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Journal / User Manual

Archive: 9 posts


Has it dawned on anyone yet that we might need to make tutorial levels or guides for our levels if we're making our own complex gameplay?

Personally i think it's kind of exciting, it sounds like a good exercise in game design. It'll be fun making a series of levels that ramp up in difficulty, the first level teaching the player the ropes of the mechanics i've created and the controls.

For those that are less inclined to doing that sort of stuff though i think it'd be nice if we could make a mini user-manual type thing that players can access from the pause menu. This would just give some quick info on any obscure mechanics, maybe a recap on the story, and the ability for the creator to attach photos would be really nice. Maybe some extra tips and secrets thrown in!

It wouldn't be pages and pages of instructions because i doubt anything could be made THAT far from the base mechanics of the game but at the very least it's a precaution, and a nice addition for those that choose to use it.
2010-07-22 15:49:00

Author:
Dexiro
Posts: 2100


Well the series of levels is possible with level linking, and sounds like a great idea, but I'm not sure about the user manual thing. I think most players would be too lazy to read it.2010-07-22 22:31:00

Author:
Radishlord
Posts: 706


If they make such tutorial levels like in LBP1 it should be ok, they won't give much skill to people (logic theory is little too deep and make people head explode... like in my threads about logic ) but they should get basic idea, something on level of Logic Pack should do the job 2010-07-22 23:20:00

Author:
Shadowriver
Posts: 3991


Has it dawned on anyone yet that we might need to make tutorial levels or guides for our levels if we're making our own complex gameplay?

Personally i think it's kind of exciting, it sounds like a good exercise in game design. It'll be fun making a series of levels that ramp up in difficulty, the first level teaching the player the ropes of the mechanics i've created and the controls.

For those that are less inclined to doing that sort of stuff though i think it'd be nice if we could make a mini user-manual type thing that players can access from the pause menu. This would just give some quick info on any obscure mechanics, maybe a recap on the story, and the ability for the creator to attach photos would be really nice. Maybe some extra tips and secrets thrown in!

It wouldn't be pages and pages of instructions because i doubt anything could be made THAT far from the base mechanics of the game but at the very least it's a precaution, and a nice addition for those that choose to use it.

In my opinion, if a game requires me to sit through an entire guide just to play the actual level, I'd probably not be very interested. If you've seen the videos for the RTS simulator shown at E3, a simple tutorial is given within the level itself using text and cameras. If a game level is so maxed out that you can't squeeze this in within the thermo limits, then it might be too complex to begin with.

Now, your other idea concerning a tutorial level would be better, so that the user gets to practice the basics first, then "warps" to the real thing. Something like "LBP RTS Tutorial Level" links to --> "LBP RTS Level 1-1" links to --> "LPB RTS Level 1-2" etc.

Putting a short bit of text or something akin to a "what button does what" when you click the up arrow button or something like that would be very helpful.
2010-07-23 21:02:00

Author:
schm0
Posts: 1239


Putting a short bit of text or something akin to a "what button does what" when you click the up arrow button or something like that would be very helpful.

That's what i had in mind. Not pages and pages of text, at most just a few short bullet points and maybe an image.

Personally I'll be making tutorial levels for my 'games' but this would just be something for those who aren't too big on doing that. For others it would be really useful for reminders though. I like really complex mechanics in games so if the logic is good enough for me to translate that into levels then people might want a reminder rather than replaying a level to see the first few tips. And if people aren't playing a series all at once they might forget how everything works.

It's all just a precaution really, i don't know what the new logic will be like but i think this would be a nice feature to include just incase.

Edit:

Last minute thought! What if i rebranded this as a "Journal", that could have stuff added to it by events in the game. In an RPG for example you could have quests logged in the journal as well as any help.
2010-07-23 21:47:00

Author:
Dexiro
Posts: 2100


I think it would be quite good if the pause menu included a picture of a controller. When controlling Sackboy it will simply show the default controls, but when using a DCS, you could customise the text labels for each button. Of course it'd still be better to show how to do everything through a tutorial, but it'll be very handy for quickly checking if you forget the controls are and need to remind yourself. 2010-07-23 22:07:00

Author:
Nuclearfish
Posts: 927


Well, users can always make tutorials with level coping, with cutscene system and voice-over it will look nicer2010-07-23 22:59:00

Author:
Shadowriver
Posts: 3991


You guys aren't getting the point. If every user in existence will take the effort to make an effective tutorial, and the players won't forget any important information mid-level or series then fine that idea isn't necessary.

I still think it'd be useful as a quest log type thing though. You talk to a load of people to collect quests that you need to do, and you can refer to your quest log for a list of them and info on what to do. Or if you have some kind of weapons system you could look at your journal to find out the stats of your current weapon.
2010-07-24 15:10:00

Author:
Dexiro
Posts: 2100


I can see what you're getting at, with the custom controls offered by direct control everyones going to have their own unique control set up.

Taking a car as a simples example some will put accelerate on R2, some on X others on the analogue stick and a few will stick it somewhere else.
2010-07-24 16:36:00

Author:
Rabid-Coot
Posts: 6728


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