Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Everything Else LittleBigPlanet 1 [Archive]
#1

Building Levels... do you build for 1p? 2p? 4p? Why?

Archive: 26 posts


Based on a discussion sparked by RangerZero, I was wondering... how do people generally build their levels? Do you follow the "let's make it work for everyone" mentality, or are you more of a "make it work for one... but make it work really really well for one" type of thinker?

Personally, when I make a level, I want to make it compatible with any situation it might face. So clearly, this means that it would work for up to 4 players. I like the idea of having a well rounded level that anyone can play with anyone else, and not have to get frustrated because they can't get through it. In my eyes, LBP is more of a party game, and I want to be able to play with 3 other friends of mine. (Well, LBP is more than just a party game... but it makes a darn good one!!)
2009-02-20 18:32:00

Author:
Inspectigater
Posts: 126


For everyone! I like playing alone, but I LOVE playing with a bunch of people.

I don't mind playing levels only made for a certain number, but I'd better know that up front. I hate it when I can't continue without ditching my friends, or because we broke the level in ways the author never intended. This isn't always easy to do, though... there are even places in the story levels where you can get caught up!
2009-02-20 18:36:00

Author:
Risen
Posts: 251


Judging by the levels I've made/am making so far, I tend to make levels for single players more than for multiple players.

It's not so much that I create levels with single players in mind, just that I don't take the time to design levels to be multiplayer friendly.

I find it tough to make multiplayer levels because I just don't have the experience with it yet and LBP has some odd behavior when dealing with more than one player (I noticed this with the camera zone in my SackMech project, which I think I can't fix and will make it nearly unplayable with more than one player unless everyone jumps into the cockpit together).

I am trying to learn though and lean more towards making multiplayer levels that are playable alone. It's a tough road ahead.
2009-02-20 18:43:00

Author:
Gilgamesh
Posts: 2536


Awesome.

I think level design is some pretty complex thing to think about. Personally I give myself goals and do my best to achieve them. I always weight the advantages and disadvantages in order to be certain i'm not going against a certain majority. (or else my levels wouldn't be played lol).

I like levels that are solid, polished and well designed. It's extremely hard to make complex situations and contraption working right with 3 and 4 players. It's also hard to test while you devellop it. That's why most of time I make sure it's solid for 2 players and leave the 3 and 4 players instance aside a bit.

Sometimes I will focus on something I want to achieve (the goals like I mentionned). My level "Dig It! (2 players game)" is an example of a level where I'm actually forcing a certain number of players.

With that level I wanted a level that truly focuses on 2 players gameplay because there wasn't many out there. I also wanted it to feel like a game in itself. In order to truly achieve that I simply couldn't provide a single player to play it. I think it's ok as long as everything is clear. Not only I tell "2 players game" in the title but I'm also stating it in the description. When a player enters the level i'm nicely warning and directing lone players to a special exit designed for them. I'm also tell them politely to comeback with another player in order to really experience the game.

All in all, my point is that you should make your level design clear and your level polished ALL THE WHILE not restricting your imagination "just because it could crap out for 4 players".

If your level is having " a condition" to be played, make it clear to the player and everything should be fine.

.
2009-02-20 18:52:00

Author:
RangerZero
Posts: 3901


My main levels are usually made for single players for the sole reason that I'm making them on my own and don't have a second player to help test them. After the 1st one was published I had people telling me that player 2 had to die for them to continue. When I made it, the thought hadn`t even entered my mind.

I did decide to make a couple of minigames though specifically to vary up my levels.

The rest of my levels might not be designed with 2,3, and 4 players in mind, but I`m sure they can be played like that and be enjoyed just as much.
2009-02-20 20:00:00

Author:
Matt 82
Posts: 1096


I guess I think about one player when I set up my levels. I'm not a huge fan of multiple player areas unless it's clearly stated that I'll need a friend to finish.2009-02-20 20:04:00

Author:
Morgana25
Posts: 5983


I typically design my levels for single player, however I do my best to make sure they are multiplayer friendly and have at least one multiplayer-only component. Usually this is in the form of a 2-player area.

