Nifflas' Support Forum

Level Editing Support => Knytt Stories Level Editing Support => Topic started by: Zetta on August 27, 2009, 05:10:03

Title: The Level Designer's Trap
Post by: Zetta on August 27, 2009, 05:10:03
ITT: Things to stay away from when making your level

-Lack of save points (especially bad when there's a puzzle or a particularly difficult jump involved)
-Inconsistent internal logic (on some screens, you can walk on the clouds, on others, the same tiles are used for background clouds)
-Bank 6, Object 5, a.k.a. that freaking green chomper thing (especially when combined with either or both of the above)
-Backgrounds that are so busy you can't tell what you can and can't stand on (this often goes hand-in-hand with #2)
Title: Re: The Level Designer's Trap
Post by: googoogjoob on August 27, 2009, 05:41:55
-Screens that are too busy in general; Knytt and Nifflas's KS levels are pretty minimalistic for the most part, both graphically and design-wise. Of course, this is subjective and depends on context- a maze in the air vents of a futuristic spaceship can get away with being way more complex and fiddly than a meadow or a mountain.
-Levels which are unfair; that is, levels where luck is more important than skill in winning. (Like if the level is packed with random-shooting monsters that are harmless half the time and incredibly dangerous the other half.)
-Inconsistent graphics; like shoving two tilesets with totally different aesthetics into the same screen and then acting like they fit together, or abruptly shifting from one tileset to another from screen to screen.
-SGEs in general, and perspective errors in particular: I can't count how many otherwise decent levels I've played that are undermined by little graphical errors. One of the most common comes from not paying close attention to the layering of waterfalls- for example, where Juni can walk in front of a waterfall that, on the tile below, goes in front of the ground, without the foaming waterfall base tile as a buffer.

-Bank 6, Object 5, a.k.a. that freaking green chomper thing (especially when combined with either or both of the above)

This object isn't so much a problem as the way it gets used. Way too many levels have screens where much or all of the floor is covered with these guys as a cheap way to stop the player from going further in that direction. This object works best when used sparingly, like in A Strange Dream- not often enough that you aren't surprised when you find one, but often enough that you know to be alert to avoid them.

Now: someone needs to make a level with all of these horrors in it. (Though I can name a few already-existing levels that have most or all of them.)
Title: Re: The Level Designer's Trap
Post by: KG on August 27, 2009, 05:44:53
- Purposeless/empty screens, especially when coupled with the lack of a run powerup.
- Inconsistent shifts in the same context (some activating automatically and some not).
- Ubiquitous kill tiles, especially when there is no warning to their presence.
- Traps in which the player cannot escape without committing suicide.
- Voids and wall-swims.
- Lack of testing.
- Too much soda.
Title: Re: The Level Designer's Trap
Post by: Pick Yer Poison on August 27, 2009, 06:27:16
Title: Re: The Level Designer's Trap
Post by: Razzorman on August 27, 2009, 09:05:34
  • Not using music: Sometimes a level may seem better silent in theory, but more often than not using music leads to a better final product.
I disagree. Sometimes, less actually is more. It all depends on what kind of atmosphere you are trying to achieve.
Title: Re: The Level Designer's Trap
Post by: Zetta on August 27, 2009, 22:38:46
I disagree. Sometimes, less actually is more. It all depends on what kind of atmosphere you are trying to achieve.
I agree, but in my opinion, taking a song and using it as custom *music* instead of ambiance is the worst of both worlds.

Also: overuse of common tilesets. Yes, Dr. Cliche's Underwater Lab is really cool. That doesn't mean everyone has to use it.
Title: Re: The Level Designer's Trap
Post by: NESgamer190 on August 27, 2009, 23:28:53
Other traps:
enemy inside juni syndrome
Simply put, starting the player inside of a killer object.  NEVER advisable, even if it's a trap or a joke level.
Sloping up to the next screen
This will lead to a wallswim, which is HIGHLY undesirable.
Duplicate items
Unless it's a puzzle of sorts (I.E: grab the right yellow key or fall in a pit), it's redundant.
Broken shifts
If it's broken, either fix it, or make a sign to explain this is the end of beta or something like that.
"moving sign"
Using more sign objects (not sign area) to wind up making a moving sign.  Excusable if the signs are far apart.
Using data file for custom stuff
NO! NO! NO!  *facepalms on the thought of this being commited*  This makes levels unplayable lest everyone changes their data tilesets/bgs/ambience/music.  Absolutely NO excuses for this.
Shifting juni out of a projector or umbrella
In the case of umbrella, make an upward vent to prevent the player from passing the shift with umbrella out.  Otherwise, make a cutscene that saves.
Cutscene restart
Make it save.  Simplest fix yet.
Title: Re: The Level Designer's Trap
Post by: minmay on August 27, 2009, 23:41:50
I no longer bother to download levels which don't have both all-exclusive tilesets and all-custom music.  (I should point out that by "exclusive" I mean "made specifically for the level," and by "custom" I merely mean "not the default tracks that I've heard two thousand times.")

