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#1

What does a level need to get a heart from you?

Archive: 15 posts


Well I heart everything if I see that there was put real work into it. When I know the creator deserves it or when I don't want a gem like this to "slip" through my fingers.....
The things that make a level heartable for me are:
+the design
+the mechanism
+fun
+secrets
+story

So, when do you heart levels??
2009-02-01 20:13:00

Author:
blizzard_cool
Posts: 752


Very good question.

Heres what does it for me.
They have:

-researched/put you into consideration, eg they have thought about what people like doing in levels (not jumping stairs)

-based a level around you, and not you around the level, eg nothing like "if the switch doesn't work the first time, try it again"

-put function over aesthetics (without completely disregarding aesthetics

but most of all
-an original interesting idea!
2009-02-01 20:42:00

Author:
Pinchanzee
Posts: 805


Well I heart everything if I see that there was put real work into it. When I know the creator deserves it or when I don't want a gem like this to "slip" through my fingers.....
The things that make a level heartable for me are:
+the design
+the mechanism
+fun
+secrets
+story

So, when do you heart levels??

Quite same for me.
Design
Idea
Effort
Playability
And... if the level doesn't break on me!!!! lol
2009-02-01 21:58:00

Author:
Miglioshin
Posts: 336


For me, it has to be;
>Story
If I don't feel involved or I'm just killing random enemies for no reason, then it's no fun!

>Look
I'm not saying everything has to be perfectly polished, it just has to look right with similar materials

>Theme
If one moment I'm killing an army tank and the next there is a snake I have to run under, then something is wrong. The level has to fit together, materials and decoration included!
2009-02-01 22:02:00

Author:
Coxy224
Posts: 2645


Giant working mechanical spiders or teleportation devices. If it doesn't have either one of those I don't want to know about it. No, but seriously, I only tend to give hearts to levels that are inspiring to me on any one of several criteria. Levels that have good playability, look beautiful, or push the boundaries of user created material are those that will be the most deserving of any hearts from me. It's even better when you come across a level that has a good combination of all three. Like in real life, hearts are not something you just throw around randomly.... you have to earn a heart and show that you've made a concerted effort to get one.

Personally, I can't stand levels that are made up of too much official LBP "in-game" objects. I myself try to use these items as little as possible, and have more respect for those who do the same. They do however serve their purpose when used intelligently and sparingly. I will also never give a heart to any racing, speed, or height level... that goes for Prize levels as well with the exception of two decent sticker levels I've some across. Anyone can throw down some obstacles and drop a couple of vehicles at the beginning... it's just not inspiring.

I've seen some beautiful levels that have little playability or fun factor, and only serve to showcase the authors keen eye for artistic design and creativity. I've also played levels that aren't very pretty and have no atmosphere, but are full of well thought out puzzles or new and creative objects that took a lot of time and energy to create. All of these things are worthy of being given a heart in recognition of the authors hard work and determination in my opinion.

I will say that this can be viewed as unfair to some builders who may not have the creative skills that others have, since they may put just as much time and effort into it as the really great builders and never reap the same rewards of bragging rights of 3 or more stars. Unfortunatley that's the way the world looks at creativity though. That's why not everyone can be a famous rock star, a graceful ballet dancer, or a professional artist.

I do see value in not giving out hearts to those not deserving in that it will hopefully encourage them to aspire to higher standards of creating. Out of the two levels I've published so far, only one is receiveing good feedback and rightly so. The level that is not getting high ratings isn't pretty or full of innovative creations, and isn't easy.... that's 3 full strikes against it from the average LBP'er. I accept that and strive to make sure I don't repeat those same mistakes next time, and give myslelf some slack knowing that it was my very first attmept at making a full and comprehensive level.


My 2? anyways.
2009-02-02 04:31:00

Author:
Rustbukkit
Posts: 1737


1.) a ramp

2.) a rocket

3.) a skateboard

4.) more than a million point bubbles

5.) no music

6.) no words

7.) exactly 132 prizes

8.) helps me earn at least 7 trophies at one time

9.) a photo booth

10.) hundreds of checkpoints

11.) sackboy cut outs made of sponge on wheels

12.) everything must be made of sponge and dark matter

13.) army guys

14.) any kind of tank, it doesn't have to be good

15.) it can't be dark

That about covers all the basics for making a heart-worthy level.
2009-02-02 05:19:00

Author:
Unknown User


1.) a ramp

2.) a rocket

3.) a skateboard

4.) more than a million point bubbles

5.) no music

6.) no words

7.) exactly 132 prizes

8.) helps me earn at least 7 trophies at one time

9.) a photo booth

10.) hundreds of checkpoints

11.) sackboy cut outs made of sponge on wheels

12.) everything must be made of sponge and dark matter

13.) army guys

14.) any kind of tank, it doesn't have to be good

15.) it can't be dark

That about covers all the basics for making a heart-worthy level.

