LBP Workshop: Points and (P)Layered Level Design
Monday, December 8, 2008 at 2:32PM
Richard Terrell (KirbyKid) in Co-op, Level Design, LittleBigPlanet, Projects & Innovations, user gen

In LittleBigPlanet, point bubbles are the closest functional equivalent to Super Mario Brother Coins. Coins are brilliantly designed to encourage players to jump instead of forcing them to do so, offer a way for players to control their difficulty by going after harder to reach coins, and reward the player with extra lives after collection 100. In Super Mario Brothers, if the player sees a coin it is not only obtainable (for Big Mario), but all the coins on the screen can be gathered safely in a single pass through a level. Points in LBP share, or can share all of these positive reinforcing functions with proper placement. But points support an additional layer of functionality that I will explore in this workshop.

First I'll run through a few do's and don'ts of basic point placement:

 

Points have two additional functions that can add new, dynamic layers to the potential of any LBP level.

Depending on the implementation chaining points can create flow, momentum, and suspension across different gameplay ideas. Players going for the highest scores will look for that next point bubble or group of bubbles anywhere. Yes, chaining point bubbles is an abstract mechanic. But it is a mechanic that enhances the rest of the core, concrete mechanics. Like chaining enemies in the 2D Mario platformers for 1ups or chaining beats in Donkey Kong Jungle Beat, the overall gameplay is better served by the addition.

Going for that high score can also transform a level to create new alternate paths, or even create folded, accordion, and pure organic gameplay. Just check out this high score video of Donkey Kong Jungle Beat to see what I mean. In this game, players can clap to snag bananas near DK. The more bananas DK snatches up at once, the more points players get. Also, by performing flips and acrobatic moves off the environment/enemies, DK can add multipliers to his score potential. The only catch is, when DK touches the ground, the multiple resets back to zero. In this way, players struggle to remain as airborne as possible thus reinforcing the core dynamic of a platformer; fighting against gravity.

Starting at the 4:00 minute mark, notice how the player builds up his multiplier, grabs the flying squirrel, and flies back to the beginning of the level to pick up the bananas he skipped. Because the developers didn't put any artificial restrictions on the level or where the flying squirrel can go, this marvelous, folded, high score run is possible.

 

So, in LittleBigPlanet, when designing chainable point paths keep this in mind...

 

For a perfect example of point placement and (p)layered level design all in one, be sure to check out the racing level in the single player LBP levels titled: Fire Pits.

 

Now, let's look at some examples from Improvisation #1.

 The areas highlighted in red are the examples I'll be focusing on.

 

 

 

 

 

Ultimately, if you don't design every element of your level, including points, to work for the functional good of your level... then what's the point?

Article originally appeared on Critical-Gaming Network (https://critical-gaming.com/).
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