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#1

Level Difficulties

Archive: 11 posts


-Deleted-2009-08-25 21:28:00

Author:
Art_of_Tyler
Posts: 32


Difficulty is probably the hardest thing to judge as everyone has their own level of skill. Best solution is to get as many people as possible to test it before release and listen to their feedback.2009-08-25 21:33:00

Author:
Matt 82
Posts: 1096


thats why i prefer puzzles it easier to do in terms of skill level and easy to give people tips2009-08-25 21:56:00

Author:
Chuk_Chuk
Posts: 108


start easy and get harder as you go

and test play with other who dont know where to go or what to do
2009-08-25 22:05:00

Author:
jump_button
Posts: 1014


this game oh-so-desperately needs a difficulty rating on every level. That way people who hate playing really hard stuff can stay away from the really hard stuff, and therefore the quality of ratings would improve for everyone!

As it is now, the best thing to do is mark the difficulty in the level description or POSSIBLY title, and hope that people don't get surprised when the level gets hard.

Otherwise, the only way it seems to get 5-star levels that do gangbusters business is to make the levels relatively easy throughout. I know it's bad news for people who love the hard stuff, but it seems to be the way people roll in this game.

I admit to having had to quit a few levels in my day because they were too difficult. I'm not the best at this game, and don't really have the patience to spend an hour on a really difficult level usually. But I don't give them low ratings because of that.

Me, as with everyone, I've got my own threshold for the "perfect" difficulty. I like levels that give a challenge, so I feel like I've accomplished something, but just a little bit further and it becomes frustrating.

The real magic is making an easy level that gives the IMPRESSION of being incredibly challenging. You feel like you've really accomplished something at the end, when really you've just been duped into FEELING like it was hard when it really wasn't.
2009-08-25 22:59:00

Author:
Teebonesy
Posts: 1937


Yup, I agree. I personally gave up on trying to be easy, simply because I love challenging games. Not frustrating, mind you - but games that make you think, try, practice.

Tiger Woods Mini Golf was my way of creating a level that everyone would like, but I much prefer my more difficult ones such as Vertigo or Destiny - I can play those over and over again and not get tired of them.
2009-08-25 23:24:00

Author:
CCubbage
Posts: 4430


I can't really relate to the OP, as I have only one level and it's brutally hard. My number of plays, ratings and heartslays ratio still seems to be doing just fine...

There is more to a level being hard than just it being hard.

People always mention differing skill levels, but what you need to appreciate is that skill level is not one thing, there is a whole broad spectrum of skills that can be utilised in this game. My platforming and timing skills are alright on foot, but get me on a jetpack and I'm awful. I suck at moving on glass (I know everyone does but I tihnk I do more than most). If you expect people to have a broad range of high skill levels, then you greatly reduce your target audience [/speculate]

Also, difficulty is not how difficult the obstacle is, it's how well placed the cameras are, how clear the route is, how the layer transitions are, whether the platforms are hidden behind other layers, whether I'm jumping near the edge of the screen. These are all things that can lead to inadvertantly increased difficulty and are large contributing factors towards frustration. If you die because the camera is fiddley, the difficulty is never fun.

As a creator you know where the platforms are and visibility is never an issue, but it makes a massive difference to players who aren't as familiar with you.

I shouldn't worry about it, you're never going to please everyone. Try to make a level with roughly consistant skillsets and roughly consistant difficulty (with a slight increase as you progress, as per jump button's advice) - just make sure it's fair and your design doesn't get in the way.

BTW. I think your levels play just fine as medium difficulty levels, the ones that I have played...
2009-08-25 23:31:00

Author:
rtm223
Posts: 6497


Hard levels are good, but I don't like those that demand accuracy, jump skills and such, but hard puzzles are always nice. As someone already said, if you can't beat a puzzle, you can get some hints, advice or the whole walkthrough! But if there is some frustrating part in a level, you can do nothing about it if you don't got the skills. So that's why I prefer puzzles.2009-08-25 23:33:00

Author:
Oerjeke
Posts: 234


Im with you dude. same thing happens to me, i get like 2 or 1 star because of that.2009-08-25 23:35:00

Author:
LEW_jeane
Posts: 46


All I know is that we should make the levels we really want to make and not trying to strike the perfect difficulty.
Make it clear in your mind --- there will ALWAYS be people not liking your difficulty so it's really pointless.

Focus on making WELL_DONE challenges and if something is hard, make sure it's not "cheap hard". That's where comes the most problems and bad ratings.

When I made Crazy Train I was sure I wouldn't have any audience because of the difficulty that is quite mindblowing. Looks like I got an audience because it's my most played level ever!! I also received tons of comments from people telling it's brutally hard but "fair hard".

.
2009-08-25 23:44:00

Author:
RangerZero
Posts: 3901


I'm not a big fan of levels that are hard throughout, the thing I look for in a level is mainly visuals and most hard levels I have played look like **** and you can tell the author didn't really put much time into it. But then again I have played many hard levels that look stunning.2009-08-26 10:14:00

Author:
TheFirstAvenger
Posts: 787


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