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what not to do to get team picked?! (if you would be the judge)

Archive: 14 posts


it's no secret, every creator has the secret dream to get team picked, at least once, if they admit it or not.

often i sit there and play some great not yet picked levels and start to think: okay wow that could get picked! but then i find some bug or something else just very very small thing and than my thought is like... ugh, that could be the reason for the judges to considering the level but at the end not taking it.

and thats how i had the idea for this thread.
the question is not what to do, the question is more what not to do?!

i got two examples,
i take my own levels for that:
(not saying they are worth to get picked, just pretending)

a) tringo: https://lbp.me/v/qr58zp0
its a puzzle game, it works as it should, but there are two main issues with the level what would make me as a judge think i could not feature it: first it is very slow and it lacks the skip time option, to make the next piece faster appear when all player are fast enogh, and the second is that for an unknown reason the level don't saves the points for highscores. i know its a versus level, but i thought they save highscores in the scoreboard too?
(since the tringo level was just a little side project while i worked on the skunk bunny adventures 2 level i published the level as soon as it worked probertly, but i forgot to make the logic optimal to make time skip possible. and than i focused on the main project again. and now as i just finished it. and heh now it is difficult for me to understand the logic i made to add the time skip, but expect me to do it anyway soon, i don't like to give up soon)

b) skunk bunny adventures 2 - vore and stomp: https://lbpcentral.lbp-hub.com/index.php?t=89851-Skunk-Bunny-Adventures-2-Stomp-amp-Vore-%28Dragon-Attack!%29-%281P-only%29-%28ENGLISH-amp-GERMAN%29
well i put two months of work in that level and finally it works how i want it, and the two issues i have like explained is that it might be a bit weird (what happens in the level i mean, like getting eaten) and i think some would not like that? as well my main language is german and the english is not perfect in it... (i put a language changer with english and german as choices in it) making me think of how important it rly is to have all text corrected from english talking friends? (i am currently in the process to hopefully find helpers willing to help me correct all the errors in it, i know its a lot text... will take time i guess)

i hope you see what i mean, and i would love to discuss about it
(repeating it once again: I'm not saying my levels deserve picks, just took them as examples because it somehow fit right for explaining it)
helping other sacks out there as well with tipps to make their levels even better and increasing their chances?

greetings
~forceswerwolf (skunkhase)

PS: i hope that thread idea is not stupid. i also searched for it if it was posted allready but i was not able to find something
PS2: as well, maybe i could list all discussed ideas and make it somewhat of an helping tutorial?
2014-07-23 03:54:00

Author:
ForcesWerwolf
Posts: 475


Steveni doesn't take grammar as a big consideration for picks, I know that.

Here are my biggest do's and don't to get picked:

Do: add anything else that you can think of that might be cool. If you have an idea, but aren't sure if you can make it work, do it anyways. Don't be lazy with it. Add anything that you can think of and get help where you need it. Ideas that have never been done before or that single your level out somehow are most important.

Don't: shoot for a pick. In my experience, anyone who makes levels to try to get picked does not get picked. Just create for fun. My first MM pick was a rather violent, scary dead space inspired shooter. No one, and I mean no one could have guessed it would get picked even though it was a good level. I have 3 MM picks and not one of them did I create because I was looking for a pick. Just have fun with it, but still do your absolute best; push yourself, and you may just grab yourself a pink ribbon someday.
2014-07-24 05:08:00

Author:
Tynz21
Posts: 544


Don't: shoot for a pick. In my experience, anyone who makes levels to try to get picked does not get picked. Just create for fun.

This, this, this!

Just focus on making the best most fun level you can make and best of all, have fun making it! A lot of getting picked, like most things in life, are more about who you know as opposed to what you can do.

If you know what I mean...

steven@littlebigplanet.com (steven@littlebigplanet.com)
2014-07-24 23:30:00

Author:
comishguy67
Posts: 849


This, this, this!

Yes, that's the main thing everyone should anyways keep in mind x3
But i ment it a bit different for this thread, like how to make a good level.
And I'm sure someone did a list for things to do with a level and what not to allready, but i aim for a tutorial how to make a level more acceptable for a huge mass of players to enjoy and not only a few selected friends from you who allready know the level from testing. and just rate it good because they like you in a person.