Given that online co-create is not yet available, its really tough to design/test a multiplayer area. Unless you have a dedicated friend willing to sit around and wait while you make small tweaks and changes.... its not easy.

I figure the majority of people play levels solo anyways, so it makes the most sense to cater to them first, and offer in-level bonuses for party play.
2009-02-20 21:16:00

Author:
Thegide
Posts: 1465


my levels are made generally for one player. mainly it's because i don't play with anyone online, so i never get to see any co-op challenges. and since i never see/play any, i don't know what a good one is like2009-02-20 23:23:00

Author:
RickTheRipper
Posts: 345


I like making a single player level, with 2 player bonus areas.

BTW, rangerzero, would you mind if I were to use your digging mechanics in a level? with due credit of course. I don't have a level with one in mind, but it was a pretty cool level, with a great mechanic.
2009-02-21 03:24:00

Author:
dkjestrup
Posts: 672


We try make our levels to be as 4 player friendly as possible. Consequently, our levels are very easy at times because we didn't want the other players to be left behind. 2009-02-21 13:40:00

Author:
xkappax
Posts: 2569


I like making a single player level, with 2 player bonus areas.

BTW, rangerzero, would you mind if I were to use your digging mechanics in a level? with due credit of course. I don't have a level with one in mind, but it was a pretty cool level, with a great mechanic.


That's ok buddy

.
2009-02-21 18:38:00

Author:
RangerZero
Posts: 3901


I usually make levels for 1 person, since I don't always have access to another person because my brother hates the game and my mum and sister are bad at it. I always try to make the level as multi-player friendly as possible though.

At the moment I am making a 2-player level for a competition which I am hoping to publish tomorrow.
2009-02-21 23:14:00

Author:
olit123
Posts: 1341


Single player creations are just far simpler. If you come up with a good idea, but then try to make it so 4 players get as much out of the level as a single player would, you're in for a tough old time. Complex switch arrangements have to be doubled or tripled to cater for 4 players.
I never play online as it's just too laggy to enjoy. Consequently, I just have fun creating on my own. When I test the level, I can only play with myself (ooer!) so multiplayer levels are out of the question. There's just no way for me to test them.
I'm sure the multiplayer side of LBP is great, but the single player experience is so good without it!
2009-02-26 22:28:00

Author:
Frogmeister
Posts: 236


Strictly for multiple players, and I'd argue that this way it is actually easier to ensure your level is a solid single-player experience as well.

Creator omniscience prevents you from encountering a whole lot of problems that people without your knowledge will walk right into. To identify such problems, you need to watch how non-omniscient people play your work-in-progress. For this to be fruitful, you mustn't interfere with their actions, obviously. And for that to be possible, your level needs to be designed from the ground up to accommodate multiple players easily.

Besides, the best gaming moments happen in company.
2009-02-27 01:34:00

Author:
tameturtle
Posts: 150


I always create for 1-4 players. I do focus a bit on single player, as the experience is more controllable for one player. But I do work it out in a way that multiple players can enjoy the level and have it work in the same way. It does take some extra trouble to make sure that the stuff works in multiplayer.2009-02-27 07:35:00

Author:
Wyth
Posts: 263


I build mainly for one player, although they are possible to play with more. Its easier to balance for just one player, maybe when the online create patch is realised it will be easier, for now, theres no easy way to tweak for multi-player, in my opinion anyways2009-02-27 14:43:00

Author:
GruntosUK
Posts: 1754


Strictly for multiple players, and I'd argue that this way it is actually easier to ensure your level is a solid single-player experience as well.

Creator omniscience prevents you from encountering a whole lot of problems that people without your knowledge will walk right into. To identify such problems, you need to watch how non-omniscient people play your work-in-progress. For this to be fruitful, you mustn't interfere with their actions, obviously. And for that to be possible, your level needs to be designed from the ground up to accommodate multiple players easily.

Besides, the best gaming moments happen in company.