I've seen the default tilesets and the good public tilesets used and overused to the point where the sight of them annoys me.  I consider the act of laying out screens and actually designing a level to be trivial at its best, and thus the meat of any KS level is its custom content.

This is an attitude that I developed rather quickly after releasing my second level to the public.  I looked at my level and at other levels and realized that, on the whole, they felt the same.

Hence my "new" (and the quotes are very appropriate here as work on it started two years ago) level that I may never finish due to the sheer quantity of work that it encompasses, combined with my general laziness.  But to me, it's better than releasing something else that's cruddy.



My advice to any new users of the editor: make levels with default content, but don't release them.  Eventually you'll get tired of making levels that all look and feel the same, and will want to make custom tilesets and such; that time is when you should start doing so, and hopefully not be wearied by having "too many levels out there already."

But then again, that's just my advice.  It's obvious that my opinions don't coincide with those of other people here, especially with regards to custom KS levels.

-----

And as far as things that annoy me aside from unoriginal tilesets/music: not knowing where to go.  I hate completely linear levels, but I also hate having to wander, not exploring the world, but rather looking for the next arbitrarily placed powerup.  Levels should point you in the right direction (but not too much or they do indeed become linear).  For instance, in A Strange Dream, if you don't yet have the climb powerup, your surroundings are shaped such that you'll be funneled gradually towards it regardless of what direction you go.

Also, the use of the retracting spikes in the Traps bank is usually unnecessary and unfitting; prefer drawing spikes into your tileset, and putting kill objects on those.  It looks much, much better in most circumstances, and falling into retractable spikes that you didn't know would be there is second only to rampant SandCrocs in terms of annoying things that constantly crop up in poorly conceived level designs.



NESgamer, those sound more like crippling, playability-ruining problems than nagging flaws.
Title: Re: The Level Designer's Trap
Post by: Purple Pineapple on August 28, 2009, 01:08:25
Now: someone needs to make a level with all of these horrors in it. (Though I can name a few already-existing levels that have most or all of them.)
Oh my god! I have to do that!
Title: Re: The Level Designer's Trap
Post by: Hmpf on August 28, 2009, 03:26:01
Now, I try to keep my levels free of deadly critters and traps in general, but I have to say, I like the big green thing that hides in the ground and eats you; it's probably the only way of dying in KS that makes me laugh. (It's the silly "thlurp" sound effect, I think. Plus, the happy grin on its face.)

Granted, if it's overused it gets old, but so does just about anything.

Also, while as a trained designer I absolutely do get minimalism as an aesthetic principle, I have to admit to a certain fondness for cluttered screens - if they're cluttered in an aesthetically pleasing way. There's clutter, and then there's clutter...

I also believe that an original result can be achieved with 'unoriginal' means, although, admittedly, that is probably more difficult. Also, IMO, sometimes it can be worthwhile to just do something that has been done before, but do it really, really well.

Granted, I'm not really in any position to make authoritative announcements on what is good or bad KS level design, as I'm a relative newbie.

Title: Re: The Level Designer's Trap
Post by: Gorfinhofin on August 28, 2009, 03:32:25
-Using invisible tiles to block off voids. Blech.
Title: Re: The Level Designer's Trap
Post by: Purple Pineapple on August 28, 2009, 04:56:59
-Using invisible tiles to block off voids. Blech.
Or worse, using invisible tiles to block voids, which you can climb to reach different voids.
Title: Re: The Level Designer's Trap
Post by: Zetta on August 28, 2009, 08:43:00
My advice to any new users of the editor: make levels with default content, but don't release them.  Eventually you'll get tired of making levels that all look and feel the same, and will want to make custom tilesets and such; that time is when you should start doing so, and hopefully not be wearied by having "too many levels out there already."
Honestly, I care more about level design than I do about tilesets. I completely agree with you on the issue of music, though, primarily because I can't stand the standard music's failure to loop.

