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Little Big Promises

Archive: 13 posts


I've just recently started conceptualising my next level... in other words I'm thinking about it when I should be doing far more productive things, but what the heck, I'm addicted. The thing is, my first level was simply a trial run for bigger productions, massive sweeping story lines with complex plots, incredible special effects and aesthetics. I'll probably preface my new masterpieces with the underused and unique line: '...and so it begins', which will clearly prepare the player for the long and arduous adventure they are about to embark upon... really? I mean, really?

So, in reality I'm making a stripped back platformer with some semblance of a theme, not so that I can create a meaningful game, but just so that I can 'hang' my idea onto something a little more substantial than three thick layers, five thin layers and a cute, short legged, knitted character. You see, I'm a realist and it pains me to think that I may inadvertently promise someone the moon when in actual fact I can only offer them a baked bean.

This remains my biggest problem so far with creating and playing levels in LBP2. Many would probably say that a baked bean isn't so bad when it's offered free of charge, and I would have to agree. Like I said though, I'm a realist, and the last thing I would want to do is lead people astray with gargantuan claims and superlatives. It is somewhat saddening when you can see quite clearly the restraints LBP2 puts upon the truly gifted. When you read the blurb ahead of clicking on the level, and once you've clicked, the sticker panel credits run, the creators name emblazoned in one of the many community created fonts, you know deep deep down that here is a truly creative individual; especially after watching the brilliantly executed opening sequence.

Even that last sentence is longer than what follows a lot of the time. I'm in no way criticising these creators though, I'm just expressing a frustration I feel on their behalf every time I meander into one of the 5 million plus creations floating around in the interverse. This brings me to myself (not that I particularly like wearing out the 'I' on my keyboard). I find myself restraining my imagination, keeping it kennelled, gnashing teeth and all. I dare not propose an epic when I am but a novice and even if I was well versed in all things LBP, I still wouldn't promise the moon.

Perhaps it's just me, but it always feels oddly incongruous when one reads the introduction. Regardless of how great the creator is, that initial description snuggles into your subconscious and prepares you for a slight disappointment. Disappointment may not be the ideal word here, but it's as close as it needs to be. In my opinion, the opening 'blurb' should somehow represent the reality of what is to follow and not the inadvertent frustration of a neutered creator. Perhaps the melodic, tongue in cheek, ironically mocking voice of Stephen Fry should echo in our heads when we begin that opening promise?
2011-11-25 00:29:00

Author:
GribbleGrunger
Posts: 3910


The way I see it, LBP is just a fantastic medium to start sharing your creative genius with the world, and once you get to know what concepts do or do not work, you can move on to more complex tools to make more complex games. You see, while LBP is relatively limited, it is one of the most accessible game creation tools I have seen. Especially for solo creators.

It's this accessibility that makes it such a great way to unleash your creativity on the world, and the limits actually help you become even more creative. Creativity is as much about making new sights/sounds/etc. as it is about conquering obstacles others find unpassable or finding more efficient ways of doing things.

Besides, LBP isn't supposed to be the ULTIMATE tool for unleashing the innerworkings of your mind, it's supposed to be a way to get your toes wet for everyone interested in the gamemaking process.
2011-11-25 01:11:00

Author:
RagTagPwner
Posts: 344


that's not exactly what i'm saying here. i know it's a great stepping stone and i know it gives creative people a stage and i know it's an incredible piece of software. all i'm suggesting, in a very nice way in my opinion, is that the blurb at the beginning of the level should reflect the reality and not the hopes and dreams of the creator because it often leads to disappointment. i simply can't and could never bring myself to introduce anything i created with such grandiose promises. again, as i stressed in my opening, this is not the fault of the creators and it's not really the fault of MM either, it's the product of the creative mind. that knows no limit... but in this case it MUST know that limit and perhaps introduce the game/level with a certain degree of irony.2011-11-25 01:19:00

Author:
GribbleGrunger
Posts: 3910


Well, I think you were very wise to start off with something smaller in scope. Too many people try to create epics with there first level.

