by doing it this way, focusing on one aspect in each level, I can slowly evolve my style and hopefully make a level I'm completely happy with at some point in the future.

Regarding your style, jack, I have to agree with others; it's basically FT with different materials. You almost always have the same elements (fire, wood, stone) and the same contraptions (Pressing A allows you to reach button B, which moves the platform further to C). That isn't necessarily bad, but I would like to see you making for instance a swamp level that is murky and dark, has no fire traps and no bumpy wood or stone paths.
Or simply a level that is set in an open world (ie. has a sky, trees, etc) and not like your other levels a cave.
2009-08-08 10:28:00

Author:
Syroc
Posts: 3193


Well your levels are great of course so the only way I'd change it is by changing level locations.

That's pretty much what I have been doing. I have can understand the similarlities between FT and Tribal Ruins, they're a very similar design and even though all the materials are different, the material colours and very similar.

I know there's a certain visual style to my levels. Maybe I should have just called my new one FT3 and then all this would have been rendered moot

I tried to mix it to with Calamity Construction, that was pretty much done to 'prove' to myself and everyone else that I would be able to make a good level outside of FT. It was just like a little test for myself.

Each time I've tried to change the location to keep it fresh, granted this time the location change probably wasn't enough when you take into account the colours are similar etc. I tried to mix it up using the arches and the pillars and that temple vibe. Which I do believe worked quite well, and certain areas of my new levels are probably my best work visually.

I was just thinking and I believe my recent 'prolificness' could be adding to this opinion too. I've had like 4 levels out in the past 3 months. That's quite a lot considering the amount of work that goes into them. Because people have been able to play them pretty much back to back. Maybe a bit of the magic has worn off. If they'd have had to wait a few months to play another 'jackofcourse styled' level, maybe it wouldn't seem so samey...
2009-08-08 15:18:00

Author:
jackofcourse
Posts: 1494


Well they all seem to be in realistic locations Industrial Assistance is a bit 'weird' but none are really 'out there'.

That's why I think going for something in space, in a futuristic city. Make the designs more abstract for example you could take your cranes from Calamity Construction and make them giant hands and change normal jump platforms into gargoyles and have the theme as monsters.


Or if you want to mix things up all together make a concept and put it through a level instead of making MM-esque levels. One concept I have built currently is a car that you have to drive along and be careful not to overheat otherwise you have to repair it, spend a lot of time on the car and you could have a shadow of the colossus thing going on with the player wanting to care for the upkeep of their car.

If you find yourself making a concept and not liking making a level solely around that or two or three of them then maybe you are just (just ) meant to build really nice but normal platformers. Vanilla isn't bad and it's always good to have an author you can just go to for some nice levels that you know will work and will be fun.
2009-08-08 23:08:00

Author:
Shermzor
Posts: 1330


Or you could have a FarCry 2 thing going where you get so P off by having to repair your car all the time.2009-08-08 23:22:00

Author:
BasketSnake
Posts: 2391


Well I think I may have found something I like and that would be quite different to all my other stuff, and be able to keep my 'style' present too.
I need to play around with it a bit more though and see if it's good enough to theme a whole level, but it's looking promising upto now.

I do have a few 'concept' based ideas too that I've been thinking of for a while. May see what I can do with them
2009-08-08 23:39:00

Author:
jackofcourse
Posts: 1494


I was just thinking and I believe my recent 'prolificness' could be adding to this opinion too. I've had like 4 levels out in the past 3 months. That's quite a lot considering the amount of work that goes into them. Because people have been able to play them pretty much back to back. Maybe a bit of the magic has worn off. If they'd have had to wait a few months to play another 'jackofcourse styled' level, maybe it wouldn't seem so samey...

I think you're reading too much into what amounts as a minor criticism from a minority of players. Had a play around on the Cools tonight and 'Tribal' was there with 5 stars. Result! I'd just relax and enjoy the glory!
2009-08-08 23:52:00

Author:
julesyjules
Posts: 1156


I think you're reading too much into what amounts as a minor criticism from a minority of players. Had a play around on the Cools tonight and 'Tribal' was there with 5 stars. Result! I'd just relax and enjoy the glory!


Yeah maybe In all honestly, I try and keep it away from the cool levels. It's all fun the first time, but I just don't like the feeling of that 'mass success'. It just leads to spam and friend requests haha. Maybe it's a bit elitist but I prefer to them to stay, not unknown, but not like crazily overplayed. I don't even know why, maybe I feel it will lose a bit of its magic and the personal connection to me if it gets 'overplayed'. Or maybe I'm just odd and never happy? haha.

Anyway, that's the reason why I don't republish I usually get a good enough amount of plays from the forums and then word of mouth etc helps it spread to a reatively high playcount.