Oh my god! I have to do that!
I'd buy download it.

I like the big green thing that hides in the ground and eats you; it's probably the only way of dying in KS that makes me laugh. (It's the silly "thlurp" sound effect, I think. Plus, the happy grin on its face.)
I hadn't noticed. :P
Granted, I'm not really in any position to make authoritative announcements on what is good or bad KS level design, as I'm a relative newbie.
Hey, that's hardly stopping me.

-Using invisible tiles to block off voids. Blech.
Yeah, it's lazy. Yeah, it breaks immersion horribly. Do I still do it occasionally? Yeah, but at least I make sure to make them no-climb.



EDIT: A new one just occurred to me: not starting the player off with the run powerup and then forcing the player to go through several screens of sign-exposition and long walking sections. Pointless screens are annoying with the run powerup, but without it, they're unforgivable.
Title: Re: The Level Designer's Trap
Post by: Razzorman on August 28, 2009, 09:02:11
Using no-climbs and/or no-jumps to block of voids.
It incredibly annoying when you find a wall that you should be able to climb or jump around, but you can't, because the level designer could not be bothered to draw the wall properly in the first place.
Title: Re: The Level Designer's Trap
Post by: LPChip on August 28, 2009, 14:14:03
Using the same idea through your entire level consistently, even worse if your level is big. After 20 screens or so, the player has seen it already and is bored. He'll not have fun playing your level and have a bad memory of it. He most likelly will not play any other level you make.

In other words, entertain your player throughout the entire level.
Title: Re: The Level Designer's Trap
Post by: Miss Paula on August 28, 2009, 15:04:34
I consider the act of laying out screens and actually designing a level to be trivial at its best
For instance, in A Strange Dream, if you don't yet have the climb powerup, your surroundings are shaped such that you'll be funneled gradually towards it regardless of what direction you go.

I just wanted to point out that those two statements can be interpreted as contradictory. At least to me, because your statement about A Strange Dream suggests that it has really good level design, and I don't think it's trivial to do it just like that, giving a "natural" feel and such.
What I'm trying to say, basically...
Most level design is probably alright, where the standard tilesets don't help with making it remarkable.
If you're doing it really really cleverly though, (innovative use of the default tilesets often helps a lot too), it can very well give a worthwhile result. Even without all custom blurb.
So yeah, I think you can remedy lack of artistic skill with exceptionally good level design, or vice versa. But of course it's best if you can do both. X)
Title: Re: The Level Designer's Trap
Post by: minmay on August 28, 2009, 16:28:58
I consider the act placing screens in a non-confusing way that keeps you going in the right direction to not be particularily difficult; it just requires some foresight.

I have never seen a level that uses The Machine's tilesets in ways they weren't used in the level, and still makes them look good.  If you can link me to a level that uses default tilesets yet feels new, then do so.
Title: Re: The Level Designer's Trap
Post by: Hmpf on August 28, 2009, 18:35:55
I have never seen a level that uses The Machine's tilesets in ways they weren't used in the level, and still makes them look good.  If you can link me to a level that uses default tilesets yet feels new, then do so.

bunnrey's "Caverns" does a lot of interesting things with default tilesets; it's also an example of a level that has some screens that are very cluttered and sometimes confusing yet, IMHO, still - mostly - work very well, aesthetically.  This is by no means the only example, mind you; just a prominent one, because it's large and all made from default tilesets.

(I think it might be interesting to start a thread to discuss screen design - from an aesthetic point of view - with screenshot examples and all... Don't have time to do this now, though.)

