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Quality or Quantity?
Archive: 20 posts
Hey, just a quick question to see what your preference is between Quality or Quantity levels? Do you prefer those long, basicly built levels with an average effort on the atmosphere OR those with lots of detail and seeing that lot of time has been put into building the environment but however partially short in terms of level length? I'm refering to platformers not Minigames or Games.. Thanks for you time | 2011-02-11 17:10:00 Author: Azure_Mist Posts: 12 |
We'll, if I were to par it with a meal, would I want an even and on-coming amount of a simple food such as bread or salad? Or would I want a finely prepared quick treat that the chef put even more of their good work into? I'd go for the treat; I love gameplay, but I don't favor longs bouts of continuous challenges of obstacle after obstacle. Shorter levels usually tend to have a variety of gameplay too, not that a long level couldn't, I just find it more common. I also like to see a dynamic environment full of fine detail... The question you have asked is a bit unspecified though, I have played some very lengthy platformers...that would go onward for 20-40 minutes, some would unfortunately lose their shine after half the time. I would consider a short level being completable in about 3-8 minutes in a straight run-through - this is the basis of my opinion. | 2011-02-11 17:25:00 Author: warlord_evil Posts: 4193 |
Ugh, short platformers are the worst. "sorry, no gameplay, ran out of thermo" They spend all the thermo on visuals, and the gameplay comes second. But in LBP2 we have level links, so now there is no excuse! | 2011-02-11 19:15:00 Author: midnight_heist Posts: 2513 |
Quality, definitely. There is nothing worse than a poorly created level that goes on forever. I'd much rather play a shorter level that is actually fun to play and pretty to look at. Half a mile of clever & challenging contraptions > 10 miles of rocket cheetahs and random spike traps | 2011-02-11 19:24:00 Author: Wayward Posts: 120 |
Can I have both please? It is possible. It just takes ridiculous amounts of time to pull off. | 2011-02-11 20:00:00 Author: RagTagPwner Posts: 344 |
Quality is important. If your level is short or long, it will be better if it's of good quality. | 2011-02-11 20:16:00 Author: RangerZero Posts: 3901 |
Depends on the design style for me... If a level look completely ugly, and is repetative, I'd like it to be over as soon as possible. On the other hand, levels like Comphermc's or S_B_G's I love to look at, but I know they would be short due to the amount of detail... However, there are those rare examples where it looks beautiful beacuase of it simplicity, those what I love seeing (Eg: Faith_rip's style and original gameplay makes me love her/his levels) | 2011-02-11 20:19:00 Author: Nurolight Posts: 918 |
i try my best to achieve both... The Lost Ages series all take up almost all of the create space and take quite some time to complete, however i would like to believe that ive created a quality experience as far as visuals and atmosphere throughout. of course whether i was successful or not depends on the opinions of the players, so i cant say for sure. | 2011-02-11 21:24:00 Author: Deftmute Posts: 730 |
You mean Level structure quality vs Length or Or quality of game play rules (solid, working, no holes) vs length? if 2nd then you can achieve both with right logic then you can do whatever you like with length. If 1st it depends of lot of factors, by try to keep optimum your skills | 2011-02-11 22:00:00 Author: Shadowriver Posts: 3991 |
Whether the level is long or short. I go for quality all the way. | 2011-02-11 23:08:00 Author: smasher Posts: 641 |
Both. Make amazing visuals and gameplay in a long level. Circumvent lag and level space by saving then emitting sections of your level and destroying parts towards the beginning as the player moves along towards the end. There is no level limit in lbp2. | 2011-02-11 23:18:00 Author: Bremnen Posts: 1800 |
As said above, both. If you have quality but barely any quantity, then you're wasting time on something someone's going to play for barely enough time to enjoy it. | 2011-02-12 05:36:00 Author: Dylanlip Posts: 18 |
It depends. Sometimes I want to play something deep and engaging, and sometimes I just want to goof off playing something short and dumb. Many people spend hours playing solitaire. Granted, creating that may be complex for a lot of people, but it's also a very short and simple looking game. I think the bottom line is fun. If something is fun people will play it. It doesn't have to be complex or jaw dropping. It just needs to be fun. | 2011-02-12 05:45:00 Author: tdarb Posts: 689 |
You can have quality long levels if you put in enough variety to prevent boredom. | 2011-02-12 11:08:00 Author: Rabid-Coot Posts: 6728 |
I like LBP2 story levels, MM picks/levels that should be a MM pick, and levels like Luos makes with high detail and fun game-play. there are lots of types of good and fun levels out there. but i do enjoy ones that had a lot of detail put in. *mew | 2011-02-12 14:32:00 Author: Lord-Dreamerz Posts: 4261 |
I prefer quality over quantity, since even if a level has a lot in it, if there's nothing good about that quantity there's not enough to interest me. Quality to me is a level that looks good and plays well without being too long to make it dragged out or too short to make you feel disappointed just as you get into it. Examples of levels I'd class as quality would be those made by creators such as Luos_83 or Comphermc, where the levels have a lot of detail and a decent length. Also, I see it that if a level is really long because of tons of quantity, you're less likely to want more after, either with playing it again or wanting a sequel, whereas a quality level makes me want to play it again and anticipate more to come. | 2011-02-13 10:01:00 Author: Moonface Posts: 310 |
well, i like quality. like toykyomegaplex's levels. there short, but the detail for the most part is amazing and his unique look of levels. | 2011-02-13 18:09:00 Author: Distinct-Creator Posts: 198 |
If I were to give you the perfect level, in my opinion, I'd say Roller Inc. by comphermc. It's extremely detailed and what keeps it from being short is its difficulty. That's what making a level detailed can do. It may be short, but when you're a type of creator that spends a lot of time added details -- secrets, difficult spots, etc -- the level can seem longer in the end. Anyway, I like detailed levels that may not necessarily be long, but the extra care that's put into the design of the level makes it it feel longer. | 2011-02-13 18:42:00 Author: piggabling Posts: 2979 |
...the extra care that's put into the design of the level makes it it feel longer. Same here. Although that could just be because I spend more time drooling over the visuals than actually picking up my controller and playing. XD | 2011-02-13 18:51:00 Author: Moonface Posts: 310 |
It depends. If I'm getting ideas, I look for levels of excellent detail. If I'm going for a good test, I play longer levels. But usually, I look for levels that have the balance of the two | 2011-02-14 04:18:00 Author: TREMIC1 Posts: 263 |
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