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Near impossible to get plays on LBP2?

Archive: 29 posts


So far I have published 4 different levels. Over a period of 2 weeks, 20 people hadn't even played them! I had one posted on the Level Showcase, however, it didn't even help! In LBP1 I could easily rack up 100+ plays in a few days or less (depending on the type) Although now I get nothing! I put so much effort and work into levels and then when I see one person has played it in 2 weeks I just wanna give up! I could always spam the cool pages but that's just the desperate way. Why is it so hard to get plays in LBP2?!2011-03-02 23:34:00

Author:
Apollo_xD
Posts: 52


You really have to push your level a TON to get it off the ground. Put it on Twitter, in your signature, do a lot of F4F, and maybe try getting a recording for YouTube.
I didn't have too many plays and hearts in LBP1, but I'm picking up some serious steam by pushing my new level with the help of LBP.me.
2011-03-03 00:08:00

Author:
Sack-Jake
Posts: 1153


it was supposed to be easier to get plays for good quality material in LBP2 and require less promotion due to LBP.me and weighted ratings based on activity, community presence, the success of your levels, and the ratings your reviews received as a player to create a community choice "push" on the cool levels.

I don't think anybody but StevenI has attained a weighted rating power yet, and the effects of other rating weights so far, seem to be limited to the contrast in the "trending levels" display on LBPme, which reaches a relatively small audience that may not notice it, and is a very limited spectrum. on here, our communities are so flooded with levels now, that nobody can support anybody with the same kind of LBPC push the first 15 positive plays and feedback used to give things.

I know it might even out as time goes on people move on to other games again, but LBP1 had a very busy first month flood of nonsense too, and yeah... you'd at least be able to get 100 or so plays amidst the heydays of Ramp & that had no cool pages cycles whatsoever. it seems to have regressed to an even worse state than LBP1 started as, rather than progressed to anything better than what LBP1 ended as.
2011-03-03 01:25:00

Author:
Unknown User


Yeah, I don't understand the whole trending thing vs. cool pages.

Anyway, I posted my new level , Jumper, Sunday @ 11pm, just to get a few plays and get some feedback - when I woke up - it was on Cool Pages. I didn't do any promoting or have friends play it, cause I was just trying to publish it as a beta test.

As most people have said - it's pretty much all luck.

However, I had a lot of people PM me, or give reviews saying, "I'm going to tell my friends to play this!" I think it just got really good word of mouth early on and had the wildfire effect.

I worked hard on the level, so - it wasn't ALL luck.

Mostly it's luck, having a really good level helps - and getting those early plays.

My advice - publish your level, have all your friends start your level out right (even though I didn't) - and hope it catches. If it doesn't - try a different time of night or day.

It's definitely hard right now - people are publishing like crazy.

Good luck guys.
2011-03-03 01:43:00

Author:
CYMBOL
Posts: 1230


I don't believe in luck too much. Something always causes something. You need to raise the hype of your level, update, and have beta testers. The more beta testers that play the level and like it, they may tell a friend.

Some of the biggies raised their hype while the beta was out. Others have been at it for a while, so they have that credibility. You also have spotlights, biggies saying levels are great, and reviews.

Someone really should make a thread or group showcasing all the good levels. Rather than the community having to make it (Not enough do it), a weekly spotlight, or review corners. They're all too slow. Not to mention that if someone does do this, they'd have to advertise it constantly.
2011-03-03 02:08:00

Author:
Devious_Oatmeal
Posts: 1799


Yeah, with 3.8 million levels, I don't think you can expect to just get thousands of plays. You may get lucky, of course, but I see plenty of high quality levels with way less than 100 plays.

It is a bit disappointing when you see some mediocre licensed-based level with tens of thousands of plays, and then amazing, totally original levels with almost none. Anything with superheros, Nintendo themes, or zombies seems to be insanely popular. That's just the nature of media, I guess. People go for what they know. Why do you think there are so many movie and game sequels? Publishers know they have a much higher chance of success.

I will say that I'm really enjoying the F4F system here in the level showcase. Even though my level only has about 70 plays right now (after 1 week), I would guess that easily 75% of them are a result of exposure I've gained here. If you make a good effort to provide detailed, valuable feedback on others' levels they will usually appreciate it and try to reciprocate. And it doesn't hurt that you can make improvements based that. I know I saw an increase in completion rate after making a few small changes in my level because people told me the spots that were just a little to unforgiving.