Since I don't have screenshots of Caverns or any other default-using level handy, and not enough time to make them now, here's a few from my own tiny test-run of a level, Jumping in the Rain: yes, JitR is mindnumbingly boring and hardly an example of brilliant level design. But, I *did* try to do something aesthetically interesting with the default tilesets there, and I think I was at least half-successful, with some of the screens. (You'll notice that in most cases what I did was some repurposing of background, 'building', or 'cloud' tiles. And yes, if everyone did this all the time, it would get boring, too, I am aware of that. But then, there's still the option of finding interesting *combinations* of tilesets... *g*)

Title: Re: The Level Designer's Trap
Post by: minmay on August 28, 2009, 19:16:22
Sorry, but those just look the same to me.  I've seen tileset usage pretty much exactly like that before, in many levels, and it doesn't appeal to me now any more than it did then, but the point is that it's nothing new.  (Note: I've long forgotten the names of the levels I mention, and have also removed them from my KS installation, because, well, I didn't like them.  They'd be on the old forum, but any links to them on there would probably be broken.)

I should point out, at this point, that in most cases, not only of KS levels but in everything, that I am stubborn as a lead brick.  I doubt it would be possible to sway my opinions on these things.

Also, honestly, most combinations of two tilesets that haven't been drawn specifically to be used together will be ugly like a gazelle's butt.
Title: Re: The Level Designer's Trap
Post by: Hmpf on August 28, 2009, 19:35:54
Well, tastes differ. :-)

Mine's clearly influenced by a) the fact that I have only seen some 200 levels so far, so I may not have hit 'saturation point' yet, and b) I don't believe in absolute originality, and tend to like levels (including my own) that use pre-existing stuff if they use it well. Basically, if I like the general look of a tileset, I *like* the general look of the tileset, and if something appeals to me, well, it appeals to me. Familiarity doesn't change that at all. I mean, I don't go and replace all the pictures on my walls after a couple of years or so, either - when I like something, I like it.

I dunno, I just don't get bored with things I really like. Maybe that's a fundamental difference of temperament between us?

I do appreciate subtle variations, though. Plus, as I said, unexpected combinations.

(Hey, I write fanfic. That uses pre-existing stuff, too. *g* Plus, from my work I've learned that there is no such thing as absolute originality - even when you think you have an original idea, chances are someone, somewhere had it before. I learned that when I surfed several hundred jewellery designers' websites and discovered at least a dozen pieces that were pretty much like some I had designed years before, without ever knowing of these designers or their work...)

And, frankly, I've seen levels using custom tilesets that I found much more boring and/or ugly than some that used default or well-known ones. For me, *how* you use something is more important than *what* it is that you use.

But, as usual, YMMV. *g*
Title: Re: The Level Designer's Trap
Post by: minmay on August 28, 2009, 20:02:47
I think we're comparing apples and oranges to trees and cows.*

I like the way Nifflas' tilesets look - everyone here does, I'm sure - but I get tired of looking at them when I've already seen them so many times.  It's like listening to the same song fifty times in a row - it gets pretty grating after a while, unless you really like that song.
And I've seen the default tilesets used more or less the same way hundreds of times.  I'm tired of it, to the point that I don't even want to look at the tilesets anymore - I can no longer enjoy replaying The Machine.
By the same token, I've heard the default music tracks so much that I've inadvertently memorized them, and no longer want to hear them.

Perhaps it's more accurate to say that I'm getting bored with Knytt Stories itself, but I don't feel that's really true.  I was of the same opinion about this stuff when The Life Ruby was first released, and I certainly enjoyed playing it!  Were another level with a similar amount of high-quality custom content and general attention to detail were released, I'd certainly like that level as well.

I'm rambling a bit now, though.  End post.



*Or something like that.
Title: Re: The Level Designer's Trap
Post by: Hmpf on August 28, 2009, 20:51:53
I think we're comparing apples and oranges to trees and cows.*

I'm not sure we are... maybe apples and pears, but those *are* fairly similar. ;-)

Hm. I think, for me the degree to which I *don't* get bored of something, in the realm of aesthetics/design, is a measure of its success. Okay, let's phrase that in a less clunky and confusing way: the better - the more aesthetically accomplished - something is designed, the less likely am I to get bored of it.

Although that's misleading, too, because it makes it sound as if the tilesets ("what is designed") are the crucial element for me here, and they kind of... aren't. And being bored isn't really the issue for me, either. When I don't like the look of a level it's usually because it's not designed in an aesthetically competent way, and not because I'm bored... well, okay, if a level is just a long succession of screens with just flat ground and a few enemy critters on it, then yes, I will get bored, too. *g* Okay, now *I* am rambling...