Bwuaaaaaahahahahahahahahahahahaaaa...... freakin' hilarious man. I actually lol'd at all of these! Good one!
2009-02-02 07:38:00

Author:
Rustbukkit
Posts: 1737


Re-play value2009-02-02 08:15:00

Author:
Thee-Flash
Posts: 3154


plain and simple, the fun-factor, or the potential for fun.

i like to look at levels as they are, and as they (hopefully) will become, as a heart is simply a way to track levels that you've enjoyed so that you can go back to them later. i simply wont heart it if i don't plan on playing it again.
2009-02-02 08:31:00

Author:
TJapan
Posts: 225


If, when I'm playing a stage, I smile, laugh, think "wow" or go back and replay it after finishing, I heart it.

I've even hearted a few levels I haven't been able to finish, because I appreciate the time and effort that's been put in (see: Danmaku Rave, Here Be Dragons).
2009-02-02 11:03:00

Author:
Ace
Posts: 118


For me it's really quite simple. If the level is fun and I would like to play it again sometime it gets a heart.2009-02-02 11:58:00

Author:
wexfordian
Posts: 1904


I usually heart things that have replayability.2009-02-02 12:22:00

Author:
Sackdragon
Posts: 427


1.) a ramp

2.) a rocket

3.) a skateboard

4.) more than a million point bubbles

5.) no music

6.) no words

7.) exactly 132 prizes

8.) helps me earn at least 7 trophies at one time

9.) a photo booth

10.) hundreds of checkpoints

11.) sackboy cut outs made of sponge on wheels

12.) everything must be made of sponge and dark matter

13.) army guys

14.) any kind of tank, it doesn't have to be good

15.) it can't be dark

That about covers all the basics for making a heart-worthy level.


Lol, I think Im gonna save that list to show to someone I know.


For me, a level can be hearted for a few reasons:

1: Playability, definitely the most important thing to me. I always look at gameplay first over anything, usually. Graphics and such generally dont matter too much in comparison.

2: That being said, Im still impressed by a level that looks really nice. However, if it looks really nice but plays like crap, I wont heart it.

3: Challenge. I always crave a challenge, and a great many levels are way, way too easy. Finding a well done, difficult stage is a rare thing indeed. Of course, it has to be "proper" difficulty. Things like invisible emitters that suddenly drop a bomb on you when you pass under do not count as difficult; that counts as "cheap". Too many designers seem not to know the difference.


I have to say Im usually not hugely impressed with levels that are just there to show off mechanics..... I've seen a few that are interesting, but not many. Mostly just the ones like Libidius, since Im such a shmup fan.
2009-02-04 04:56:00

Author:
Bridget
Posts: 334


I only ask for replay-ability.2009-02-04 05:35:00

Author:
itorres32
Posts: 31


1.) a ramp

2.) a rocket

3.) a skateboard

4.) more than a million point bubbles

5.) no music

6.) no words

7.) exactly 132 prizes

8.) helps me earn at least 7 trophies at one time

9.) a photo booth

10.) hundreds of checkpoints

11.) sackboy cut outs made of sponge on wheels

12.) everything must be made of sponge and dark matter

13.) army guys

14.) any kind of tank, it doesn't have to be good

15.) it can't be dark

That about covers all the basics for making a heart-worthy level.
Wow. You're going to LOOOVE Splat Invaders II. I decided to go all out!!!! I might even have a little thermo in the last section for an invader...



Ok, back on subject:


At the end of every level I think "How much fun did I have?". That's it, plain and simple. Different levels are fun for different reasons, and I can't really make a list because later tonight I may go in to play something and say "WOW!!! I've never seen that before! That deserves a heart!".

Happened to me the other day with a survival challenge from Mrgengi where a benign banana hit me in the head... I would have never known THAT would do it until I truly experienced it.
2009-02-07 00:30:00

Author:
CCubbage
Posts: 4430


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