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How long is TOO long?

Archive: 24 posts


How long do you like your LBP adventures to be? Are we in a time in gaming where people can't pay attention for more than 15 minutes? Or would it be possible for a 5 hour level to get plays, and turn some smilies? What do you think? Are we in a generation of ADD gaming that expects too little? Or can I have faith in a full length game doing well?2011-06-21 14:46:00

Author:
poorjack
Posts: 1806


Full length games have done well in LBP, Just look at hansel and gretel bot.
But they generally have chapters/ levels for each stage.
2011-06-21 15:36:00

Author:
DarrienEven
Posts: 217


Level series are my fave, long as they are made well~
but if you are talking about only 1 level with no rest between playing...
then 1 hour is max.
2011-06-21 15:42:00

Author:
Lord-Dreamerz
Posts: 4261


If it is one uninterupted series that all flow into each other, what type of system would you like to see for a continue system? A code system like metroid? OR a simple chapter select like a DVD? I guess my question is do I sack-rifice ease of continuity for spoiler security? Or do I not care if people skip to the end, and make the system easy?2011-06-21 15:56:00

Author:
poorjack
Posts: 1806


If it is one uninterupted series that all flow into each other, what type of system would you like to see for a continue system? A code system like metroid? OR a simple chapter select like a DVD? I guess my question is do I sack-rifice ease of continuity for spoiler security? Or do I not care if people skip to the end, and make the system easy?

Depends... Is it a RPG? or Platformer?
both ways I say forgot the code system or whatever.
and just let them play from wherever they'd like. To be honest no one likes
dealing with Code/Sticker systems to return from where they last were. *mew

So I'd just go with this.

a simple chapter select like a DVD?
2011-06-21 16:02:00

Author:
Lord-Dreamerz
Posts: 4261


Anyone remember that level in LBP1 that was a mish-mash of random stuff and lasted around half an hour? I have to say I loved it, but I'd say that that'd be maximum for a non-series, though I wouldn't like every level to become that long.2011-06-21 17:18:00

Author:
kirbyman62
Posts: 1893


Personally, I just don't have the time to play really long levels. I mostly play LBP by creating, so , if I play a level, I'm usually just looking for a quick diversion while I take a break.

I have a bad habit if creating thermo-busting, long levels. In general, people seem to appreciate the work put in, even if it took them 20 minutes to finish. I think the trick is finding a way to not make it feel that long.

5 hours is fine, but only if broken up. But, don't be surprised if people don't finish.
2011-06-21 17:36:00

Author:
CYMBOL
Posts: 1230


I wont be surprised. Most people dont FINISH any of my levels, because of the whole "too much talking not enough shooting" thing. the thing is, my Mythicos level is shaping up to be a long and story driven thing. I mean, it is a platformer, and for lack of a better word, a shooter, but it is a story first. I mean cinematics are a large portion of this thing. Think metal gear solid 4 or final fantasy IX. It is going to be a long mother. Short by actual disc based game standards, but super long by LBP standards. And thats why I am worried about just having a DVD chapter select. I want to preserve the story. I really really want it to have a pop and hurt to it that you just cant get if somebody decides to skip the middle, you know?2011-06-21 18:24:00

Author:
poorjack
Posts: 1806


lock the levels and Use level keys.
give them out at the end of every level that'll unlock the next one in line.
2011-06-21 18:27:00

Author:
Lord-Dreamerz
Posts: 4261


someone posted in my recent level showcase thread that it took them just under 5 hours to complete my newest creation: Lost Ages V.
so far, i have more yays than nays and i even got some hearts, including one creator heart.
this level can only be played in a continuous play through.
I would not describe it as a clear success, however. plays are limited.

Edit: this post was entirely self promotional. i assure you that any relevance to the topic at hand is unintentional and should not be considered as a case study or even considered at all.
2011-06-21 18:29:00

Author:
Deftmute
Posts: 730


This could be turning into a thread where we all pimp our long levels.... (I should be pointing to the one in my sig)

But yeah, my experience so far is that most people don't complete long levels. I also suspect but can't prove that shorter levels get better rating and more hearts despite having been made in less time and with less effort.
2011-06-21 18:46:00

Author:
zabel99
Posts: 179


I dont think plays are as much of an issue as completion rates. Personally i plan for my rpg to take 45 to an hour the main story to complete chapter one, but have 2 hours worth of additional content like sidequest. I think most people can play an hour at best, i seen a 50 minute movie, so something like an adventure game or RPG can be pretty lengthy as long as its interesting--thats my theory anyway. Make sure you have some kinda save system worked out too just incase.

I guess my game too will be one to test this theory, but its hard to speak for the entire LBP population.
2011-06-21 18:48:00

Author:
Rpg Maker
Posts: 877


Yeah, I think in general, people have an hour to play the game, and when they see a level is going to be long, they quite. They don't want to spend the whole time on one level. Add difficulty on and now they ate really likely to quite. However, you never know. Ladylynn's level was doing well on Cool Pages before being Mm Picked. Many people chose to watch the movie, even though it stated it was 50 minutes long. How many people finished the movie would be interesting to know.

