Level Types

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Level Types

Postby nin10mode » January 1st, 2013, 9:50 am

So, I believe we've all voiced our opinions about certain types of levels, but there is yet to be a thread devoted entirely about the classification of levels. May as well gather our thoughts in one place.

From this small project, I hope we can find all the advantages and disadvantages of certain types of levels, as well as form rough guidelines of what makes a level of a certain type. Certainly, the latter will be easier, since we've had three years to make and play all of these levels. Obviously, there are levels with mixtures, which probably can't be classified as easily.

What kinds of types do I mean, though? Gameplay types? Environmental types? Well, Ideally both, including whatever other types there may be. However, environmental types may become difficult because of just how many different environments there are, and how specific they can get, so broader is better.

As a start, I'll simply list the gameplay types. I'll post my thought abot them once I can gather my thought a bit more clearly, and when at least one reply is posted.

Gameplay:
Platformer
Puzzle
Roleplay(story based)
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Re: Level Types

Postby Buff_ » January 1st, 2013, 5:06 pm

Could I add automatic to the list as well? While there aren't very many, it is a type of level and can be very good.

Well, opinion time.

Platformer
These are the most fun levels I find. You can do whatever the hell you like, and come up with some brilliant platforming obstacles that can test your skills while maintaining fun. This is what SM63 was designed for, so you can create some excellent levels.



Puzzle
I don't think I've played enough of these to comment much on these types of levels. I would guess that these are much harder to make and don't really suit the playstyle of SM63 as much as platformer because of the limits. So, LL then (can't wait :D).



Story
I'm sorta infamous around here for my dislike of story focused levels. Yes, pretty much every story level I have played I have not enjoyed. But it's not the story itself that is why I dislike these - I love stories -, it's the lack of flow. One of the most enjoyable things about platformers is that they have great flow. You may slow down for obstacles, but you rarely stop moving. With story levels, they are (usually) filled with signs of things that have happened, happening or will happen. And they require you to stop. And read. And then read some more on the next sign. And the next. And the next. It's tedious and boring. I just want to play, and you've taken that away.

Please don't write this off as "Buff hates stories so I won't listen to what he says". It's a problem, and people here are afraid of telling designers that it's not very fun.


Now for the good stuff about story levels. :D It allows you to have the change of tone and environments throughout the level, as well as spectacles. You can have all these cool effects without it looking out of place. Series can flow much better as you can see the change between the different levels. If the story here is outside the levels (a la Trine), you can combine everything for some great stuff.
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Re: Level Types

Postby MessengerOfDreams » January 1st, 2013, 5:17 pm

Hahaha, I knew I'd sort of worn out the story craze by the time I left. X) I think Tearing Paper will be the fad's last hurrah, although you never know.

But yeah, I also would love classifications within each one. Like, for setting (cave, grass, et al) and what have thou.
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Re: Level Types

Postby ~MP3 Amplifier~ » January 1st, 2013, 5:54 pm

MessengerOfDreams wrote:Hahaha, I knew I'd sort of worn out the story craze by the time I left. X) I think Tearing Paper will be the fad's last hurrah, although you never know.


Not necessarily, I have plenty more story ideas coming :3

But I'm also practising my gameplay as we speak so soon I'll probably be doing platformers a lot, lawl.
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Re: Level Types

Postby -BY » January 2nd, 2013, 2:28 am

I agree with Buff about Platformer and Story based levels. So I won't go more into them.
But I have some stuff to say about Puzzle levels.

There are not very much items and possibilities to create fantastic puzzles in SM63.
Puzzle levels can get quite fluent too, especially if you combine them with platformer.
I don't want to say it's like that with every level but I personally see puzzle/story combination pretty often failing. Mainly because the story signs quite interrupt the atmosphere and such. I personally also prefer the mechanics that go often with puzzles. Puzzle levels are a nice way to use gameplay in every direction. Let's see which possibilities go with LL then.
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Re: Level Types

Postby KABOOM » January 2nd, 2013, 12:48 pm

I pretty much agree with Buff's stuff.

You know what I want to see? I want to see if a story level can be done without any signs at all.
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Re: Level Types

Postby ~MP3 Amplifier~ » January 2nd, 2013, 12:56 pm

KABOOM wrote:I pretty much agree with Buff's stuff.

