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27116 Posts in 1548 Topics- by 1988 Members - Latest Member: magox

May 19, 2013, 02:54:22 AM
Team Meat ForumsSuper Meat BoyLevel EditingWhat makes a good level (and artificial difficulty)
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louiscipher
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« on: March 20, 2011, 04:49:40 AM »

Just throwing this out, not trying to troll bait, and I hope the trolls have something better to do. I'm just examining what makes a good level in Meat Boy, and what makes a level needlessly hard and frustrating.

Some of the most fun levels of meat boy are (this is just for example) the Game boy levels that are short and fairly difficult on average, but can be easily completed once you understand the layout of the level. Then there's levels like Cartridge Dump warp zone which are entirely based around the difficulty of getting the bandage, if you don't care about the bandage it becomes relatively easy. Then there's levels like the Brimstone warp zone that give you different ways to complete it.

Then there comes the artificial difficulty such as in Warp Zones MMMMM or Hell Man. Where the first level or first section is relatively easy, but it all hinges on one crucial jump towards the end that's very difficult and hinges on not only trial and error but total accuracy. There is no room for error or a different manner of doing it, it has to be done exactly right.

So which levels do players generally prefer? I'm going to have to suggest levels like Brimstone, fun, challenging, and giving you varied ways of completing it. The artificial difficulty levels that I mentioned are amusing, but ask yourself how many times are you going to revisit them after completing them?
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Stevolutionary
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« Reply #1 on: March 20, 2011, 05:32:22 AM »

I'd argue levels that are difficult due to layout are the best. They almost act like a puzzle game, as the game challenges you to work out how to finish it, and when you do, it becomes relatively simple, and then speedrunable.

7-19X: XOXO is a perfect example of this. It's always listed as one of the hardest levels in the game, but one you get the trick to the upper level jumps, it's quite easy.
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louiscipher
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« Reply #2 on: March 20, 2011, 05:38:09 AM »

Oh yeah, sure. Those are great too. those kind of levels are the kind that people revisit the most, the kind that are more like A-hole Mario levels are the least likely.
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irishladdie727
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« Reply #3 on: April 17, 2011, 09:00:52 PM »

I'd argue levels that are difficult due to layout are the best. They almost act like a puzzle game, as the game challenges you to work out how to finish it, and when you do, it becomes relatively simple, and then speedrunable.

7-19X: XOXO is a perfect example of this. It's always listed as one of the hardest levels in the game, but one you get the trick to the upper level jumps, it's quite easy.

I'd argue the Kid levels fall under this blanket too, of course I've only ever played the first one. 

Once you figure out each of the jumps, it's muscle memory.  Of course, it's very precisely timed muscle memory, and it's still very easy to fuck up, but it still fits the model.
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Jet_Black88
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« Reply #4 on: April 23, 2011, 11:13:35 AM »

I'd argue levels that are difficult due to layout are the best. They almost act like a puzzle game, as the game challenges you to work out how to finish it, and when you do, it becomes relatively simple, and then speedrunable.

7-19X: XOXO is a perfect example of this. It's always listed as one of the hardest levels in the game, but one you get the trick to the upper level jumps, it's quite easy.

I'd argue the Kid levels fall under this blanket too, of course I've only ever played the first one. 

Once you figure out each of the jumps, it's muscle memory.  Of course, it's very precisely timed muscle memory, and it's still very easy to fuck up, but it still fits the model.

Uh...the kid levels definitely DON'T fall under that blanket. It's constantly "I know where I want to go, I just need to...GAAAAAAAAHHH".

I do prefer the "puzzle" type feel. I love a good challenge, but I get pissed when the hardest part of the level is at the end. If the level is the right kind of challenging, by the time you get to the end, the only thing really working against you should be yourself, the pressure and stress of the situation. That's challenging enough sometimes...
"Yes, I finally made it!!!  Okay, just one final jump over this buzzsaw...a little...not too...GOD DAMN IT."
If it's the wrong kind of challenging, you speed through the level, no problem, and then get to the bottleneck at the end. The amount of time it takes to get there + the repeated failures make you sloppy, and then you're dying in the beginning of the levels for no reason. That's why 7-20 took me many, many times longer than 7-20x.
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Nicco
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« Reply #5 on: April 24, 2011, 04:51:53 AM »

A level that isn't entirely based on sawblades.
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Maruhai
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« Reply #6 on: April 24, 2011, 04:59:12 AM »

Originality and eye-candying.
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evang
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« Reply #7 on: May 03, 2011, 10:34:54 PM »

There's a certain fun/difficulty factor. When I was doing my first stage it was pretty obvious when I needed to tweak something if I felt like I was dying because of the level and not because of my own inexpertise. It was a Tofu Boy level so I put in a few extra tiles to ensure there were no BULLSHIT deaths, to compensate for the weird way he walljumps, but made sure that actual challenges weren't watered down.
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Xenesis
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« Reply #8 on: May 04, 2011, 03:17:46 PM »

If you want to add artificial difficulty to a level, include slopes. Because the engine does not handle them in an enjoyable way at all. <_<;
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« Reply #9 on: May 05, 2011, 04:21:58 PM »

Originality and eye-candying.

If you want to add artificial difficulty to a level, include slopes. Because the engine does not handle them in an enjoyable way at all. <_<;

Both true.
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