Let me back up and approach from another direction: to me, tilesets are like... building blocks; brushes and colours; in other words: the material from which you build something. Categorically stating that any level built from a default tileset will be boring is, to me, a bit like stating that any painting that uses the colour blue will be boring because we've all seen the colour before. Or, if that is one level of abstraction too far to make the analogy work, it's like saying that any painting done in a particular style will be boring because the style is not entirely new.

Now, granted, there may be people who are so jaded that they only get moved by something entirely new and surprising and original anymore... but I don't think that that is the audience an artist should aim for (or rather, the artist should only aim for that audience if s/he feels the same way). - For me there is something (near-)universal about aesthetically successful work, and aesthetic success is not connected to novelty. You can do aesthetically successful work with the oldest, most unexciting materials. Maybe this has something to do with me being a craftsperson - we do tend to appreciate excellence of execution over originality of ideas (although I've had some fairly 'highbrow' training at a reknowned design school that did emphasise originality...)

(I think I'll bow out of this now... not because I'm angry or anything, but because I think I'm beginning to repeat myself, and I don't want to bore people here. Repeated arguments *are* boring. *g*)

... Ultimately, this may be just a fairly minor difference of taste, anyway: I don't think you're looking for total originality either: you want something that still feels like Knytt Stories, after all. You just like the 'subtle variation' I talked about in my previous post to happen in the tilesets, while I like to see it primarily in the screen design. It's not like (most) custom tilesets really add anything fundamentally new - just some new patterns, some new plants, etc.
Title: Re: The Level Designer's Trap
Post by: Dandelion on August 28, 2009, 22:19:30
Now, granted, there may be people who are so jaded that they only get moved by something entirely new and surprising and original anymore... but I don't think that that is the audience an artist should aim for (or rather, the artist should only aim for that audience if s/he feels the same way). - For me there is something (near-)universal about aesthetically successful work, and aesthetic success is not connected to novelty. You can do aesthetically successful work with the oldest, most unexciting materials.

I totally agree. But there is one thing I think you absolutely should not do and that is use orange grass (tileset 10,) as a meadow. It's been done so. Many. Times.
Title: Re: The Level Designer's Trap
Post by: minmay on August 28, 2009, 22:27:23
... Ultimately, this may be just a fairly minor difference of taste, anyway: I don't think you're looking for total originality either: you want something that still feels like Knytt Stories, after all. You just like the 'subtle variation' I talked about in my previous post to happen in the tilesets, while I like to see it primarily in the screen design. It's not like (most) custom tilesets really add anything fundamentally new - just some new patterns, some new plants, etc.

This is pretty much exactly what I'm talking about.

Let me back up and approach from another direction: to me, tilesets are like... building blocks; brushes and colours; in other words: the material from which you build something.

I would agree with this for most games, but the tilesets in KS are small, there are only four tile layers, and there's no parallax scrolling or anything.  Very little variation can be achieved with one, or even two, tilesets, necessitating, to me, the need to constantly make new tilesets to keep up variety.

The best counterexample I can think of is Jazz Jackrabbit 2 (http://en.wikipedia.org/wiki/Jazz_Jackrabbit_2).  Its tilesets are usually much larger than those of KS, usually far exceeding 500 tiles.  Tiles themselves are also larger (32x32 instead of 24x24).
There are eight tile layers, and all have parallax scrolling; furthermore, tilesets have their own masks, and tiles can even have a special translucency effect applied to them.  There are also ambient lighting effects.
This gives designers a great deal of flexibility in tileset usage, which can be easily shown with a few choice screenshots, all of levels using the same tileset:
Spoiler: (click to show/hide)
A well-made level with a sufficiently well-made tileset can always feel "fresh" no matter how many times the tileset has been used before, due to how many opportunities there are to use tilesets creatively.
(The astute may note that Jazz Jackrabbit 2 tilesets are restricted to 256 colors.)

A KS tileset, on the other hand, usually just looks like it looks, and if you've seen it once or twice you've probably seen all of it.



Does this post make sense?  I really don't know!
Title: Re: The Level Designer's Trap
Post by: Bored2death on August 28, 2009, 22:28:47
All I have to say on this matter is: it's all personal preferences. There could be a level that many consider perfect, but some people will hate its guts. Different people like different things. By arguing, we won't solve any conflicts.
Title: Re: The Level Designer's Trap
Post by: Razzorman on August 28, 2009, 22:53:52
All I have to say on this matter is: it's all personal preferences. There could be a level that many consider perfect, but some people will hate its guts.

