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#1

How long do you like levels to be?

Archive: 20 posts


Basically the thread title.
I've played a lot of levels on PSP and they're all kinds of lengths, but what do you prefer to play? Long levels or short levels?
And also whilst we're at it, how long do you like your own levels to be??

<3
2011-05-10 18:39:00

Author:
Coxy224
Posts: 2645


How long do I like levels that I play to be?
Really it doesn't mater to me. I like all sorts of level lengths as long as it doesn't feel like there's too much or I'm left wanting more.

What length of level do I prefer?
I'd have to say I prefer about a medium length level. To me, a "Destiny" type level is too long (even though he did a great job with making it worthwhile), and a level that takes under 2 minutes to complete is too short. It's tough to find that median to make it perfect, but I think most creators can tell when they're close enough.

How long do I like my own levels to be?
I have the same criteria for the length of my own levels as the length of the levels I play. That being said, I haven't truly been able to make a long level past that median point, and I feel like all of mine have been too short due to lack of thermo space. Seriously, with just a little more thermo I could be able to do so much more, and I hate that priding yourself on detail punishes you in the length category. For example, in my current level that I'm going to publish after PSN is up (supposedly May 31st for those who don't know), titled Modern Warfare Survival, I was able to lengthen my level with only 1 notch of thermo left to the point where I think it reached that healthy median. However, I wasn't able to squeeze in all of the score bubbles I wanted, thus forcing me to take out some extra details in order to add more gameplay elements. Luckily, I think I was able to reach a reasonable balance between gameplay and story, only removing some unnecessary detail here and there. That's a long answer to something that could be summed up pretty concisely otherwise, but you get the jist of what I'm trying to say.

I'd say I have one level out currently, PSP Mario 2010, that I'm proud of for it's completion since I used up every last ounce of thermo using every possible trick and glitch there is. I know that with all of my levels from there on out I've filled the thermo completely and spent countless hours adjusting every little thing to be as efficient as possible. For me, what makes a good level is how much sweat and blood you pour into it and the desire for any bit more thermo to create with.
2011-05-10 21:35:00

Author:
WoodburyRaider
Posts: 1651


I honestly can't decide. I go for quality not quantity.2011-05-10 21:42:00

Author:
anoken
Posts: 1654


This is an interesting question. I'm kind of anxious to see the results, because the level I'm working on is kind of on the long side. It didn't seem that way when I was designing it, but now I'm having to test it from beginning to end to verify that the latest part works, it's running about eight to ten minutes. And I still have to add the final boss fight and dialogue before and after said fight.2011-05-10 21:45:00

Author:
BlackWolfe
Posts: 299


This is an interesting question. I'm kind of anxious to see the results, because the level I'm working on is kind of on the long side. It didn't seem that way when I was designing it, but now I'm having to test it from beginning to end to verify that the latest part works, it's running about eight to ten minutes. And I still have to add the final boss fight and dialogue before and after said fight.

All that and you thermo isn't completely shot? Be careful to not rush to get it done and leave out detailed corner editing. One thing I'd recommend for anyone experiencing thermo shortage like me, build the entire length of your level first, including gameplay elements, and then corner edit after. It appears that you can still corner edit after your thermo is completely full, something I'm going to reconsider doing when starting my next level. I'd really like to see what other people think about this topic since we have a wide variety of create styles here.
2011-05-10 21:51:00

Author:
WoodburyRaider
Posts: 1651


I'm trying to make a really long level with great detail in corner editing. I'm trying to use only a few materials and stickers. I made the beginning underground, then you go up above ground. I made it go back down after the first obstacle, if that name fits. I plan on making the rest underground.

I might make a level showcasing the City Pack.
2011-05-11 02:16:00

Author:
ConverseFox
Posts: 2333


i think that the longer the level is the better. Just as long as it is a good level and the length is not at the expence of quality.
levels like trials of the tresure god by xenon and some amazingflyingpoo levels are a lot of fun and feel a lot more epic.
i prefer longer but shorter levels are also good to me.



If you want more thermo a good trick is to change every material (except dissolve) to one material (eg basic cardboard), then continue with making your level and once it is finished you can change all of the materials back to what they should be, you can change materials even once the thermo is full
2011-05-11 08:26:00

Author:
darcyh
Posts: 191


All that and you thermo isn't completely shot? Be careful to not rush to get it done and leave out detailed corner editing. One thing I'd recommend for anyone experiencing thermo shortage like me, build the entire length of your level first, including gameplay elements, and then corner edit after. It appears that you can still corner edit after your thermo is completely full, something I'm going to reconsider doing when starting my next level. I'd really like to see what other people think about this topic since we have a wide variety of create styles here.

