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#1

The Limits of Survival and Puzzle-solving Skill.

Archive: 4 posts


Okay, so I'm thinking of creating two connected levels with different themes and both to be rather long.
The first level would be designed to test a player's ability to avoid obstacles and survive deadly enemies to their utmost extent but with a relatively straightforward design. I'm talking about near "I Wanna Be The Guy" or "Battle Kid: Fortress of Peril" level of difficulty (look op videos on them if you haven't heard of them). Completing the level would then result in the second opening up.
The second level would be designed as a complex maze and test a player's problem-solving ability but be almost devoid of any danger beyond drowning. Naturally, the threat of drowning precludes using water in the level which would play a hefty part in it, ala the "Water Temple" from Zelda: OoT, though there would be other non-water puzzle elements as well.

I'm wondering how much difficulty I can push onto players, whether it be in the form of hazards or puzzles, before people simply get sick and quit. Even if a level is advertised as difficult, what sort of degree of difficulty would make you go from saying: "Wow, this is really challenging" to "Okay, I've had enough of this, its way too brutal"?
I know how much some of the inspirations I've listed had people tearing their hair out and I'd probably want to tone the difficulty down somewhat for the levels I plan to make, but I'm curious if anyone thinks it would be reasonable to make them just as difficult as them and expect people to enjoy them (or dare I say even moreso).
Also, I'm guessing people would be in agreement that if I make a super-dangerous level laced with obstacles I should give players infinite checkpoints. Or would it be too crazy to think players could make due with 4 or 8 life checkpoints?
2010-04-20 18:06:00

Author:
Dapiek Absaroka
Posts: 512


You can push as much difficulty as you want providing the level is difficult rather than frustratin; there is a large difference between the two.2010-04-20 18:29:00

Author:
flamingemu
Posts: 1872


I'm wondering how much difficulty I can push onto players, whether it be in the form of hazards or puzzles, before people simply get sick and quit.

Get some people to help playtest the level, and see what they think.

You can even switch off your controller and just watch how they play without interfering, which gives a more objective result than if you're playing with them. Make sure you disable any cutscene magic mouths before doing this, or you won't be able to reset the camera view.
2010-04-22 12:10:00

Author:
Aya042
Posts: 2870


I'll help out if you want. Sounds like fun. I need a break every now and again from working on my current levels. This would be a good break.2010-04-23 05:44:00

Author:
Keyeszx
Posts: 65


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