Kind of like a friend who says they are writing a story, and its going to be a trilogy! I think, shouldn't you try to write and complete a short story first?

Are we limited in what we can do? Sure. Thermo kills ideas and scope, system requirements cause lag and make us reduce speed and deduct from design.

Can't change that. Besides, I think sometimes we are a little to blame. We don't always meet to heights we aspired to in our minds.

But what amazes me, is that everyone is given the same set of tools and paint brushes - and we get such wildly different things.

I love entering a level and thinking, "Well, I haven't seen this before.". Or, those rare moments when I sit, wondering, "How did they do that?!".

Not sure what your next level is, but here is some advice- don't promise the moon, haha. Most any of us can promise is that we will make our level to the best of our ability within the confines of the game.


that's not exactly what i'm saying here. i know it's a great stepping stone and i know it gives creative people a stage and i know it's an incredible piece of software. all i'm suggesting, in a very nice way in my opinion, is that the blurb at the beginning of the level should reflect the reality and not the hopes and dreams of the creator because it often leads to disappointment. i simply can't and could never bring myself to introduce anything i created with such grandiose promises. again, as i stressed in my opening, this is not the fault of the creators and it's not really the fault of MM either, it's the product of the creative mind. that knows no limit... but in this case it MUST know that limit and perhaps introduce the game/level with a certain degree of irony.

Oh, well, I do that in all my levels. CYMBOL Presents - Level.

Personally, I do it for two reasons.
1. Releasing a level is an event for me. I usually take 2 months or more, so, I treat it as a big event.

2. It's just a fun part creating a level.
2011-11-25 02:20:00

Author:
CYMBOL
Posts: 1230


I name all my logic giveaways with stupid names that start with' Mr.' because it amuses me. I recently helped Dracudushio make a Batcycle and tumbler for something he intends to be epic, and he credits me with 'vehicles powered by Mr_Fusion' which also amuses me.

You do see a lot of PART I stuff that doesn't go any where and I think it is because LBP does fire up you imagination and takes you past a point of remembing limitations.

Couple this with the large number of stages that have had hours/days/months put into them that don't get many plays because the actual gameplay is lacking and you get the result of big promises that run out of steam.

BTW I am building a multi level epic story the likes of which no one has ever seen. Actually I am working on something that is 'epic' but only in my attention to detail and as a fan service to Back To The Future as it is all I have really worked on since launch.
2011-11-25 07:06:00

Author:
Mr_Fusion
Posts: 1799


Kind of like a friend who says they are writing a story, and its going to be a trilogy! I think, shouldn't you try to write and complete a short story first?

that is almost a perfect analogy. I've been writing for 36 years now (not so much since LBP came out) and in my time I've met and spoken to hundreds of aspiring writers and the one thing that surely indicates a dreamer rather than a realist, that knows writing GOOD fiction is not simply about getting the 'muse', is that very line. i say 'almost' simply because paper has no limits, there isn't anything holding the creative mind back. i think what Mr-Fusion above just wrote is exactly what i'm getting at. clearly he/she (you never know) has that tongue in cheek, playful edge to the way they introduce and present their work. Foofles would also be a great example and of course MM too. this is actually why Stephen Fry is the perfect voice for this game because he embodies that idea perfectly and always has done:

here is the first draught for an introduction to my new level, Zekos:

'There is a planet out there in the not so distant void of outer space that isn't too dissimilar to this little speck we sack-people like to call Earth. One such sack-person has been studying it for quite some time through his magnifying glass, scribbling plans down on stick it notes. The time has come for him to light the fuse and pop the stratosphere. Can he overcome the trials of Zekos, but what's more important is, will he be home for tea?'
2011-11-25 12:01:00

Author:
GribbleGrunger
Posts: 3910


It's a natural instinct though isn't it, you get enthused, and it's all about the possibilities. I could do this or this or even THIS!!! Practicality usually doesn't get a look in at that point. : )2011-11-25 12:15:00