F4F can also be fun because you can find some real gems. And even if they're not great, sometimes it's nice to see your suggestions taken to heart and implemented.
2011-03-03 02:10:00

Author:
Roo5676
Posts: 62


I worked hard on the level, so - it wasn't ALL luck.

In the case of a good level, it's not luck... it's fate

Mr Orange told me to go play it, and i trust him... I'll check it out soon. i keep hopping on LBP2 to play some stuff and just end up hanging out in create with someone, and forget until I've already gotten back off heh

I'm happy for you, though, man. Good job.
2011-03-03 02:12:00

Author:
Unknown User


I don't believe in luck too much. Something always causes something. You need to raise the hype of your level, update, and have beta testers. The more beta testers that play the level and like it, they may tell a friend.

Well, that's what I'm saying - it was pure luck in my case. I actually wasn't trying to get on Cool Pages. I just wanted a couple of plays and see if people posted things, like, "I got stuck", etc. Usually I do hype my level on several forums - so, it does happen. It was purely a beta test.

No one was more surprised than me. I mentioned the time I posted my level so that maybe others can try that time. Who knows - maybe that's a good quite time to post a level.


In the case of a good level, it's not luck... it's fate

Mr Orange told me to go play it, and i trust him... I'll check it out soon. i keep hopping on LBP2 to play some stuff and just end up hanging out in create with someone, and forget until I've already gotten back off heh

I'm happy for you, though, man. Good job.

Thanks - I've been quite happy to read the reviews. They've been really more than I could have hoped for. People have been leaving some very nice reviews - and as creators, you all know how much that means. After the months of work (I wasn't in the beta, so I didn't get a head start like many others) - it's nice to finally have my first LBP2 level out and have people appreciate it.

I thank Mr Orange in the description - he was always nice enough to leave create mode on his level (which is a hard thing to do sometimes) - and come beta test something I made - or give an opinion, or help troubleshoot an issue. Very supportive guy.

I really do wish you guys success in getting your levels noticed.

I always check F4F - and play some of those levels. So, don't stop advertising guys.

Good luck!
2011-03-03 02:44:00

Author:
CYMBOL
Posts: 1230


Posted this in Ninja's thread... reposting here because it's relevant.



I personally don't care so much for an MM pick. I just want people to play my level. I get tired of promoting as much as I can, only to have a lone person play my versus level then frown it. I feel both of my versus levels are good, but I want to make them great. And to do that, I need plays and feedback...
This is my biggest struggle atm as well. I played LBP1 on and off for two years and never had problems getting plays on my levels. I considered a few thousand plays to be rewarding after spending upwards of 200 hours on some of my projects.

But welcome to LBP2, the land where getting plays on your levels is an outright exercise in futility. I've had 75 plays on my latest project in a week and a half, despite having 100% positive feedback and nearly a 50% heart-to-play ratio. I-pinky-I even left me a nice review that indicated he thought I would win the crown contest that his currently MM-picked retro level is also competing for. What...the....****? Gevurah was nice enough to tweet my level when I sent him a mini rant via PM, but even that didn't bring any noticeable difference to my play rate. So, what's next, I have to send a cheque to MM to get them to promote my stuff? I hear lots of people say the new system works wonderfully to reward creators that put out true quality stuff... but I've yet to see that.

I don't even want to suggest that I'm going to run away and hide...well not yet anyways... but let's just say GT5 was infinitely more rewarding this week
2011-03-03 12:07:00

Author:
Thegide
Posts: 1465


The new system actually seems to be working pretty well for my one level...

Wooly Bully has about 700 plays now...that's about average for one of my levels. It has gotten to 700 plays faster than almost all my LBP1 levels, it's done so without my intervention, and it's still getting a steady 30 or so plays a day.

When first published it went half a day with 0 plays, that would never have been the case for LBP1...I'd have gotten at least 10-15 plays. What I'm happy about in LBP2 is the steady (albeit slow) play rate. I attribute much of this to the F4F thread here and it showing up on Trending levels briefly because of it. In LBP1 plays would come in spurts only when I would make a fix and republish...then the play count would quickly drop back to 0.

