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#1

Showcasing level

Archive: 6 posts


I've been working on an gothic mansion level for a while.While its only about 20% done at the moment, I was just wondering how I can get it noticed by the community. Every time I play with others online, thier levels all have hundreds of plays, whereas if i publish something it usually gets around 2-3 (if any). I've kinda stopped publishing anything because of this and it makes me wonder how so many people get so many plays and hearts, and I get none.
I'm not that bad with visuals and logic.
How can I get the word out about my new level, cos I think its shaping up nicely.
Any help appreciated
2012-05-29 12:45:00

Author:
Sean88
Posts: 662


Hmmm.
Well, Firstly, I feel the community as a whole often seriously overestimates how many plays they should be expecting to recieve. I always say around 100/200 plays is a considerable amount for someone who doesn't already have a large following. My advice there is don't go expecting 4-figure play counts and such, because then the disappointment of not even breaking 3-figures is all the more disappointing. Aim low, and if your level is really well liked enough, it'll make it's way up. The reception from this level, may well help the next level have a better footing when you publish it.

First of all, let's talk about your in-game presentation.
You'll want to try gearing yourself up for a weekend publish. If all goes well, you might even make it onto the Cool Pages if you can get enough attention within the first few hours. (But that's really a best-case scenario.)
Publishing at the weekend ensures a larger audience for you. Naturally, some people are busier during the week.

I trust you'll already know that a good level badge, title, description and some photo's help out a lot in attracting people in-game.
Make a custom badge with an in-game photo, Eye-toy photo, or Move Painting. It doesn't nessecarily need to have the level name written in it, but it does need to be somehow relevant, and something that will attract people. Generic Sackperson-close ups are not the way to go. Ever.
A good title should be interesting. Try to avoid cliched names like 'LittleBigX' and whatnot.
Always write up a description, and be sure to upload some photo's so people can either
A) Have a look at your level before they start loading it.
or B) They have a neat preview of what they're already loading.
Again, keep your photo's relevant and interesting. Try to show off some of the best bits of your level, without ruining any surprises.


As for LBPC threads, I always like to put on a good show. My mentality of LBPC showcases is thus - If you don't care enough about your level to spend more than 2 or 3 minutes creating a worthwhile thread, why on Craftworld should I care enough to play it? I don't mean to plug, but check out the links below my post, I like to think I have some pretty attractive threads. Maybe a little over-the-top, but secretly, I don't care if people read it or not, the point is, people see the mass amounts of text and are convinced I spent a good while working on not only the thread, but also the level.
Talk about your level, what did you want to achieve? Did you achieve it? What are you proud of? Did you learn anything? What would you do different next time? Space out some photo's throughout your article, and if you really want to push the boat out, open up an Image Manipulation Program and create some banners and maybe even a promotion signitature.
I use Photoshop, but a while ago I used GIMP. GIMP is freeware and almost identicle to PS, if slightly more rough around the edges.

A Twitter account helps as well. There are various showcase-specific accounts who will happily retweet or shoutout your level if you or someone else asks nicely. For instance, This fellow (https://twitter.com/#!/LBPSneakPeeks).



EDIT-
Here's a pro-tip - Create a hidden movie in your level. Place an invisible microchip near the entrance and inside, place a Sticker sensor and wire it into a Sequencer. On the sequencer, create various Movie-clips that show the bits you want to take photo's of. Let the little slideshow play through, and pause the game and use the screenshot option to capture your photo's. This will allow you to grab some photo's and upload them almost instantly after publishing, and you can take your photo's at cool angles without your Sackperson in the shot.
2012-05-29 13:05:00

Author:
Ostler5000
Posts: 1017


Ostler5000, I'd like to thank you for all your tips ans sage advice :-)
Not looking for hundreds of plays (although that'd be cool) just a few more people to like things I create and to enjoy playing them, thats all. :-)
I can see your reasoning and you have given me a lot to think about (All of which is a huge help my friend).

Thankyou for all your help :-)
2012-05-29 13:42:00

Author:
Sean88
Posts: 662


All excellent advice, not that I would know anything about that.

I just love this answer to how to get more plays when its taken out of context,

Aim low, and if your level is really well liked enough, it'll make it's way up.

Another tip is if you have friends who also play LBP, see if they'll help you get the word out. At the very least for some feedback.
2012-05-29 16:19:00

Author:
xxMATEOSxx
Posts: 1787


thanks xxMATESOxx. Thanks for all your advice (s)2012-05-29 22:27:00

Author:
Sean88
Posts: 662


Besides the above advice, when you create your level thread select F4F (feedback for feedback). Then go and play a ton of other F4F levels in the Level Showcase and give each of them detailed constructive feedback on their level thread. Not.. "Oh this was great" or "Cool level", make it as detailed as what you would want on your level. Do that as many times as you can and after the feedback, say which level of yours you would like them to try to honor their F4F commitment.

This is what will help bring even more to your level and more importantly feedback to help you improve the level as well as you as a creator.

This also helps you generate a network of other creators / friends that you will find handy knowing down the road. Everyone always likes a bit of help testing and critiquing on their levels and it is good to know quite a few that are also currently making levels.

Remember... until you start making a name for yourself by making jaw dropping and fun levels, feedback not plays is what you really want.

Good luck!
2012-05-29 22:59:00

Author:
jwwphotos
Posts: 11383


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