Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet PSP    [PSP] Ideas and Projects [Archive]
#1

What makes a fun level?

Archive: 8 posts


This is probably the stupidest question in the history of all sackpeople. LOL.

what DOES make a fun level? because I have played many levels that are well made but just lack excitement and potential.
got any ideas to make levels more fun?

all the things in the tool bag I suppose: (motor bolts on grabbable material, sprung bolts so you can bounce, springs among other excitables)

what else though? jumping yeah, but that's obvious. I have played many levels that blew me away: Jeffcu28's 'ZEN',

and 'Solid journey' + 'Tie in the Sky' . but what makes these fun exactly?

anybody got ideas? LOL LOL LOL :star: :star: :star:
2010-04-18 14:06:00

Author:
SockFace
Posts: 190


Gameplay, and excitement. The human capacity for enjoyment is a very interesting subject, (Though I'm not sure thats what you meant.) and I'm suprised at how little research is being put into those studies. However, as I said before, its simply the content in it. Not the stuff in the tool bag, not the graphics, but the story and gameplay. However, aesthetics can greatly improve a players immersion and enjoyment. Also, a little magic helps. Really, its very hard to say.'

Oh, and this isn't a stupid question. In fact, I think its the smartest thing you've said so far.
2010-04-18 15:49:00

Author:
masterlemons
Posts: 85


Good ideas and good execution make a level great.2010-04-18 16:11:00

Author:
piggabling
Posts: 2979


I feel that pacing was one of the main things that helps make a level great, originality is important too.2010-04-18 16:17:00

Author:
Fastbro
Posts: 1277


That's not a stupid question!
That's rather more serious to ask.

What makes a level fun? Haven't you seen the intro to LittleBigPlanet?
It's Ideas!

Anyways, to make a level fun will be based on three major things.
Your Mechanics, Sticker Work, and Theme.

Learn your mechanics very well so you can create an obstacle.
Your sticker work and theme express your mood/tone of the level.

I hope I helped out.
2010-04-18 16:43:00

Author:
Spark151
Posts: 801


Oh, and this isn't a stupid question. In fact, I think its the smartest thing you've said so far.

Which isn't saying much.

Well, the real trick is that it can't feel like a chore. It has to always feel like you're playing for fun. For instance, Poo's levels are very well made, but I just feel like RPG's are a chore. I'd rather play a plaformer. Basicly, it's a matter of opinion.
2010-04-18 18:27:00

Author:
Voltergeist
Posts: 1702


I think it's all about Creativity. Making a piece of wood is so boring. But, mif you get Creative and make that peice of wood be a boss battle of epic awesomeness, then we got some fun gamplay here! 2010-04-18 18:56:00

Author:
CyberSora
Posts: 5551


You need motivation for the player to actually play. give them a task to do and automatically they want to do it and reach the end.2010-04-19 05:05:00

Author:
Alismuffin
Posts: 1328


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.