* Thegide, excellent version of Missile Command btw...you didn't skimp on anything. Can't get too excited about it though, it's an old game that I was never that fond of. Was really impressed by your high-quality remake though.
2011-03-03 15:15:00

Author:
fullofwin
Posts: 1214


Not that I have a lot of plays on my one test level i published, but I think most of them are from having the link in my sig and just posting here. I noticed that they have dropped off since I changed the link to "A" and have not been posting on LBPC for a while.2011-03-03 15:59:00

Author:
EinRobot
Posts: 739


The new system actually seems to be working pretty well for my one level...

Wooly Bully has about 700 plays now...that's about average for one of my levels. It has gotten to 700 plays faster than almost all my LBP1 levels, it's done so without my intervention, and it's still getting a steady 30 or so plays a day.

When first published it went half a day with 0 plays, that would never have been the case for LBP1...I'd have gotten at least 10-15 plays. What I'm happy about in LBP2 is the steady (albeit slow) play rate. I attribute much of this to the F4F thread here and it showing up on Trending levels briefly because of it. In LBP1 plays would come in spurts only when I would make a fix and republish...then the play count would quickly drop back to 0.

* Thegide, excellent version of Missile Command btw...you didn't skimp on anything. Can't get too excited about it though, it's an old game that I was never that fond of. Was really impressed by your high-quality remake though.

Thanks man. I appreciate that you took the time to play. Wooly Bully is definitely deserving of the plays you've been racking up. I'm very glad the system is working for some people at least. I'm curious to see if levels that steadily accumulate plays (though slowly) eventually take off. One would hope that with a strong ratings base that it will eventually reach the "tipping point" and avalanche a bunch of plays by making a temporary appearance on the highly rated pages.

Mostly, I'd just like to better understand how the current system works so I can adapt my strategy to maximize my visibility.
2011-03-03 17:01:00

Author:
Thegide
Posts: 1465


I am worried a bit about this all. IT IS harder than LBP1 to get plays right now because there's a truckload more people playing LBP2 and the minimal changes made to the "share" part in the game couldn't hold any help on the matter. This is totally backfiring at MM right now (a silent backfire) and while there might be more people still playing LBP2 down the road, I am sure there will be an exode of gamers tired of the game and the non-resutls of their creations of the lack of ease for finding great content to play. Media Molecule will lose a truckload of DLC sales potential imo.

LBP3 needs to be more like Facebook and Youtube. Everything we do on the internet for our levels will need to be done IN THE GAME itself and they will totally need to truly classify people's creations + having personalised profiles like our own customised Cool Level Pages and such. It's the only way and for as long as they won't rectify this, the situation will worsen. LBP screams potential, I hope this gets fixed before a failed LBP4 or something. ('cause I really doubt an LBP3 wouldn't work).

Sorry to sing this song again but I'm constantly calling these problems since LBP1 in the hopes of someone waking up someday. Because I love this game -- and I wish it would totally take over the creative scene in gaming.
2011-03-03 21:59:00

Author:
RangerZero
Posts: 3901


I think there is obviously some blame for the players here. It is amazing to me how many people give hearts and yays to what are some of the worst levels I've seen.

I don't get it. How can Cool Pages work when people rate junk highly? MM can't really combat that. The Cool Pages should work if people knew what the difference was between a well done level and a poorly designed one.

One time, I got a comment on my level - someone said, "This is the best level I've ever played on LBP!!!" I thought, 'Wow, I must be pretty good'.

Then, on an incredibly basic level that must have taken a whole 2 days to make - the same kind of quote.

Oh well. So, I think the Cool Pages could actually work - it's the players who are mostly to blame here. (Kind of like people making a junky blockbuster movie a mega hit).

Not sure how they can fix that.
2011-03-03 23:48:00

Author:
CYMBOL
Posts: 1230


People rating right or wrong doesn't affect much things. The problems is that our levels aren't reaching their audience. If X levels was reaching its audience, it WOULD have plays and therefore ratings and therefore a chance at the Cool Level Pages.
Right now LBP is like if you entered a CD store but nothing was classified, only a HUUUUUGE pile of stuff would be there and you'd have to choose from basicallty what's near you at that time or what catches your eye on the pile of junk because you.

Just having 2 new fields to fill when creating a level and having a personalised Cool Level Pages would solve most of the problems we have. Imagine I make a "Hard" "Platformer" level. People looking for a hard platformer would fall on it super fast. And if you set your Cool Level Pages to "Hard" and "Platformer", you would see what's trending in this genre, what are the cool levels in this genre, etc. Just like now expect that players would have a default Cool Level Page setting of their own and levels would be classified ALOT better --- therefore finding their audience more easily.