Indeed. Here is a list of kind of popular levels I dislike, just for shits and giggles. :D

Travel eastward
Above and below the waterfall
The jolio trilogy (or at least, the two that were made)
Remembrance
Revelation
Sohe and the Rokked
Shoot For the Moon
Spiral
Scarlet tears
Title: Re: The Level Designer's Trap
Post by: minmay on August 28, 2009, 23:23:49
Oops, was I arguing?  I didn't intend to sound like I was, because I was trying to sound like I wasn't, because I wasn't.

Sorry.
Title: Re: The Level Designer's Trap
Post by: Gorfinhofin on August 29, 2009, 00:03:25
Using no-climbs and/or no-jumps to block of voids.
It incredibly annoying when you find a wall that you should be able to climb or jump around, but you can't, because the level designer could not be bothered to draw the wall properly in the first place.
I actually find using no jumps to block off voids above to often be handy, nifty, and, if done right, aesthetically pleasing. I'm not sure if this is the way you've seen them used, but I like to put a line of them at the very top of the screen.

EDIT: I've only had to do this in caves, where there are passages that won't really work, but look good on just the one screen. I always put bits of sky and stuff in outdoor screens :P
Title: Re: The Level Designer's Trap
Post by: JerkDouglas on September 19, 2009, 23:32:53
 Story is something people tend to avoid... It's really the most important part of any game to some people. (people like me lolol)

 This doesn't mean you should fill the game with talking and descriptive signs. But try and make your settings tell a story, deliver a mood. This engine was very competently designed to work at low resolution in a -panoramic- ratio, which forces you to think of it like a movie. You need to utilize color theory and silhouettes more than fine details to get your point across.

 What you need to think about most, is direction and flow. You want to guide the viewer across every screen with a gradual transition that leads them through some kind of a story that you imply with your visuals.

 So you got a forest? Great. Green trees? Brown trunks? Well, why are you even going through that forest? What could have possibly happened in that forest? Can it be demonstrated visually? Or even linked to later happenings in the game? Visual themes should be carefully implemented. Things without a point, or things that just "look cool" can be confusing if they don't fit in with context.
Title: Re: The Level Designer's Trap
Post by: SiamJai on September 23, 2009, 06:46:04
Visual themes should be carefully implemented. Things without a point, or things that just "look cool" can be confusing if they don't fit in with context.

I agree; the lack of cohesion is a major turn-off. I tend to enjoy levels that put "Stories" in Knytt Stories. ;)

One trap some designers fall into is falsely labeling their levels, breaking rules whenever they see fit. Nifflas included the level sorting feature for a good reason, as it makes large libraries manageable - but only as long as designers cooperate. That is, they actually read and follow Nifflas' level labeling rules, and not break them just because.   <_<

Another trend I've noticed is that custom animations tend to be under-used. I'm not sure why; maybe COs are too challenging to make, or perhaps they came short of the popular expectation as moving, death-dealing interactive objects.
Title: Re: The Level Designer's Trap
Post by: googoogjoob on September 23, 2009, 07:22:29
One trap some designers fall into is falsely labeling their levels, breaking rules whenever they see fit. Nifflas included the level sorting feature for a good reason, as it makes large libraries manageable - but only as long as designers cooperate. That is, they actually read and follow Nifflas' level labeling rules, and not break them just because.   <_<

I think that designers just not labelling their levels at all is a bigger problem.

I currently have 128 pages of levels, and just going by size tags (the most easily countable category, as it has no overlap), there are only 76 pages of levels with size labels. Finding untagged levels is hard.
Title: Re: The Level Designer's Trap
Post by: Salmoneous on September 23, 2009, 07:32:17
You know, goog, I have the very same problem. I think about you and how much you must go through to get to a level when I try to find one. You have like twice as many levels as me.
Title: Re: The Level Designer's Trap
Post by: minmay on September 25, 2009, 02:22:09
Another trend I've noticed is that custom animations tend to be under-used. I'm not sure why; maybe COs are too challenging to make, or perhaps they came short of the popular expectation as moving, death-dealing interactive objects.

