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#1

Whats the percentage of hearts to plays on your levels?

Archive: 18 posts


Just wondering. So far most my levels start at about 10% then with more plays they dip slightly below that. My Aliens level so far being my best 59 hearts 700 plays 8.5%.2009-02-26 09:21:00

Author:
bindibaji
Posts: 119


Keep in mind that this heavily depends on the number of UNIQUE plays on your level. You can play a level as much as you like, but you can heart it only once.

My levels are about around 15% if I'm not mistaken. I do think it's replayed a fair bit by people...
2009-02-26 09:33:00

Author:
Wyth
Posts: 263


Mines are around 10%. I think Dig It! is even higher.

.
2009-02-26 12:52:00

Author:
RangerZero
Posts: 3901


Zero, zero. I've not been having too much luck right now.2009-02-26 12:53:00

Author:
Unknown User


Keep in mind that this heavily depends on the number of UNIQUE plays on your level. You can play a level as much as you like, but you can heart it only once.


True I forgot about that.
2009-02-26 13:36:00

Author:
bindibaji
Posts: 119


PLays to hearts ratios don't mean much to me, simple because (as Wyth said) you can only heart a level once but play it multiple times.
It's a pity, but I think amount of hearts counts for more
Also, if you're happy with your level then that counts for a lot aswell.
2009-02-26 18:06:00

Author:
Coxy224
Posts: 2645


Hard simplicity has about 350 plays, and 30 hearts i believe. Therefor it has about 8%.

Ready,Steady,Aim! has a terrible percentage though.. I believe it has 5 hearts in around 200 plays...? Which makes me sad XD I hope it makesit in the Survive This part 2 Then the ratio would get up..
2009-02-26 19:02:00

Author:
ThommyTheThird
Posts: 440


Typically 10% means that the level is good. Any more than that with lots of plays (>1000) would mean that the level is artsy or gimmicky (typically focusing on atmosphere) with mediocre gameplay. A 10% level with few plays (<=200) means that the level is niche, and 10% with an average number of plays (~300+) means that it lacks something the masses demand (atmosphere, length, a number of reasons actually).

Granted, there are exceptions, but this is what I have observed. Keep in mind that the average player would want a level to have great atmosphere, easy or intuitive gameplay, and a spacious environment to accommodate multiplay. Having to explain level mechanics or story with too many mouths would automatically limit your audience (LBP is international).
2009-02-27 04:38:00

Author:
snowflakecat
Posts: 102


My best rated levels are the ones of the Bearer series. These levels are between 18 and 25%.
The first one must have 650 plays while the third must have approximatively 200 plays.
2009-02-27 07:04:00

Author:
Takelow
Posts: 1355


185%
What can I say...
2009-02-28 19:54:00

Author:
Pinchanzee
Posts: 805


0%

I intentionally make terrible levels designed to not get plays or hearts. I try as hard as I can to make levels that will fail to load or get moderated before anyone can play it. If that doesn't work, then I just tell everyone their level sucks in their comments and hope they rate my level one star. If it gets more than 1 play and/or 1 star, I immediately delete it.

It's hard work.
2009-02-28 21:02:00

Author:
Unknown User


1/7th.. whatever that is - like 4 of my levels all have 1/7 ratio - then the nature tech demo I made for this site is 1/5 - but it's skewed because everyone on here is really nice 2009-03-01 05:07:00

Author:
LuckyShot
Posts: 713


Most of mine are actually around the 20-25% mark. But I don't have thousands of plays so I think that factors in a bit.

But I know for sure that there are quite a few people who are going back and replaying my levels multiple times to try and get highscores. It's actually kind of irritating that I'm not even in the top 5 scores on most of my own levels. I sometimes feel like dumping a load of prize bubbles in a level then republishing it, getting a new high score and then switching it back to how it was before anyone has a chance to play it again. Mwahaha

But I wonder if the plays goes on unique plays or not? i.e. how many different users have played it rather than how many plays it actually has. Does anyone know for sure how it's tracked?
2009-03-01 05:31:00

Author:
Sosaku
Posts: 146


If you h4h you can get more hearts than plays, so what's the point of this ratio again?

