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#1

Options. Good or Bad?

Archive: 18 posts


I've had this discussion with a few of my LBP buddies, and was wondering where the population here sits on the subject of Options. When you load up someone's level and it gives you options... do you love it or hate it?

Let's say for example, you load up "Awesome Top-Down Racing Battle-Cars" and you are presented with an option screen where you can choose from:

Battle-Car Type (size)
Battle-Car Colour
Weapon Type
Playing Field
Team VS. Play Mode or Free For All

Do you think those are too many options? Not enough options? Would this be enough to completely annoy and "put you off" of even playing the level? Do you think presenting the players with Options to choose from at all are a good thing or a bad thing?

Thoughts and opinions would be appreciated, and/or you can use the Poll to respond.
2011-05-16 23:59:00

Author:
Rustbukkit
Posts: 1737


If it's done properly and unobtrusive, I don't mind. Generally if the menuing is vague or doesn't work properly (which happens a LOT) I might just bail out and play something else because if that's messed up, that usually isn't the only thing.2011-05-17 00:29:00

Author:
Chazprime
Posts: 587


Good point! Yes, let's assume that the menu is very clear and well laid out.2011-05-17 00:46:00

Author:
Rustbukkit
Posts: 1737


Err most of the time i don't feel it's useful in an level.
If the person makes it interesting and adds real replay to the level then it's good.
Like how in the Old Sonic Games every level you could take multi-paths to get to the end of the level.
but when it came to things like you can play the same level but in Time-attack mode or
beat the level with no rings challenge Option i never cared for that kind of Options.
however replaying the game with a different character was fun... So i guess it all depends
on what kind of Options, Also IMO it has to add gameplay of some type and not just
beat the level in a hard way challenges. I did enjoy how when you stickered the thing at
the start of the levels in story mode it also change some of the gameplay a bit
in some of the levels. *mew
2011-05-17 01:08:00

Author:
Lord-Dreamerz
Posts: 4261


The options I'm considering are definitely game changing. Basically, I'm looking at ways for the player to use the options to suit their particular playing style, but the type of gameplay as well. Thanks for your input fumetsusozo.2011-05-17 01:44:00

Author:
Rustbukkit
Posts: 1737


I am personally not a fan of time attack modes, and that sort of thing, But I love options for different characters, cars, colors, and weapons.

I do have to agree with fumetsusozo on the sonic type gameplay where different characters can do different things/get to different areas. It definitely adds to replayability (for me anyways )
2011-05-17 01:59:00

Author:
UberOrbPS
Posts: 290


I think that if you add options on how hard it is, then it would make sence to make it rewarding to play. For example, doing something like a servival challenge, easy mode would be easy, and lets say that for every 10 secends the player is alive they get 100 points. Than, on hard, there are added challenges, but at only 5 seconds, the player gets 100 points. Or like the trophy system on the ps3.

You should do it.
Maby add another option on the time (light or dark)
2011-05-17 02:53:00

Author:
Unknown User


My take on options is. In a game like oblivion, or FF, the more the better. In a LBP level? It depends. I think if done right, a few options can make the level all that much better. If done wrong it can drag the level down and make it cumbersome. I think when it comes to options you need to find just the right amount, and implement them unobtrusively. I'm not a big fan of levels that have a high learning curve either. When it takes you longer to learn the controls, than it does to play the actual level. It's never good.2011-05-17 03:40:00

Author:
smasher
Posts: 641


I really love to see a good options menu implemented. But that means actual game changing things. Seeing the generic, Music: On/Off and Song selection is just plain dumb imo. Sure if you add that to a whole list of other options it's fine, but really is it necessary to make the illusion of your level having depth by adding something as menial as that?2011-05-17 04:08:00

Author:
Jayhawk_er
Posts: 403


I say, as long as the level in general is good, it shouldn't really be a big issue wether you put too many or too little options, should depend more on the quality of the level overall.
If in a good level, I'm willing to sit out as many options/ cutscenes/ whatever, or may even ask for more, but come across a really bad level and every little thing to extend it may just seem annoying.

