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Fun or graphic?

Archive: 9 posts


Fun or graphic?
What is more important in creating levels? What do you think about this topic?
2012-03-11 12:36:00

Author:
Unknown User


Balance is most important in creating levels. *mew2012-03-11 12:58:00

Author:
Lord-Dreamerz
Posts: 4261


I agree with fumetsusozo. It really takes a good balance between every element in a level to make it good. I'm guessing by "graphics" you mean the quality of the scenery. Those don't HAVE to be perfect, but they have to be decent. Of course, if your level is ridiculously fun, then most people won't notice. However, like I've said thousands of times, we've become a tough crowd to please. People's expectations change with the course of time. So make sure to keep that balance!
Okay, are anyone else's "course"s turning into links? Every time I put "course", it turns into a link. I probably have three links to the same place.
2012-03-11 14:51:00

Author:
Sackpapoi
Posts: 1195


As i see most platformer creators design process, they can parasitically do both ;]2012-03-11 23:48:00

Author:
Shadowriver
Posts: 3991


As i see most platformer creators design process, they can parasitically do both ;]

Parasitic...
1. Of, relating to, or characteristic of a parasite.
2. Caused by a parasite: parasitic diseases.

A parasite...
http://www.seapets.co.uk/custom-content/images/cat/healthycat/flea.jpg

I think you mean paradoxically.
2012-03-12 00:44:00

Author:
Ungreth
Posts: 2130


I think you mean paradoxically.

Really? i was thinking he was trying to say "they can practically do both".
2012-03-12 00:49:00

Author:
Lord-Dreamerz
Posts: 4261


Well balance yeah. A level wouldnt be any good with amazing visuals and boring gameplay, nor would one with great, original gameplay and lame visuals. I prefer and focus more on visuals, but gameplay is important. Im much more inclined to like a level if it looks good. However, other people prefer gameplay, so it really depends on your taste.2012-03-12 01:49:00

Author:
ATMLVE
Posts: 1177


Not to go against the grain or whatever, but I think an extreme on either end works as well. You could have an extremely beautiful "gallery" level, and thats great! or a very fun, but simple looking level that attracts lots of plays. a balance is the safest bet tho imho.2012-03-12 02:24:00

Author:
poorjack
Posts: 1806


Fun or graphic? That is a strange question since these are not opposite ends on a spectrum, nor do one excludes the other.

What I think a good game (and in effect a level, since we are creating miniature games) encompasses is a good balance between:
Appearance: a visual art style that fits the atmosphere, story or message that the creator wants to get across, visual effects, lighting, animation and cuts
Sound: same as Appearance but for the audible side of things; voice acting, music, sound effects.
Gameplay: smooth, fitting controls (feel good, not overly complicated, easy to learn), core concept (i.e., collect coins and powerups, avoid enemies, find the exit in the maze), the right amount (or variable) challenge. the right amount of (or variable) reward/gratification, creating the desire for more, replayability; will the game lend itself for multiple playthroughs and if not does the game make up for that in other departments
Engagement; a player that identifies with the game is willing to invest more time (and money) in it: cool story, bro; drama, arc, development, interesting, multi-dimensional characters, aimed at the right audience; i.e., people who have a Move controller, fans of action games, kids, musicians - note that these examples of groups are not mutually exclusive
Overall production quality: tested and balanced, sufficiently freed of bugs, continued support; future bugfixes, balance patches, new content even
Overall worth: call it the final grade that a player would give the game when all things taken into consideration. Will the game be giving the player worth his money and time? Will it have met his expectations? Will the player have had a memorable experience? Will a player become a fan of your game? For all of this to find out, you will have to keep a close eye on your audience, tease them, reward their patience, heed their questions and concerns and continue to care after your game hits. This is even more important if you have decided to make a sequel to an earlier succesful game.

I am not an expert or a gaming industry professional. These are just aspects from the top of my head that I apply to games that catch my attention and that I like to keep into consideration while making my own level.
2012-03-12 13:55:00

Author:
Antikris
Posts: 1340


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