For example things like this: If your level should be suited for a lot random player, be aware that some of them are not so skilled like you are or know automatically how your level or puzzle works. Make sure even those understand or got a tutorial to learn from.

Or if parts of your level get to boring, it can be that most of the players stop playing in that case. an option to change music is a good idea for puzzle games... and so on.
2014-07-25 01:31:00

Author:
ForcesWerwolf
Posts: 475


The problem is that there really isn't anything not to do. Original stuff that you think wouldn't be fun often times IS a lot of fun. Generally, finding out new sets of rules to play by is quite entertaining. People want new experiences they don't want a mimic of a level they just played 60 times.2014-07-25 01:38:00

Author:
koltonaugust
Posts: 1382


more examples not to do are including drug usage, heavy violence... i think there are indeed things to make a list from.
but it's okay if we close this topic down. just offered the idea.

EDIT: changed the title, added if you would be the judge to it
2014-07-25 01:40:00

Author:
ForcesWerwolf
Posts: 475


more examples not to do are including drug usage, heavy violence... i think there are indeed things to make a list from.
but it's okay if we close this topic down. just offered the idea.

I'm pretty sure my outbreak level is about the bloodiest, most violent, MM pick there is. And I don't think it's THAT bad. Not having blood probably helps because you want to keep it appropriate. And creative mini games probably have a bit better chance to get picked provided you make them look good and work well.
2014-07-25 01:47:00

Author:
Tynz21
Posts: 544


Well yes. I think it's safe to say that drug use and violence could get your level on the absolutely not list for team picks. Basically add anything that is listed when you push select in game.

I think that this topic is pretty interesting though. I'd like to hear more personal do-not's for levels though. I don't think team picks really have a lot to do with these but I'll say my personal do-not's anyways.


Do not take the easy way out with anything. You don't learn that way. Plus you can always save a complicated object so you won't have to do it again!
If my level starts reminding me of something I've played before, add a twist. This can be literally anything from visuals to gameplay.
Don't let the LBP engine get in your way. Don't put restrictions by saying, oh, LBP can't program that. Trust me, it CAN. Programming is done from simple commands put into objects which in turn get manipulated the further it goes. LBP has these simple commands. LBP has objects.
Don't think in terms of 3D. Now this is more personal, and breakable for me. I just have big projects think in 2D because I don't know how to use 3D very well yet.
2014-07-25 01:51:00

Author:
koltonaugust
Posts: 1382


Well I'll say what might seem obvious, you have to make it most of the time extremely detailed, or have at least one amazing thing that makes it different from a normal level. There has to be a hook. Before you want to get a pick, you have to learn the game.2014-07-31 00:05:00

Author:
Darthvadre11
Posts: 134


Never specifically make a level just to get a team pick, as others said.
If your going to make a platformer, keep in mind that rarely they get picked as its been done soooo many times already! You need new, fresh ideas for a platformer to get picked.
If your going to make a versus level, generic ones such as slapfights and silly paint gun battles won't get picked. Although a paint gun battle done right is the team pick Tempera Turmoil.
Your own made games with the memorizer seem to be the rage these days! Just look at the team picks!
Hope this helped a bit.
2014-07-31 01:11:00

Author:
Smuffy04
Posts: 606


Here are things which I personally think make level stand out however bare in mind a lot of my favourite levels don't have a team pick.

* The inclusion of a story, Even if it is follows the very basic Mr Sack lost his dog patchs. This could be probably the easiest way to add minor variation to an otherwise bland "Explore a forest" level. It doesn't work for every level. Also having a storyline may influence you while creating to explore a different route giving a level more personality.

* Completely skippible speech bubbles where ever possible. One of the main issues I have when playing a level is how long it takes for speech bubble to pass especially when replaying the level. Sometimes it is forgivable if the levels design is time tight however in most cases where it is the start of the level and you can't skip it. It hinders replayibility. Also on this note if possible either use a game camera or the cutscene camera in the magic mouth as often people tend to use movie cameras to angle the image with skippible bubbles so the level just freezes on where the speech bubble used to be. Slowing down the flow of gamplay

* When making obsticles which are just meant to be jumped over allow don't ever make it so you can only just clear the jump. The main issue with this is it is very frustrating and also can give the impression your not supposed to go that way.