Seriously, don't read into it. At all. I dumped a mech into a level that takes 30 seconds to complete (literally, it's an object showcase nothing more) and I spent a grand total of 15 minutes building the level (not including building the mech). You do nothing but ride a vehicle to a scoreboard. It's got the highest ratio of all my levels (30% down to 20%; never republished it; 400 plays)

My first big level only has about 10-12% on it, after over 80 hours building and tweaking. It's story driven, lots of puzzles, and gorgeous scenery along the way. You tell me which should be the better level.

Also, if your level is long or even remotely challenging, expect this to impact your scores negatively. I'm still shocked by how few plays actually result in somebody reaching the scoreboard. My latest creation is both long and requires some skill (I still haven't aced it myself); I figure only about 5% of plays make the scoreboard.
2009-03-01 05:59:00

Author:
Thegide
Posts: 1465


That's pretty much why I don't care about it anymore either, Thegide. I know how I feel when I finish a project... ratings, hearts, and plays won't sway my opinion of my own work, and none of the way the system calculates these variables is indicative of any kind of cut and dry truthful opinions.

The new Contra level has gotten 2000 plays in 3 days. Over 300 hearts... by comparison, Metal Slug Solid has been up for 3 months and has a little over 2000 plays and a little over 200 hearts. I'm happy it's successful, and is bringing in plays for my other stuff... but I won't ever call it my best work.

Basically, numbers don't tell the whole story.
2009-03-01 18:13:00

Author:
Unknown User


You do nothing but ride a vehicle to a scoreboard. It's got the highest ratio of all my levels (30% down to 20%; never republished it; 400 plays)

Also, if your level is long or even remotely challenging, expect this to impact your scores negatively.

This is very true. It's a very watered down platform experience that wins, no pin pont jumping or tricky timing needed. Almost a story told by walking around is what is succsessful or in your example no walking or story needed. Don't get me wrong some of the levels are gorgeous to look at and fun to play but with no challenge.
2009-03-02 15:42:00

Author:
bindibaji
Posts: 119


There is absolutely a formula to control the heart/play ratio. To get the best ratio:

1. Design a level that is pretty, and easy. The more challenge, the less chance you have to get a heart.
2. Make sure there is NO reason to play it again. If people play it more than once it will mess up your ratio.

My Splat Invaders Saga was much easier than I would have liked, but it seems to appeal to a lot of people and they can generally make it through without any issue whatsoever. It's a game for the masses.

My Splat Invaders II: Caverns of Splat has done much better with critical acclaim among real gamers and authors - however it requires greater skill and therefore has a vastly lower ratio and a lower rating - even though technically for true gamers I believe it's a better game (imo).

I personally like levels that truly challenge me - I come from old school where we liked to WORK for it. Because of that, I enjoy my challenging levels more than my easy ones - so when I create a level I have to choose.

I'm glad there are authors that are willing to throw hearts and play count to the wind in order to make levels that people like me truly enjoy.
2009-03-02 15:58:00

Author:
CCubbage
Posts: 4430


That's pretty much why I don't care about it anymore either, Thegide. I know how I feel when I finish a project... ratings, hearts, and plays won't sway my opinion of my own work, and none of the way the system calculates these variables is indicative of any kind of cut and dry truthful opinions.

The new Contra level has gotten 2000 plays in 3 days. Over 300 hearts... by comparison, Metal Slug Solid has been up for 3 months and has a little over 2000 plays and a little over 200 hearts. I'm happy it's successful, and is bringing in plays for my other stuff... but I won't ever call it my best work.

Basically, numbers don't tell the whole story.

True, but at least you're finally getting some recognition that you rightly deserve! It's great to see LBPC authors break into the limelight.

I fear many of us will never get that, but you never know!
2009-03-02 20:17:00

Author:
Thegide
Posts: 1465


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