Author:
julesyjules
Posts: 1156


I know it's not just me, but I like to think of my levels as big Movie Blockbusters.2011-11-25 16:07:00

Author:
craigmond
Posts: 2426


that's not exactly what i'm saying here. i know it's a great stepping stone and i know it gives creative people a stage and i know it's an incredible piece of software. all i'm suggesting, in a very nice way in my opinion, is that the blurb at the beginning of the level should reflect the reality and not the hopes and dreams of the creator because it often leads to disappointment. i simply can't and could never bring myself to introduce anything i created with such grandiose promises. again, as i stressed in my opening, this is not the fault of the creators and it's not really the fault of MM either, it's the product of the creative mind. that knows no limit... but in this case it MUST know that limit and perhaps introduce the game/level with a certain degree of irony.

Ohhhhh...............

Yeah I couldn't tell if you were talking about LBP specifically, or the community levels. Yeah, I agree with you mostly, however it's really funny sometimes when really menial things are treated like gold.
2011-11-25 16:26:00

Author:
RagTagPwner
Posts: 344


Well, people do tend to create huge lead-ups into their levels, and although a realist may look at it and think, "well, that's not exactly amazing", some of them ARE amazing for LBP levels. LBP has constraints, so of course it's rare that you'll find something that's as epic as, say, Skyrim (yeah, I know that's a little extreme, but you get the idea). But in my opinion some of the things people do with the given tools are incredible. Someone made a spinning 3D-looking jello cube. So? But then again, someone made a 3D spinning jello cube in LBP, a 2.5D game. THAT is pretty incredible, especially since all you have are a few tools. It's not like a programming language, where you can specify exactly what you want.2011-11-27 23:11:00

Author:
RabidJellyfish
Posts: 130


Well, people do tend to create huge lead-ups into their levels, and although a realist may look at it and think, "well, that's not exactly amazing", some of them ARE amazing for LBP levels. LBP has constraints, so of course it's rare that you'll find something that's as epic as, say, Skyrim (yeah, I know that's a little extreme, but you get the idea). But in my opinion some of the things people do with the given tools are incredible. Someone made a spinning 3D-looking jello cube. So? But then again, someone made a 3D spinning jello cube in LBP, a 2.5D game. THAT is pretty incredible, especially since all you have are a few tools. It's not like a programming language, where you can specify exactly what you want.

well i fully appreciate the incredible creations people make which is made even more incredible when you take into account the limitations, but personally i couldn't bring myself to write something so superlative as an intro. like i said, i think a degree of irony should be the order of the day. things like: 'prepare yourself for the adventure of your life' just come over as ludicrous when you finally get to experience the creation, but only because of the contrast between the promise and the reality. even the word 'adventure' is a stretch considering the length of the average level.

it would be wise, in my opinion at least, to introduce your level with humour rather than grandiose claims. I can sort of forgive the big creators a little... although i still can't suppress the feeling that it won't live up to the promise. so, that's my only point i suppose. don't promise what you can't offer. be realistic within the confines of the game. modesty, humour or irony will likely lead to more people appreciating your work because they have no preconceived idea of the quality/size/uniqueness of what they're about to play.
2011-11-28 23:21:00

Author:
GribbleGrunger
Posts: 3910


It would be wise, in my opinion at least, to introduce your level with humour rather than grandiose claims. I can sort of forgive the big creators a little... although i still can't suppress the feeling that it won't live up to the promise. so, that's my only point i suppose. don't promise what you can't offer. be realistic within the confines of the game. modesty, humour or irony will likely lead to more people appreciating your work because they have no preconceived idea of the quality/size/uniqueness of what they're about to play.

I find this to be a good concept for general life as well.
2011-11-29 01:31:00

Author:
RagTagPwner
Posts: 344


You Mean people actually Read the level descriptions!?!?!? News to me. XD2011-11-29 12:08:00

Author:
smasher
Posts: 641


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