Thermo's at about 80% -- just enough for the final boss fight. I ran out of level height before I ran out of thermo, which I found amusing. Disconcerting, but amusing, as now the final boss is smaller than the midboss.
2011-05-11 14:15:00

Author:
BlackWolfe
Posts: 299


Long enough to be awesome
and to keep me occupied.
not too long not too short.
Also the same opinion as Val.
2011-05-11 19:35:00

Author:
nysudyrgh
Posts: 5482


I dont play psp much anymore, so i only play short levels!2011-05-11 20:17:00

Author:
Squidge99
Posts: 203


I dont play psp much anymore, so i only play short levels!

Let me get this straight you don't play PSP very much which means you only play short levels.

And please change ur avatar I always think ur Cybersora
2011-05-11 20:38:00

Author:
anoken
Posts: 1654


Interesting topic. I have never timed any of my levels, but I know which ones are too short. I always try to leave the player wanting more. It's hard to do that if they are playing a long level.

A level can be too long. Poo's Destiny series is an amazing technical achievement, but I only played those levels once. Levels like Little Platformer, Color of Music, on the other hand I have played numerous times.

So, short and sweet can be good.
2011-05-12 01:56:00

Author:
VelcroJonze
Posts: 1305


Im more of a pace guys than somebody who prefers length. For me I prefer I faster pace, though when a truely great level comes out, the pace doesn't really matter to me...2011-05-12 03:09:00

Author:
Random
Posts: 673


Well I actually like to play nice and detailed long levels, well as long as I dont have to run back and forth between two places over and over again.2011-05-12 16:12:00

Author:
aceofthorns
Posts: 288


I like a level that'll take about 5-6 minutes if you rush through it and maybe like 8-10 minutes if you die a lot or try to take in everything it has to offer. Really long levels tend to become a bit of a bore, moreso because at that point the creator usually running low an ideas, but there definitely are exceptions. As for levels I make, I always feel like they aren't long enough so I keep adding despite the fact that they are really beyond the 10 minute mark unless you really know what you're doing.2011-05-13 03:22:00

Author:
metsfan1025
Posts: 181


A level can be too long. Poo's Destiny series is an amazing technical achievement, but I only played those levels once. Levels like Little Platformer, Color of Music, on the other hand I have played numerous times.

So, short and sweet can be good.
on the contrary I play more long levels like destiny then Colour of Music, there is so much stuff and story in levels like Destiny and so little in short levels it gets a little boring plus I forget parts of long levels :blush:.
imao
2011-05-13 07:41:00

Author:
jimydog000
Posts: 813


Haha great responses guys and girls, I also think this might be useful for creators in the long run who may think their levels are too long. Because look, the longer levels have just as many people commenting, so obviously people like them too!!

Personally I'm going to have to say I agree with the poll, those longer levels tend to lose quality or ideas towards the end (but can still be some of the best around)!
2011-05-14 19:16:00

Author:
Coxy224
Posts: 2645


All my levels are too short , I like long levels if they have a nice story, But short-ish platformers are probably my fave.

I try to make short levels that look theyre best
2011-05-16 22:50:00

Author:
SketchNZ
Posts: 1668


I like medium length levels, but the best levels always leave me mad that they didn't last longer. However all my levels turn out to be a few minutes max before my thermo starts giving me evil looks. I quite admire creators who can get a great look and gameplay while not completely overdosing on detail.2011-05-17 19:59:00

Author:
PygmyOwl
Posts: 1316


Great thread. For me it depends on the level. Some levels are over before you even get started and some levels never seem to end! My favourite ever level is Curses and that is actually quite short but the characters, story and details in it are outstanding. My own levels so far are kind of mixed when it comes to length. My train level is short while my mission levels (The Chilean Encounter, Aid Convoy and Field Test take a bit longer to finish. It is a constant struggle for me to keep the thermometer down and there were a lot of things I wanted to include on the Aid convoy mission such as weather effects, a jeep drive back down the mountain etc which I just could not fit in.

I have not really had much of a chance to peruse all the tutorials yet but I am wondering is there anyway to have one weather effect such as wind somehow flow through the whole level? It seems to me that the sound effects seem to eat up the thermo like nobodies business!


"Ignorance, assumption and disinformation are my enemies." MrObycyek.
2011-05-19 16:19:00

Author:
MrObycyek
Posts: 50


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