* Try to make the gameplay suit the surroundings to improve emersion. This is a personal preference but I often find it very distracting when you find a wormhole in a never before explored jungle or bounce pads which bounce you into spikes (Personally hate that in general)

* Cheap difficulty and just adding difficulty to make up for having infinite life checkpoints should be aboved at all costs. Remember by testing the level you will automatically master your level so your judgement on difficulty isn't really the best.

and the only advice I can give to getting an MM pick

Don't bother if your not willing to use infinite life checkpoints, you won't even be considered these days
2014-08-02 00:45:00

Author:
Jonarrthan
Posts: 310


Don't bother if your not willing to use infinite life checkpoints, you won't even be considered these days

Not one of my 3 MM picks makes use of checkpoints in any form.

I think most of what you said primarily holds true for platformers, but not so much with other level types necessarily.
2014-08-02 03:23:00

Author:
Tynz21
Posts: 544


Hmmm what not to do to get team picked?

This is not a bad topic. Its a question I ask myself every day since I am trying to get team picked with my level. A lot of people think this is a bad mindset to have, but I think its a great way to approach creating a level. By making being team picked a goal improves your chances 10 times more than just saying I am going to make a level and maybe it might be good enough to get team picked. It puts your mind in a different place creation wise. Thats more of a tip though.

Level creation is very abstract. There isnt a secret formula to being picked. Heres my take on what not to do:

1. Do not do Exposition dumps. This is why RPGs rarely get picked. If you got a game that contains a lot of dialogue, you will be tempted to throw a ton of plot and terminology at the player right when they boot up and this is a no no. Game designers and testers have experimented and found that the first 5-10 minutes of gameplay, the players brain will be less receptive to lore or complex plot elements. Take the MM picked Sealed Fate. Felkroth brilliantly throws a battle at the player within the first 2 minutes of the game. This instantly differentiates it from most of the RPGs out there. Instead of piling through walls of text, the player is casting fireballs and leveling up. Its not to say every game needs a high octane start. With this example, Felkroth then introduces the story, and the player is more receptive to the story, anticipating the awesome gameplay the experienced when first starting the game.
Whatever the main draw of your game will be, you need to show that in someway within the first 5-10 minutes of gameplay.

3. Do not skip testing. A brilliant game can be ruined with poor testing and broken mechanics. Have as many people test it as possible. Be receptive to criticism and pick the best elements to revise.

4. Do not get so caught up in thinking outside of the box. I understand this goes in a different direction than what others suggested, but I dont think you have to do something completely different to get picked. In fact, I played a level today that was team picked and it was a simple, polished platformer. Had a great theme and flow, but wasnt anything I havent seen before. As a rule of thumb, pick a genre you want to create and ask yourself, how can I make this better? How can I make this better than the team picked levels or as good. If you want to do a platformer, do what the other platformers did great and put your own spin on it. Now obviously complete originality will make your level easier to pick. But in the same breathe, dont let the thought of doing something that has never been seen before cripple you. Sometimes its just about doing it better and making it your own. You will find its not that hard to stand out. The best example of this is probably Super Bunio. Its a platformer with a twist. Play that level and you will see what I mean.

5. Dont give yourself "Celebrity" status. What I mean by this is, dont become so high in your mind that you dont want to ask anyone for help. LBPC has tons of brilliant creators and Team picked creators. Talk to these people. Find out what worked for them. It will boggle your mind the amount of techniques out there that can make your project much better. My RPG benefited from this technique greatly. Realize that there are strengths out there that you cannot tap into and asking others for help or advise in particular areas will only help your project grow. There are some genius's out there that dont even build levels. They just serve to improve technology in the community.

Well these are just a couple, though there are a lot of stuff out there and in this thread. Hopefully I will see you there TC
2014-08-02 17:59:00

Author:
Rpg Maker
Posts: 877


thanks guys, you make this thread a good one to read! that was the idea behind it
if we get a bit more i will try to make a list out of it :3 and it could maybe act like some kind of tutorial soon.

EDIT: oh yes, isee i forgot in my tringo example to say that it is copyrighted and can not be mm picked therfor!
2014-08-03 15:52:00

Author:
ForcesWerwolf
Posts: 475


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