*Reviewing levels with a critical eye is HARD. I knew that it was before, but I see now, more than ever, the importance of first impressions. Someone who's volunteered to take on the task of spotlighting or otherwise singling out levels for praise is essentially agreeing to not have fun playing those levels. The challenge, then, is not just to make a level that's engaging, but to have its "essence" immediately available to someone who may only have a
Updated 09-19-2011 at 02:00 PM by coyote_blue
Question: Should I care about what other people think of my levels, up to and including revising my ideas, shooting for a certain number of plays, or trying for other rewards (Spotlights, Mm Picks, crowns, et cetera)?
Short Answer: Yes. With a lot of caveats, but yes.
PART I - EMBARASSING PERSONAL STORY
My last few levels - the first few I'd released in LBP2 - didn't do as well as I'd hoped. I like this game a lot, I'd had
Updated 09-19-2011 at 04:47 AM by coyote_blue
23/33. Highschool Part 3. An excellent story. You WILL be reading and watching a lot. Try to accept it.
24/33. Royal Bluffs. Feels a lot like "Paris is for Lovers", or ToykyoMegaplex's stuff (okay, no custom music and no lights...but no slowdown, either). Whippy-whip gameplay and great "LBP Story" visual design.
25/33. Omega Protocol. Awesome exploration/platforming with only occasional frustration.
26/33. Exotic Neon Galaxy.
Today's Question: should I build Tribute levels (i.e., a level that mimics an existing game, movie, or other IP)?
Short Answer: for yourself or your friends, sure! For others? That depends...
Yes, it's true that a lot of talented creators have gotten a lot of well-deserved recognition for faithfully reproducing, say, all of Super Mario level 1-1 using LBP materials and love.
Pins, Ribbons, spotlights, and recognition all
18/33: A pretty good Mario send-up in LBP1. It's really fun to watch a new creator get their platforming "sea legs".
I've been gone, but I haven't forgotten.