You just never know. Make how you envisioned it. What will be will be. Good luck!!!
2011-06-21 18:49:00

Author:
CYMBOL
Posts: 1230


Yeah. I am not really worried about plays as much as I am worried about those who DO complete it appreciating it enough. Like MGS 4 is my very favorite of the series and I played it through in one sitting (18 hours total including credits) and I got this feeling at the end like I really appreciated how much went in to it, despite the lengthy time it took to complete, so do any of you think it is POSSIBLE to inspire the same kind of awe with a game in LBP as it is to do with a disc based game?2011-06-21 19:06:00

Author:
poorjack
Posts: 1806


I think its funny i was gonna post the same subject. When creating i always wondered how long can a series go, so i opted to release this huge game over time--its really gonna take a year to tell the entire tale, thus i will release it in parts. What you are saying ( I think) is you want to release this huge game all at once?

I'd say its possible, for one if you have enough time to actually create this, and secondly if your game remains interesting is probably the most important factor. You ever play a game and not realize how much time has passed because of how fun or interesting it is? Your level would have to do that, and maybe. I have yet to release a level so i wouldnt know, i do know it hasnt been done before, and its probably for reasons we have already mentioned.

Its up to you, you should be able to create whatever you want to. I wouldnt recommend it, but it would be a phenomenon if it does work.
2011-06-21 19:28:00

Author:
Rpg Maker
Posts: 877


I think the chapter/mission setup is the best. If they want to skip ahead, let them. They're likely only doing it because they're impatient, so forcing them to go through the entire thing could just make them angry.

Also, it allows easy replays of sections they enjoyed.
2011-06-21 19:34:00

Author:
SSTAGG1
Posts: 1136


Honestly it depends on how good the level is. My attention span is a long as the level is good. If a level doesnt look good to me, ill quit much quicker than if its really nice looking. Or if its really intuitive.2011-06-21 21:24:00

Author:
Jrange378
Posts: 573


@jrange, well heres a question for you. WOuld you rather have a long gorgeous level, or a long fun level? Or a long level with lots of engaging story? I feel that it is hard to weigh the three sometimes.


What you are saying ( I think) is you want to release this huge game all at once?

Yes. That is exactly what I am saying. And I have a (teaser) trailer up for it now on my moon. Take a look, and see if it looks engaging enough? I mean. I have no idea if people are interested in this story or not... But I am going to make it either way. I just want to know if people are going to hate it! lol
2011-06-21 22:10:00

Author:
poorjack
Posts: 1806


I have yet to play a long level that I liked. And by long, I mean 30 minutes or more, and 20 minutes or more can test my patience if the level is getting repetitive (come on, where is the scoreboard already?). If it's divided up into chapters or segments across levels, so I can come back and start back up when I want, I would be more apt to finish a long series of levels than, say, a single epic adventure in which I was forced to start and end without the option of leaving and coming back. It has nothing to do with ADD or attention span. If a level is designed well enough, I won't notice that I'm in it for an hour. Unfortunately, such excellence is rarely (if at all) captured in a single end-to-end experience.

It's all a matter of preference. For every one of me, I'm sure there exists a person out there someone who loves to play a single level or series for an entire night.
2011-06-21 22:38:00

Author:
schm0
Posts: 1239


@jrange, well heres a question for you. WOuld you rather have a long gorgeous level, or a long fun level? Or a long level with lots of engaging story? I feel that it is hard to weigh the three sometimes.



Yes. That is exactly what I am saying. And I have a (teaser) trailer up for it now on my moon. Take a look, and see if it looks engaging enough? I mean. I have no idea if people are interested in this story or not... But I am going to make it either way. I just want to know if people are going to hate it! lol

My preference is looking good. But visuals are only really important to the point that i can play it without being distracted by it. It doesnt have to be spectacular, but the visual definately has to be serviceable or ill quit pretty quickly. So if you make a level with fun intended keep that in mind id say.
And story is better suited left out of most levels imo, and i mean an abundance of text nobody cares about. Keep it to a minimum unless your going to put a lot of work into the dialogue. An example of what not to do is what the guy who made that freezing flame rpg level. It bored me to tears with lame text.
2011-06-21 23:15:00

Author:
Jrange378
Posts: 573


I am a film student. I am going to school to write for screen. Do you really think I wouldn't put time into the dialog? 2011-06-21 23:48:00

Author:
poorjack
Posts: 1806


When making a story based level I aim for a duration of 40 mins to an hour. I feel that as long as I present the player with a diverse and captivating experience, they won't even notice the time ticking by.2011-06-22 09:08:00

Author:
Ungreth
Posts: 2130


Also, with the ability to create movie cutscenes it isn't like old story levels where you simply had to read a hundred speech bubbles. Now, at least you can tell the story through acting, dialogue and action.

So, it shouldn't be to hard to keep the viewers interest if done well.
2011-06-22 14:00:00

Author:
CYMBOL
Posts: 1230


I believe it's subjective to who we are and what we like. A level like Luos' "Sack: The Legendary" or Jump_Button's "Nostalgia of the Infinite" to me are levels that I feel sad when I reach the scoreboard because I want it to continue, nevermind the fact that some of the levels in either series are around or over an hour. Then there are levels like Ladylin's "Whichever way the wind blows." Amazing visuals with FUN gameplay, although they aren't as long as others the amount of time it takes to play is just right that it leaves you satisfied.2011-06-22 15:18:00

Author:
4wheel
Posts: 511


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