Also, it could be made so someone rating a "hard" "platformer" it makes this level climb only in said category. And seriously, this is all database stuff. It's not hard to pull all of my ideas I expressed here. It's only a question of "having thought about it".
2011-03-03 23:57:00

Author:
RangerZero
Posts: 3901


Well, they could have a guy take stuff off of cool pages that don't deserve it. Unfair? No, not really.

These levels that people say are terrible that are on the cool pages might as well be taken off.

But I think it's more of a legal issue.
2011-03-03 23:58:00

Author:
Devious_Oatmeal
Posts: 1799


Just having 2 new fields to fill when creating a level and having a personalised Cool Level Pages would solve most of the problems we have. Imagine I make a "Hard" "Platformer" level. People looking for a hard platformer would fall on it super fast. And if you set your Cool Level Pages to "Hard" and "Platformer", you would see what's trending in this genre, what are the cool levels in this genre, etc. Just like now expect that players would have a default Cool Level Page setting of their own and levels would be classified ALOT better --- therefore finding their audience more easily.

So I just remembered/realized that you can in fact do what you're talking about on the website. Here is an example of hard platformers published in LBP2. (http://lbp.me/search?t=cool&labels=Platform,Challenging&g=2)

So that's nice, but like you're saying it doesn't really go far enough. Part of the problem is the tagging. Everything's just random tags - you can choose up to 5 from any category for your level. A "creatinator" tag is given just as much weight as a "platformer" tag. I guess it could actually end up being less if people keep submitting reviews with "creatinator" more than "platformer" because I'm guessing that weights it. To do what you are envisioning, you'd really need a separate tagging system for genre. Now I realize genres are split different ways and combined inside levels/games all the time, but I could still see it being more robust than what they have now. There isn't even an RPG category right now. Given the fact they wanted to make a "platform for games" (and are really pushing non-platformers on the Mm Picks), it seems like they could have done more here.

And once you play all those popular ones at the top of the list, what happens? On return trips you have to pick through and find the ones you didn't yet? It'd be nice to have something like Amazon.com's personalized recommendations where it could show you a list of recommended levels that you haven't played before. If that was combined with the filtering and categorizing, that could be pretty cool and could help people continue to find new things that interest them.

And like someone said, users are always going to play a large role. There are several levels in that hard platformers list that I've played that are not hard at all. I know everyone's definition of hard is different, but still...

I know Mm probably had some tough decisions on how much detail to give people and I do think they did a great job on almost everything. You have to remember that you wouldn't want to overload everyone with a hundred different query options all the time. If you notice, in game, it actually takes quite a few clicks to get to something like advanced text search. Maybe the answer for hardcore players is to just make more use of the web site.
2011-03-04 01:33:00

Author:
Roo5676
Posts: 62


So far I have published 4 different levels. Over a period of 2 weeks, 20 people hadn't even played them! I had one posted on the Level Showcase, however, it didn't even help! In LBP1 I could easily rack up 100+ plays in a few days or less (depending on the type) Although now I get nothing! I put so much effort and work into levels and then when I see one person has played it in 2 weeks I just wanna give up! I could always spam the cool pages but that's just the desperate way. Why is it so hard to get plays in LBP2?!
https://lbpcentral.lbp-hub.com/index.php?t=50243-I-m-Starting-to-Give-Up-Hope&p=781776#post781776
2011-03-04 01:52:00

Author:
donta133
Posts: 182


One time, I got a comment on my level - someone said, "This is the best level I've ever played on LBP!!!" I thought, 'Wow, I must be pretty good'.

Then, on an incredibly basic level that must have taken a whole 2 days to make - the same kind of quote.

LOL... I know, right?

People really do have different perceptions... and I know when I was a kid, my imagination filled in alot of the flaws with whatever cartoons I used to watch. I don't know if I knew the difference between 5000 frames of animation per second in a threatrically released Disney movie and one of their straight to VHS sequels until I was a teenager. I know the first time I saw Akira as a kid though, I knew what I was seeing in terms of 'wow... this is amazing', and with comic books... the more I read, the more I discerned. A well organized & presentable comic book store probably fueled my hobby, and a guy at the counter who knew what he was talking about, and made sure the comic shelves had stuff other than X-Men, Spiderman, Batman and Superman on it probably expanded my horizons too.