I couldn't have said it better, myself. 100% echoed here.
2009-03-02 20:33:00

Author:
Inspectigater
Posts: 126


I've previously built with one player in mind. Now, I'm starting to build with 4 players whenever possible. It's more challenging, but I think it's worth it.

The biggest added difficulties come from the "error checking" in levels. When you have lifts descended to activate when they are stepped on, making sure you make it so all the players need to be present and one doesn't get left behind is really important.
2009-03-02 21:16:00

Author:
dcf
Posts: 468


I'll make sure all my levels are multiplayer friendly and I usually give kudos to any online level I play that after I mess up it resets and lets me try again.

Most of the really fun physics interactions I think are better explored in multiplayer though
2009-03-09 15:25:00

Author:
Asbestos101
Posts: 1114


It really depends on the level.

I designed Splat Invaders Saga and LBP Playstation Home completely around multi-player.

Dante's Temple was originally designed single player but I made changes along the way to make it a little more multiplayer friendly once I saw the problems it was causing during gameplay.

Jacques the Acadian Warlod was built for 1 player, but it happens for be fine for multi-player - except in the maze section which only works for 2 player if they are familiar with the gameplay.

Jungle boy was designed around "Jungle Hunt" which is a 1 player at a time experience - so it's 1 player.

Splat Invaders II: Caverns of Splat is designed to be 2 player friendly, however the pod descent requires only 1 player steer the pod or it's pretty horrible. So the other players have to move to the side of the pod and behave themselves or they cause anarchy.

I definately wish there was a feature to tag your level as single player so people couldn't go in with multi if you didn't design it that way. But.... oh well.
2009-03-09 16:48:00

Author:
CCubbage
Posts: 4430


My only real level is completely 2 player co-op centric, and all of my ideas but 2 (ive got a lot of level ideas, mind you) are based on the same co-op series of levels (my next level being a guide to being a better co-op partner, that helps beginners get slowly better at working together).

I play this game with friends mostly, and that's where all of the amazing, really great times come from. So I try to think of ideas where it would be fun to play a level with a friend, and then build levels around those ideas, or fit a theme to them.

Building a 2 Player Co-op level though is brutal. Making sure that there's NO way for one player to pull of a challenge designed for 2 people is harder than you think. You may think you have some fool proof idea where nobody can do it without a helping hand, but after a lot of messing around and watching others play, somebody will waltz along and shatter what you thought was a bulletproof idea.

Making a game that's simply able to handle 4 players without messing up isn't nearly as hard as making a level that REQUIRES 2 players. Especially with the more complex ideas.

But playing with a reliable friend is always, always the most fun ever. So all of my levels are? That's right, multiplayer based 8-)
2009-03-09 17:02:00

Author:
superezekiel
Posts: 120


Both of my levels are designed for one player, but I made as many changes as I could to make multi-player less annoying.2009-03-09 17:58:00

Author:
Walter-Kovacs
Posts: 542


I definately wish there was a feature to tag your level as single player so people couldn't go in with multi if you didn't design it that way. But.... oh well.

I totally agree. This would be a fantastic filter to add to LBP. Think of it. You have 3 friends over, so you just start filtering by 4p levels. It would be great. (however it would probably also be defeated by people rating their level as across the board in order to simply receive more plays... but hey... maybe it'd work.)
2009-03-09 21:01:00

Author:
Inspectigater
Posts: 126


i tend to make levels 1 player because it to difficult for me to think of making a level with multiple players when just me is testing and building. i try to think of things for more then one person so its possible to play my levels but generally i make mine for one person.2009-03-11 02:47:00

Author:
superBlast
Posts: 267


I make them for 1 player but I always think my levels are multiplayer-friendly until I play them online and see the horrible camera angles it produces showing stuff not meant to be seen in the level.

Whenever I play my own levels online I'm begging the other players to stay close.
Nononono...stay here...no...don't go way over there...NOOOOOOOOO*... *dies a little inside
2009-03-11 06:55:00

Author:
Zwollie
Posts: 2173


I generally build for 1P, as that is the only thing I can test.2009-03-11 12:07:00

Author:
Sackdragon
Posts: 427


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.