You know what I want to see? I want to see if a story level can be done without any signs at all.


Finis.

Or Blind Experiment, if you don't read the story parts in the spoilers. Tbh after realising the story didn't fit too much to the level I actually wanted to leave it open to interpretation of your own stories since the level itself showed a story, pretty much.

Also don't forget guys that story levels show a lot of designing talent too- after all, it is reeeally difficult to build a level around the story, and I mean reeeeally difficult. (unless you're like me and you plan it on paper, then it's just a bit challenging, lulz) But still, you have to really know your way round the level designer to do it, and you have to be incredibly familiar with it. While sometimes people find them dull and boring, you just can't deny that story-driven levels show an enormous amount of understanding and talent.

And no I'm not talking about myself with TP, lawl. I understand how much people like it but deep down I don't have much belief in it. I mean, you all know I have such a terribly low self esteem but that's just because, 1. I feel that hardly anyone bothers to support my designing skills, and 2. I always try to put on a brave face even if I fail miserably.

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Re: Level Types

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Postby MessengerOfDreams » January 2nd, 2013, 1:00 pm

Woah, so no one likes story levels. I guess everyone was just trying to make me feel special or something, cause apparently all the people who liked mine or Amp's were just full of it. Hmm.
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My Most Recent Works: show
I switch my signature a lot. If you wanna see some of my past ones, here you go.
Silent Conversations and a Crow's Final Song!
My latest story, and one of my personal favorites. A girl bound in silence finds the words to say to her prospective girlfriend as they visit her religious father in a dusty town on the edge of Kansas, where the crows' migration south brings forth anchored memories, the path to resolution, and a new start.

Form (25quared)
This might be like nothing you've seen before.
Updated Works! Some of my past best and current stuff: show
Writing Works!
Fanfic: Shut Up and Dance
why do I write so much about dancing you don't dance you've never danced in your entire life
lying little ♥♥♥♥ with your ♥♥♥♥ story ♥♥♥♥ you
also Diddy/Lucina <3

Fanfic: Worth a Thousand Words
Because the world needed a Samus/Dedede story
Fanfic: Ecstatic Silence
Just wanted to write and ♥♥♥♥ like this happens, you'd think I'd know better.
Fanfic: Far From the Edge
It's a dance that's been a long time coming for a brand new man and an unchanging woman, but once one takes the plunge there's no falling back up.
Original: Jealous Ghosts of the Mississippi
The story of Rachel meeting Amber after a lifetime of silence and being shunned
Original: Your Hand in Mine
One of my most personal stories about a dangerous romance. Now to be published in a college lit journal!
-------------------------
Recent LDC Work:
Level Series: Leaves From The Vine (ft Star King)
For the 29th LDC, a theme of grassland taken through the growth of our designing society. Won the 29th LDC!
--
Levels at Large:
Level Topic: Collection of MoD's Levels!
If you've ever wanted to see any level I made worth a damn, go here! From the quiet 14th LDC entrant Finis to the megasmash level series Dark, you can find links here!
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Re: Level Types

Postby Megar » January 2nd, 2013, 1:09 pm

Believe me, I enjoy story levels alot, just not as much as platformers.
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Re: Level Types

Postby nin10mode » January 2nd, 2013, 1:13 pm

Essentially, a level is already a story; just a very simple one. To go more in depth with a level is difficult, especially when you are forced to use signs or material outside of the level to tell it. Those levels are the 'story levels', but I think I prefer calling it a roleplaying level for the sake of my first statement.

On a different note, I have an opinion on puzzle levels. There's a certain risk involved in puzzle levels. Because the designer is the one making it, they cannot gauge the difficulty of their puzzles easily, because they created the puzzle and know the ins and outs. It makes it difficult to effectively playtest to check for readability. In addition, puzzle levels only seem like one-time playthroughs to me. Once you beat a puzzle level, you know the solution, and I think it ruins later playthroughs, so replay value is virtually nonexistant, unless you wait months between each playthrough. In order to make a puzzle level with replay value, it would have to be extremely difficult(so they would forget quickly), which doesn't appeal to some players. Maybe it's just me, though, and my dislike for giving my code to testers early.

Their(roleplaying and puzzle) advantage over platformers is the fact that they are a different and untraditional use of the level designer, though that also backfires a lot.
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