Also, I'd much prefer it reach the highest rated page, which is also more of an achievable goal if you don't republish. The highest rated ensures it gets a steady amount of plays consistently, and due to those players going to the 'highest rated page' and not the 'cool levels'. It probably means the player is a bit more mature and after something with a bit of depth and not just bomb survivals.
2009-08-09 00:01:00

Author:
jackofcourse
Posts: 1494


But still..... your visual style matched with a fully jetpack level? VERY original....2009-08-09 02:38:00

Author:
CCubbage
Posts: 4430


Artstyle...you have it and you can't do anything about.
It's just innate in how you look at things, in what you find eyepleasant.
You have a great taste that appeals to most people.

Forget about the blabbering of other people (envyous ones maybe) and stick whit what you do better: surprise us with great levels.

You can do an Industrial Assistence 2.
2 times bigger, 2 times cooler 2x2 players...4 player gameplay only!
YOU
CAN
DO
IT!
2009-08-09 07:15:00

Author:
OmegaSlayer
Posts: 5112


Well after playing around with my new theme all night (it's 9am here, I haven't slept). I feel I've found a way to keep my own style but it's in a way that is totally different.

With Tribal Ruins, I felt like I was making it just for the sake adding another level to my collection. I wasn't really happy with most of it, while I do usually make it up as I go along to an extent, at times it felt like I did it a bit too much and it left me unhappy with certain parts of it. There wasn't the 'spark' and excitement that you should feel when you get something exactly how you want it. I do partly think this may be because I was sticking to a similar format.

Looking at it now after getting that 'buzz' back with the new one, I think while this 'criticisms' were a bit unjust, maybe they've gave me that kick that I needed to get back into really enjoying creating again and pushing myself a little further.

I'm sure most creators with a decent sized collection of levels have experienced these 'highs and lows'.

The people who these comments said that they still loved my levels and were just trying to push me...maybe they were right after all?
2009-08-09 09:34:00

Author:
jackofcourse
Posts: 1494


But still..... your visual style matched with a fully jetpack level? VERY original....

If that's directed at what I said what I mean by a single concept is one you've made, not a premade game object.
2009-08-09 11:55:00

Author:
Shermzor
Posts: 1330


Artstyle...you have it and you can't do anything about.
It's just innate in how you look at things, in what you find eyepleasant

Eyepleasant - Best. Word. Ever! Also I agree with the sentiment here. I tihnk it's easier for most to vary their gameplay rather than visual style. But that's probably because visuals don't come naturally to me
2009-08-09 12:02:00

Author:
rtm223
Posts: 6497


If that's directed at what I said what I mean by a single concept is one you've made, not a premade game object.
Had to go back and read what you said again... no, it wasn't directed at you. I was just brainstorming hoping it would help.

I very rarely think about "visuals" when designing since I'm not a very artistic person. I can BARELY draw anything. So I rely probably 90% on gameplay and STRUGGLE with the visuals.

When designing a level, visuals and basic mechanics will decide whether people LOVE the level.... The addictive quality of the gameplay elements will decide whether they LOVE it and keep coming back to it time after time.
2009-08-09 12:29:00

Author:
CCubbage
Posts: 4430


Hey Jack! Just wanted to add that I actually enjoy the consistency of all of your levels...I usually take comfort in knowing that when i enter one of your new levels, it will feel familiar and approachable, while the element of surprise looms over my shoulder, wondering what new contraptions I am going to encounter...Tribal Ruins was fantastic, and if it were up to me, I'd say load up all 20 slots with similar gameplay, and I'd play them all...but branching off of that style would be okay as well, I guess... In order to be a great artist, one must follow a set of rules, bend them, then break them in a subtle fashion...well, I'm done philosophizing now your levels are all monumental, and I play and heart your levels for the occasional romp through wonderful layer switching, platforming, mechanical fun!2009-08-09 14:45:00

Author:
miltonTPS
Posts: 126


Everyone has a visual style. Just shake up your themes a little.2009-08-09 14:45:00

Author:
KoRnDawwg
Posts: 1424


I very rarely think about "visuals" when designing since I'm not a very artistic person. I can BARELY draw anything. So I rely probably 90% on gameplay and STRUGGLE with the visuals.

I'm with you on that one. I wouldn't say I'm an artistic person in any way in the drawing sense. I can't draw at all. When making the building signs for CC, I just got a block of cardboard, used the corner editor and shaped them into the various things I was using, the forklift etc,stickered them, when into front view and took the picture. I realised then that I can 'draw' far better with the corner editing tool than I can in real life.

