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What's so wrong with long levels?

Archive: 16 posts


I just don't get why level length in general is an issue. I know copying, lack of skill, and poor creativity are all problems, but why level length? I remembered back in July when I published "Glow World", and one of the complaints overall was "level length". Yes, I understand the repetition and the poor visuals, as well as "cutscenes during races", but why is making a platformer long a bad idea? Just because a platformer is long doesn't mean it's bad at all.

Currently, I am making a second Glow World, and I have been making several test runs to see how long it takes. I am doing better when it comes to repetition and obstacles, but I don't think making it long will make it bad.
2013-09-30 23:57:00

Author:
Apple2012
Posts: 1408


I don't see anything wrong with long levels. When I create with I6v6I, we try to fit as much into the level as possible. Nobody has complained about the length (one of our levels had like a 30 minute play time) but we have a lot of "LOADING LOADING LOADING" comments. XD2013-10-01 00:09:00

Author:
dragonboy269
Posts: 172


This is actually the main topic of my project that will hopefully come out soon. I am not sure if any other LBP game has done this, but I have have well over 2 hours of gameplay, even for the fast guys.

I am really curious to see how many people finish it, or complain about it. Generally, people wont complain much for RPGs. Other genre's its more if the game feels like its dragging on.
2013-10-01 00:16:00

Author:
Rpg Maker
Posts: 877


Nothing wrong with long levels, but is it all interesting, fun and worth the long trek to the scoreboard? That is the question you have to keep asking yourself.2013-10-01 00:52:00

Author:
jwwphotos
Posts: 11383


To me, no platform could possibly hold my interest for more than about 15-20 minutes. I'm just not that in to platformers. Now if it were like a platformer/RPG or a puzzle level or a top down rpg, or really any RPG... I could play those for quite a bit longer...2013-10-01 01:24:00

Author:
Tynz21
Posts: 544


Something should only be as long as it exactly needs to be.

If a creator is just putting in filler to make the level longer, then that's no good. When making something it's important to remember to make all the content actually worth it. So if a game is long... The reason should be because it has just that much more to offer. And not be long just for the sake of being long. *mew
2013-10-01 01:30:00

Author:
Lord-Dreamerz
Posts: 4261


Nothing wrong with long levels, but is it all interesting, fun and worth the long trek to the scoreboard? That is the question you have to keep asking yourself.

I actually don't think it was the length alone with my level. What I did there was that I repeatedly used the same obstacles over and over again while the level was long. I guess if it didn't use repetition, length wouldn't be an issue. Though some people do think it is, but I still don't see a problem with it.
2013-10-01 03:17:00

Author:
Apple2012
Posts: 1408


I have a number of levels that take a long time to complete. The key is, as Jww mentioned, keeping the trip interesting. If you engage them with a story and interesting game play, the time will fly by.

On the other hand, I think it's interesting that "Liberator" has a primary tag of "Long" even though it only takes a few minutes to complete. So, I suppose a short time seems like a long time when people are frustrated....
2013-10-01 20:46:00

Author:
CCubbage
Posts: 4430


If it engaging, well paced, and varied then there is nothing wrong with a long level or series. But this is harder to legitimately pull off than for a shorter one.2013-10-01 21:08:00

Author:
xxMATEOSxx
Posts: 1787


As long as there is a balance of good gameplay and anything else that grabs the players interest, I don't mind a long level, but if the gameplay is boring or all your checkpoints are infinite because they N E E D to be and I'm fumbling through completely frustrated. At that point, I will not finish the level and likely leave that creators planet, never to return.2013-10-01 21:51:00

Author:
DreadRandal
Posts: 434


I actually don't think it was the length alone with my level. What I did there was that I repeatedly used the same obstacles over and over again while the level was long. I guess if it didn't use repetition, length wouldn't be an issue. Though some people do think it is, but I still don't see a problem with it.

Every game is repetitive, thats kinda what makes it a game. Without repetition, a game loses its identity.

Its how you control the repetition, that makes or break your game. My point is, it doesnt sound like your problem is repetition; its more about pacing. How often are you introducing the same gameplay or scenarios? And how close together?

It isnt always about always about changing the gameplay or "Randomly" adding other things like puzzles( Which generally do help with pacing but..) I think part of designing is making the player see your gameplay in a different way or opening them up to possibilities they never considered before. Whether its the gameplay or the story, your game should to have something that is constantly evolving, or changing otherwise, the repetitiveness begins becoming redundant or "flat" or one dimensional.

Ask yourself, why I should I keep playing this level? What do I like about my level? Once you figure these things out, you will find the hook that will keep players enticed in your level.

All creators should check out this video. It explains it a bit better than I do:


http://www.youtube.com/watch?v=5LScL4CWe5E&feature=player_detailpage#t=56
2013-10-02 01:38:00

Author:
Rpg Maker
Posts: 877


One other thing that artificially makes levels longer that will get me to drop them like a rock and never look back is... Cinematic camera abuse. I cannot stand sitting there while you show me how clever your puzzle making skills are by forcing me to sit through a tutorial on your little segments.

The ability to skip animations should be default. I would skip every one of them if I could. But no, I have to sit there and be spoon fed. Ugh!
2013-10-02 15:14:00

Author:
DreadRandal
Posts: 434


Agreed.
My opinion on long levels is that as long as they are enjoyable, I'm happy(Ultimate LBP Mania is very, very long, and it's my favourite level in all of LBP, so that kind of thing is what I aim for when creating. If you haven't played it already, I seriously recommend you do so!).
2013-10-11 01:11:00

Author:
Robo4900
Posts: 409


Long levels can be great, but most of the time you can't find a way to save. So if a level is an hour long, you lose all your profess.2013-10-15 21:41:00

Author:
Darthvadre11
Posts: 134


The solution to that is that anyone who makes a level that takes longer than 20 minutes to beat should split it into multiple 15-minute levels with keys and Level Links linking them together, so the most you lose is 14 minutes(If you're really unlucky), and the least you lose is nothing.2013-10-24 10:06:00

Author:
Robo4900
Posts: 409


The solution to that is that anyone who makes a level that takes longer than 20 minutes to beat should split it into multiple 15-minute levels with keys and Level Links linking them together, so the most you lose is 14 minutes(If you're really unlucky), and the least you lose is nothing.I hate Level Links and try to avoid them at all costs. They have too many problems. They only support 1 player, so people get disconnected 99% of the time if they try to play with friends. If the second level is overheating, then the players can't join again and will probably give up ever playing your level again. I never understood why anyone uses them.2013-10-24 16:40:00

Author:
dragonboy269
Posts: 172


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