Tuesday, December 23, 2008

Humbling experience as a LBP creator

I always knew what I wanted in life and strived hard to get it. That is my philosophy towards design as well. As I completed my first LBP level ("The Mine") and published it, I thought it was a great level and will be played and loved by many. Actually, it was far from it.

This weekend, I had some friends over for a pre-holiday bash and showed them Little Big Planet and the level(s) I designed. I wanted to use them as beta testers to see if the level design was intuitive enough for an average gamer to enjoy. Quickly, that excitement started to fade as my friends started to get frustrated as they played on. They were polite not to mention it, but I can see it in their eyes... the look of frustration as they kept on restarting the level because they die, or get stuck, or just confusing where to go.

I thought the level was simple and easy to figure out, it turn out to be puzzling and dificult to understand. One positive that came out of the expriment is the list below:

1. Never treat your players as expert-experienced players. Always treat them as first time gamer trying something new.

2. Never take things for granted. If you created a path for them, do not expect them to use it. Always leave simple direction markings (verbal or visual) to lead the player to where you want them to go, guide them with a character, or better yet point them to where they have to go. There are exceptions, but at least for the main path of travel, help your players out.

3. Never assume that a player will NOT go the OTHER way. It is always interesting to "pop" out the the level to the "never-never-land" and see the back-of-house stuff.

4. Never design a level that is too hard to complete. Turns players off before they can finish... if they even decide to finish.

5. Never get too serious if your level. The most successful ones are the light hearted one where a bit of comedy brings a care-free approach to the level.

Hopefully, this list is helpful for you in create an interesting level that poeple will like and heart.

Keep Creating!

Friday, December 19, 2008

New LBP Level: The Tower Inferno (Work in Progress)

So It is time to work on the next chapter of the adventure of Moncorbuus's sackboy.
This time, the level will be called the Tower Inferno - after all the high rise disaster movies out there such as "The Towering Inferno", or a typical Japanese style "Godzilla" movie (not the US version), or even the final Empire State Building scene from "King Kong" (which ever movie version you prefer).

Synopsis

You will be part of Sackville's fire department rushing to investigate a fire in Sackville's tallest building - "The Tower". You will drive the fire engine "Ladder 32" to the site and work thru its floors fighting fire and investigating the cause of the fire.

Work in Progress thoughts

For this new leve, I thought about incorporating the best from "The Mine" - The Big Wheel. So my approach was to create another big wheel concept vehicle but referencing a fire truck as the concept this time. Again you have to run thru the inner workings of the fire truck to get to the driver's seat and get the fire truck rolling. I think I will throw a twist in the mix this time, I will make it into a timed event. the player will need to go thru the fire truck and get to the tower on fire within a time frame.

Updates

12/08 - I just have the parking level done for now. Have not thought about the upper floors, but I do know I have some sketches to share if you guys...




1/09 - I sort of abandoned the level for now, it got too ambitious. I've only got as far as floor #4, and my thermometer is full. Got to learn how to edit things down. Will have another update if I try to resurrect this level design in the future.

Tuesday, December 16, 2008

New LBP Level: "The Mine"

To everyone who is not reading this blog becuase its not quite interesting... I just posted my first Little Big Planet level called "The Mine". The difficulty level is not very high, and I believe it can be finished in a single life.

Synopsis

Sackboy is asked to worked on the mine for Zapata (see game level for who is Zapata). You will need to drill, excavate, evade cave-ins, and run from rolling debris to make it to the end. Along the way, he get to operate a drill, and excavator, the BIG WHEEL, and a rocket ship! There are some good prices too.

Just search for "The Mine" under Moncorbuus in the LBP. I welcome your feedback! And please "heart" me and the level if you like it.

Friday, December 5, 2008

Things that people do for LBP...

Check out this link to this actuall knitted sackboy I found following a blog thread...
http://farm4.static.flickr.com/3184/2991901542_3763a5ceca_o.jpg

Level Review: "Escape from Alcatraz!" by fords30

"Escape from Alcatraz!"


I thought the level's concept and story line was very well thought out. The mission is simple: Escape from Alcatraz. The environment was deliciously crafted with attention to alot of details. Reocurring characters that appears repeatedly is a plus in developing the story line. I loved the combination lock part near the middle of the game. One of the in-game character gives you the lock combination early in the game - 4 easy numbers to remember, but who would take the time to write it down? I trusted my short term memory and decided to continue with the level (mumbling the combination as I played on). By the time I got to the combination lock stage, I had a bit of trouble trying to get the numbers correct. So write it down if you try this level.

The escape from the actual physical structure was only part 1 of this level. There is a long boat ride after you leave the island. It almost felt it would never end. But I am glad that at the end of the boat ride, the creator rewards you with a photograph of a WANTED poster with your character in the center.

I wished there were more "correction officer" robots patrolling the joint. Maybe some more hidden pasages and rooms that contains unique prizes, so the procession is not too linear, allowing the player to explore this complex labyrinth.

I give this level as follow:
Overall Impression: B+
Replay Value: B
Story Line: A-
Craftsmanship: A
Prize and Gifts: B-