To an extent, visuals in this game are easy. It's just trial and error, I make something, see what it looks like, if it works I keep it, if it doesn't I scrap it or change it around until it does look good. By no means would I say I'm good at art. I think my strength lies in knowing when something looks good and when it doesn't, and with something like this game where you can so easily keep changing stuff around, I suppose that's all you need.
2009-08-09 18:32:00

Author:
jackofcourse
Posts: 1494


I'm with you on that one. I wouldn't say I'm an artistic person in any way in the drawing sense. I can't draw at all. When making the building signs for CC, I just got a block of cardboard, used the corner editor and shaped them into the various things I was using, the forklift etc,stickered them, when into front view and took the picture. I realised then that I can 'draw' far better with the corner editing tool than I can in real life.

To an extent, visuals in this game are easy. It's just trial and error, I make something, see what it looks like, if it works I keep it, if it doesn't I scrap it or change it around until it does look good. By no means would I say I'm good at art. I think my strength lies in knowing when something looks good and when it doesn't, and with something like this game where you can so easily keep changing stuff around, I suppose that's all you need.
Well, you must have one heck of a critique eye - because you come up with some great visuals and mechanics. But I suppose, then, that quite a bit of your level success is due to being a perfectionist. A lot of folks that are not good at visuals aren't willing to spend that much time getting it right.

Regardless, I look forward to what you come up with next!
2009-08-09 18:58:00

Author:
CCubbage
Posts: 4430


as long as it got a good mix of style and gameplay XD I but my hand up to caving into think about style more but i love art and im still was leaning

I hope all my levels to come out will have a good mix unless I get lazy lol
2009-08-10 00:22:00

Author:
jump_button
Posts: 1014


I actually think the art style of your levels differs from each other(except the FT levels of course). The thing that I see that is extremely similar throughout all your levels is the gameplay, it's basically just solving a fairly easy puzzle and advance to solve another fairly easy puzzle, it's not a bad thing but it can definetly can get repetitive.2009-08-10 07:19:00

Author:
TheFirstAvenger
Posts: 787


I think having an art style is fine as long as it doesn't suck and can be incorporated into a level well.2009-08-10 17:47:00

Author:
Sack-Jake
Posts: 1153


Just got a comment on Tribal Ruins...

''Excellent as usual, it feels too much like your previous levels though....nice work, just please make a different style next time.''

I've been thinking this for a while now but this comment has just summed it up for me. Now, I have 5 levels out, Tribal Ruins has slight similaralities to my Flaming Timberlands. Are people just forgetting my other two levels that are very very different in design?

What gets me is that if I just kept pumping out sequels, the comments would probably be along the lines of 'can't wait for the next one!'. Yet I try to mix it up and do things different, and because there is a slight similarity they don't approve. If I'd have called Tribal Ruins 'Flaming Timberland 3', I bet I'd have got no such comments.

It's that last line that got me...'Just please make a different style next time.'..

Wow, it sure is a fickle community at times. I know this seems like it's all based on one comment but there has been many that are very similar.

Anyway, apologises for the rant and I hope you can all see as it was intended and not like I'm attacking anyone here, as you have all been very supportive and any criticisms you have made have been backed up and perfectly justifiable. It's just the comments like that I've been getting that have annoyed recently, I've been stewing on this one for a while!
2009-08-22 16:39:00

Author:
jackofcourse
Posts: 1494


Well after your previous comments on my level and about "OH NO!!" series, why don't you go out and make a hardcore, balls-to-the-wall platformer where acing is **** nigh impossible - your fans will be begging you to go back to your roots after they get torn to shreds by that

Yes, the community is fickle, people are fickle. ignore them
2009-08-22 16:45:00

Author:
rtm223
Posts: 6497


Balls-to-the-wall platformer I love it!

I was going to do something like the OH NO levels with the story, just something proper satire based and taking the **** out of itself (and all the people who moan my levels don't have a story) but obviously that's that's been done now, and probably better than I'd have ever done it anyway!

I want to get my new level out now tbh, just because of how different it is. Got Leeds Festival this week though so don't want to publish it before because I won't be able to keep my eye on it from the middle of a field obviously (and staying stood upright will be a challenge for me that week, nevermind forum based discussion!)
2009-08-22 16:56:00

Author:
jackofcourse
Posts: 1494


You know.... one thing that occurred to me is people will play a Mario game where virtually the ENTIRE thing is a single style - and play it for 10 hours. Your series of levels - if you play ALL of them - is about a 20 minute experience. Should people REALLY complain that the gameplay styles are similar?

But then, I would definately like to see, such as rtm223, the difficulty ramped up into a bit more of a hardcore gamer experience. You may have to be a bit brave, though - you would take a rating and heart hit. But, it would be very cool.
2009-08-22 19:11:00

Author:
CCubbage
Posts: 4430


I wouldn't worry about what one person thinks. We all here (I'm assuming) love the visual style of your levels. Personally, I enjoyed the clean-yet-rough style of your level so much that I've decided to try my hand a level inspired by your style. Granted, it does look very different, as your levels are confined and concise, and mine is sprawling, but it's got the same kind of clean jagged lines throughout. It obviously won't be of the same caliber, but it's a nice break from the grid-type levels I've done in the past.