So in my view, it depends more on the level than on how many options.
2011-05-17 05:34:00

Author:
Silverleon
Posts: 6707


As long as the options are clear and add to the gameplay, I don't see why not.

Some things (for example a wide music selection) are just a waste of thermo though.
2011-05-17 05:41:00

Author:
midnight_heist
Posts: 2513


Thanks folks. Good points, and pretty much exactly what I'm thinking too. I'm really trying to figure out options that will enhance gameplay more than anything. I always liked games where I could pick the type of character that suited my gameplay style over another persons and see the results of the match. I also agree that a big learning curve gets in the way and is frustrating, but the kinds of options I'm thinking would be fairly generic and straight forward like the examples I gave in my first post. I hate LBP levels with too many controls to learn. Just because we have between 8 and 13 buttons to use, doesn't mean we SHOULD use them.

I agree that sometimes things like music and lighting seem arbitrary, but sometimes they are a good option... especially if it's a game where players might be returning to play over and over again. Personally I've played some levels I really like but I can't stand the author's choice in music and wished I had the option to choose something different.
2011-05-17 06:24:00

Author:
Rustbukkit
Posts: 1737


Options all the Way!

I can only imagine how much better retail games would be if they all had more options. It adds a lot more replay value.

I think options would make levels better, but it's very hard to implement when you have things like thermo limitations and menu system can get very complicated and hard to perfect.

But yah, options! WOO!!
2011-05-17 11:18:00

Author:
comishguy67
Posts: 849


Good point! Yes, let's assume that the menu is very clear and well laid out.

Don't forget responsive and fast. Ideally you'd only need to hit one button to accept the default options and start the game. Also, with your example I'd consider combining the car options into one list of car "characters", each having their own type, colour and weapon and an interesting name that reflects these.
2011-05-17 14:53:00

Author:
Rogar
Posts: 2284


Options that add gameplay value, great. But to me it matters that it is clear how the option affects the game and why I would pick one setting over another. That is why my bicycle has three gears, not 20.2011-05-17 17:57:00

Author:
Antikris
Posts: 1340


Ideally you'd only need to hit one button to accept the default options and start the game.

This, basically.

As long as there's a way to get started quickly, it probably doesn't matter too much what you do with the options.

However, arranging them in such a way as to minimize the total number of keypresses needed to modify the options you deem users are most likely to want to change, is a fairly common goal of effective user interface design (http://en.wikipedia.org/wiki/User_interface_design).
2011-05-17 19:32:00

Author:
Aya042
Posts: 2870


I definitely plan on keeping it simple with as few button pushes as possible like you suggest. I was thinking I'll explain pretty quickly and directly what the options do and let the player decide which one's benefit their play style and why. I was thinking of having a "PLAY NOW" button for those with short attention spans or no patience, but the intent is for the players to have some choices for VS. mode to make their experience more fun, and keep them coming back to try new vehicle types against their friends. The real trick seems to be to find a way to encourage people to make their own choices in the options. That's why I want to explain it quickly and briefly with a small How To Play/Instructions cutscene.

Great input everyone. Your answers have gotten me thinking about this a slightly different way now as well, so this is definitely helping me out. Thanks!

Lol... 3 speed bike.
2011-05-17 21:03:00

Author:
Rustbukkit
Posts: 1737


I was thinking I'll explain pretty quickly and directly what the options do and let the player decide which one's benefit their play style and why.

Yeah, that's why I suggested using characterful cars so players can choose based on name and looks without having to read stuff. If car selection is the initial active option and they can browse with eg. left/right, people might skim through them on their first play and pick one who's character appeals to them, like the tank or the formula 1 car or whatever. If the character and settings match well, they should be happy with the choice. In subsequent games they might be more inclined to actually read some stats they couldn't be bothered to read earlier.

Lots of real racers and fighters have been using this technique for years, there's gotta be something to it.
2011-05-17 22:23:00

Author:
Rogar
Posts: 2284


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