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#1

2 Checkpoints - why?

Archive: 9 posts


I think I'm missing something here, I've seen it many times (Even in Hex's masterpiece Timmy's dream)

Simply 2 checkpoints next to each other, what does this actually achieve?

-Cheers
2009-02-01 18:49:00

Author:
Mrgenji
Posts: 803


extra lives.2009-02-01 18:54:00

Author:
Madafaku
Posts: 738


but don't you just trigger the checkpoint nearest to where you want to go?2009-02-01 18:56:00

Author:
Mrgenji
Posts: 803


yeah all they do is double your lives count (even though it would be way better to just make an infinite checkpoint) but if you run out of lives on the second one, you just take a step back and get how many more lives that one offers. It helps out if you think that something is a particullarly hard section.

Cheers!
2009-02-01 18:58:00

Author:
RAINFIRE
Posts: 1101


I reckon it just looks tacky to be honest...
If they fail, they fail.
Infinite checkpoints ruin the sence of challenge.
On the same note I dislike normal checkpoints in specifically hard areas.
Use Single and Double checkpoints accordingly not just because you can.
2009-02-01 19:02:00

Author:
Pinchanzee
Posts: 805


Infinite checkpoints ruin the sence of challenge.

I agree, but i think LBP levels can't be resume to a question of challenge...
Personaly, i think that it could be very frustrating to have an hard section on the level (what could be interesting in itself) but to die and have to restart the whole level to reach this point a second time. I mean it could be interesting to retry a section five or six time to complete it, without be forced to retry the whole level.
But it is actually a subjective point of view...which is really in agreement with the LBP concept, where each "subjectivity" can be expressed as a personnal level.
2009-02-01 19:23:00

Author:
Takelow
Posts: 1355


It annoys me a bit when I see checkpoints right next to each other just before a really easy bit in a level. Sort of feels a bit patronising.

For hard bosses though, I'm fine with it. I know they could use unlimited checkpoints instead, but they're not really common knowledge at the minute and they do sometimes bug out.
2009-02-01 19:29:00

Author:
Ace
Posts: 118


I agree, but i think LBP levels can't be resume to a question of challenge...
Personaly, i think that it could be very frustrating to have an hard section on the level (what could be interesting in itself) but to die and have to restart the whole level to reach this point a second time. I mean it could be interesting to retry a section five or six time to complete it, without be forced to retry the whole level.
But it is actually a subjective point of view...which is really in agreement with the LBP concept, where each "subjectivity" can be expressed as a personnal level.

In my humble opinion it's always a design flaw and not really that levels shouldn't focusing on challenge. Challenging levels for the sake of them being challenging are just as valid as any other kind of levels, as long as they are well made.

If you really just want to make some hard part in your level you have a multitude of options to make it less frustrating. If you take my Tower Challenge in my lastest level, Sack's In The City, it's very hard and completely intended to be. But it's 100% optional. There's also an exit easily reachable besides every checkpoint in case it was your last life and you didn't want to die there. I also reward the players doing the tower ALOT more than with all other challenges. This is all ways of making something that is hard more enjoyable.

.
2009-02-01 22:19:00

Author:
RangerZero
Posts: 3901


Seen these around, have to say, they are sometimes necessary.
Though I know a simple method that can make them still exist, and work, and NOT look lame.
2009-02-02 00:16:00

Author:
DRT99
Posts: 431


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