As others hinted at, ramping up the difficulty doesn't have to compromise your visual style. Really, "If it ain't broke, don't try to fix it!"
2009-08-22 19:52:00

Author:
comphermc
Posts: 5338


Having an art style is always good no matter what anyone says

It should basically be like your artistic identity.
I've always loved the idea of someone recognising my art without anyone telling them who drew it.
Or maybe even looking at other artists styles and saying "hey that looks like something drawn by dex"

Sadly i don't have a consistent style, i'm terrible at drawing so i just improvise a lot and get random results

I know from experience that you should never try to force a style though, just practice and you should develop one without realising

(Sorry did i go off-topic there? xD)
2009-08-22 20:13:00

Author:
Dexiro
Posts: 2100


I see having a consistent art-style a good thing, as it makes people recognise your work more and it makes yourself more distinguished then others. I've wanted a proper art-style in my levels for a very long time now, but whatever I make just seems to have a completely different feel from something else I make.

Also, as for making your art style not going stale over time, just try some diferent things and branch out your style a bit more once in a while, as you did with Calamity Construction.
2009-08-22 20:43:00

Author:
lk9988
Posts: 1077


I don't see how you can avoid having a style.

even if you are trying to copy someone else's style (Not that I'm advocating that), it will still have a nuance of it's own.

I also think consistency in style is over-rated. my favorite artists and Bands have always been the ones with the cajones to change it up.
2009-08-22 22:43:00

Author:
swanbrown
Posts: 898


have you tryed making a level where you use no wood at all and the materials don't seem to appear from each other(if you get what i mean) that could help mix things up. maybe go for a Sci-Fi world theme where you just make amazing object or long complicated processes to do simple things.2009-08-22 22:55:00

Author:
Chuk_Chuk
Posts: 108


My thoughts on this whole thing.

I will never have a particular style. can't see myself with having the same look of my first level, with every level I make. My teamwo2k! level looks very different than my other level I'm in the process of doing. But I have discovered I'm the opposite of jack. I'm better at drawing in real life and struggle in the game. Thats why I kept my level looking so grid-ish and simplistic. But I'm stretching myself with this next one. I'm using the corner editor! WOW!
2009-08-22 23:14:00

Author:
KQuinn94Z
Posts: 1758


jackofcourse, I wouldn't even worry about comments like that... I think if every person makes a level that's somehow personal and that represents something THEY'D like to play, then it's bound to be a great world to play in.

I agree with the sentiment that it's impossible for an art style specific to a creator to be bad. If it feels right to implement a similar style in all of your levels, if that's what comes out naturally, they're going to be better levels. Plus it's like a signature.

If I ever get around to actually making more levels, I know they'll be light on gameplay and heavy on scenery and tone. That's one thing that'll probably be consistent throughout all of my stuff.

I think it's also good to try to push yourself to not repeat yourself. Again I'll point to Wexfordian's The Good, the Bad, The Sackboy series. It's a 3-part western that REFUSES to repeat itself. But the quality of gameplay and visuals is consistent throughout.
2009-08-23 22:57:00

Author:
Teebonesy
Posts: 1937


Hey, my girlfriend and I happened to run into Industrial Assistence yesterday, and I thought of this thread. We had a blast, and immediately tried some of your other levels. I think your levels look and play great, we especially enjoyed how you put these little unexpected surprises everywhere. We'd happily play a bunch more like them (and will, we didn't get to FT1-2, past bed time).

But to get to your question, I think having a style (visual or gameplay-wise) itself can only be a good thing. It suggests a consistency in high standard, and gives a feeling of familiarity, being "at home" as it were.

My guess is that the complaints aren't really about your style per se, but about the content, how the style is expressed. When we were playing Calamity Construction, we ran into a puzzle that I recognized from Industrial Assistence (where you follow the moving presence sensor). Another thing, some puzzles were a bit predictable, having done a bunch of similar ones.

If we are going to blame your style for anything, I think it is that your gameplay style is particularly difficult to keep up. You can keep a visual style fresh by using different materials or themes, but thinking up new, original puzzles over and over is hard, and keeping people surprised even more so. But that's what people will expect, now you've set such a high standard.
2009-08-26 10:37:00

Author:
Rogar
Posts: 2284


Your style is fine, but if you think you reached your limit on your artisticness. then just try to experement on something new, you can even change your levels gameplay and not change your levels style and designs. But idk, I think your levels are fine, fun.2009-08-26 17:47:00

Author:
LEW_jeane
Posts: 46


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.