...so all I'm saying is, if you walk into a comic store and all you ever see are the heavy hitters & the good stuff, you'll eventually learn to discern quality from a lack of quality, and probably stop buying this -

http://ts3.mm.bing.net/images/thumbnail.aspx?q=405411924138&id=7b19f5cc11cabe5e1c6e28646f5ce9e3

- and start buying this -

http://lambiek.net/artists/m/madureira_j/madureira_joe.jpg

Dunno... just a theory.
2011-03-04 03:28:00

Author:
Unknown User


As I've written before (https://lbpcentral.lbp-hub.com/index.php?t=47535-Better-cool-Levels-nomination&p=786789&viewfull=1#post786789), I don't think Media Molecule can be relied on to fix this problem since the goal of promoting quality sort of conflicts with the goal of making everyone feel as if they are producing quality (even if they aren't).

I'm interested in things we as a community can do to improve the situation. An idea I've been thinking about is leagues or clubs with various themes where the requirement for joining is that you must do your best to play the relevant level of every member in the league. There would some kind of quality control so that the league doesn't get too big, although I'm not sure how that would best be determined.
2011-03-04 11:53:00

Author:
zabel99
Posts: 179


People don't go out of their way to find levels that "might be good. " They usually go to highest rated, cool pages or mm picks. Do you guys go out of your way to search for a "might be great" level? If you really want to make a level that gets a lot of plays, make a "hurt Justin Bieber level"- 10,000 plays a day. D:

EDIT:Just saw Ninja wrote the same thing. D: I didn't see it before.
2011-03-04 13:13:00

Author:
creator22
Posts: 162


Guys, look on any other creation markets and you gonna see that on every single one of them quality =/= popularity. There no perfect system that mark every quality title, since machines can't measure quality, they can only measure popularity.2011-03-04 14:25:00

Author:
Shadowriver
Posts: 3991


This threat fits my purposes perfectly.

I got a friend whose level seem to get buried instantly. His oldest LBP2 level only has 9 plays after almost 2 month and no other level has even reached 9 plays. His latest level that was released almost 24 hours ago only got 2 plays. Even in LBP1 he got hardly any plays. This is a bit disheartening to see, so I believe he would really appreciate it if some of you could check out his latest level. Here is the lbp.me link

http://lbp.me/v/yy2r3y
2011-03-15 20:07:00

Author:
Syroc
Posts: 3193


I think Zabel99 has it. I still think a F4F league would do wonders for creators who are tired of the empty feedback and q4q things.2011-03-16 01:46:00

Author:
celsus
Posts: 822


I made a level, a good level, but I only got 10 plays. I don't know why, I really hope I'm gonna get some plays soon. Can you guys play my level? It deserves more than 10 plays if you know what I mean... LBP.me: http://lbp.me/v/0mcqjf2011-06-08 15:08:00

Author:
Unknown User


I made a level, a good level, but I only got 10 plays. I don't know why, I really hope I'm gonna get some plays soon. Can you guys play my level? It deserves more than 10 plays if you know what I mean... LBP.me: http://lbp.me/v/0mcqjf

Well, it looks nice. Nice patch, a nice screen air from the level, etc.

I'll give it a shot tonight.
2011-06-08 16:42:00

Author:
CYMBOL
Posts: 1230


Your not a bad creator, you just need to apply the new tools into your levels.If you've done that you should advertise it, leave a comment on a famous level.if you pay attention to what levels get onto the cool pages you'll see that average levels get onto them, for example there was that nuclear themed level it was a platformer. That's all I have to offer also I'll play your levels .^^2011-06-09 22:56:00

Author:
Unknown User


If you want plays, try making tutorial levels!
I made one back in LBP1 and it got 466 plays!
It still is on my earth, i also made another one, and it got 353 plays.
Try that!
2011-07-31 22:31:00

Author:
Unknown User


I blame there being to many different LBP games...
LBP1/LBP2/LBP-PSP, and Soon... LBP-Vita...
It has been separating our Community apart little by little...
In a way I wish they would just turn off the servers of Old LBP games once
the newer better versions come out. IMO. there should only be 1 home system LBP
and only 1 handheld LBP. and when A new version comes out the old ones should be put to rest
so that the Community can stay together better... even if it's by force...
sure it be sad to see the old levels go... but I can't really think of a better way to keep everyone together...
*mew
2011-08-01 03:01:00

Author:
Lord-Dreamerz
Posts: 4261


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