Custom objects' properties are rather fiddly, and the Advanced Features Demo level doesn't exactly do a fantastic job of explaining them, which definitely serves as a deterrent.  Also, as anyone who's ever tried knows, animating a sprite is a lot harder than drawing a still image.
Title: Re: The Level Designer's Trap
Post by: StraightFlame on December 22, 2009, 09:24:21
Ey, i unno if this has been told yet, but in the Adventures in the Void level there is a hole with two savepoints, and it is a trap with the green muncher thing. And since there are savepoints, if it will NOM Juni once, it goes on like that forever! Nomnomnomnomnomnomnom! IT DRIVES ME CRAZY! So, you get it, right? Don't build savepoints in a trap!
Title: Re: The Level Designer's Trap
Post by: Razzorman on December 22, 2009, 12:08:59
Ey, its already been posted.

Other traps:
enemy inside juni syndrome
Simply put, starting the player inside of a killer object.  NEVER advisable, even if it's a trap or a joke level.
Title: Re: The Level Designer's Trap
Post by: Pipcard on December 23, 2009, 23:42:32
Bank 12 - Object 12

Water drops of death are disturbing...
Title: Re: The Level Designer's Trap
Post by: Pumpkinbot on January 22, 2010, 05:51:58
>run:\\revive.exe
>set_excuse: This should srsly be stickied. So many first levels are ruined by this, and, sadly, so are second and third attempts.
Title: Re: The Level Designer's Trap
Post by: Purple Pineapple on January 22, 2010, 23:04:56
Bank 12 - Object 12

Water drops of death are disturbing...
That's a legitimate enemy. Just because it's hard, doesn't make the level it's used in bad.
Title: Re: The Level Designer's Trap
Post by: Salmoneous on January 23, 2010, 11:01:47
Only people who make good levels are eligible to speak their mind here.
Title: Re: The Level Designer's Trap
Post by: minmay on January 23, 2010, 17:22:28
All the people who make good levels are long gone.
Title: Re: The Level Designer's Trap
Post by: Razzorman on January 23, 2010, 19:09:32
All the people who make good levels are long gone.
Hey, I was only gone for a week. :<

Define "good level".
But yeah, a lot of people who made great levels before are gone now.
Title: Re: The Level Designer's Trap
Post by: Widget on January 28, 2010, 14:50:34
Having (just) started the Soaring Star Reverie level mentioned in one of the other KS forums I've got a new one to add:

- White projectiles on a white background. This ties in with the unfair level design/enemy placement.
PROTIP: A level which randomly kills you is never fun!
Title: Re: The Level Designer's Trap
Post by: AA on January 28, 2010, 15:49:21
^ That reminds me about Save Points in snow levels, so easy to miss! Of course the general rule is, before worrying about graphic quality and cohesive style, to make sure the important elements of the game are clearly visible.

Since I'm already here, might as well ask about this too: how do you feel about levels (especially explorative ones) having a fork at a certain point, where one path goes on while the other is a dead end with a Save point? I generally dislike this, but I'm asking because there's an instance of that in Nifflas's The Machine (although certainly not in a dangerous zone, so missing that Save Point hardly has any consequences).
Title: Re: The Level Designer's Trap
Post by: Purple Pineapple on January 29, 2010, 02:25:06
PROTIP: A level which randomly kills you is never fun!
Except for the sadists who make it.
Title: Re: The Level Designer's Trap
Post by: Pumpkinbot on January 29, 2010, 06:53:08
PROTIP: A level which randomly kills you is never fun!
Except for the sadists who make it.
And those crazy enough to LP it (ProtonJon =D).
Title: Re: The Level Designer's Trap
Post by: Widget on January 29, 2010, 13:17:25
Those are a couple of points that make me wonder. Was it Dess who coined the term masocore? Would there be any place for random deaths in a masocore KS level, or would a well made lunatic challenge be more appropriate to the definition?  O_o
Title: Re: The Level Designer's Trap
Post by: AA on January 29, 2010, 14:03:31
^ By definition, a well made Lunatic level doesn't have random deaths, if that's what you meant.
Title: Re: The Level Designer's Trap
Post by: Widget on January 29, 2010, 17:40:52
Yep, that's exactly what I meant  :^^:

Just wondered if any case could be made for random deaths in certain levels at certain times. I, personally, can't stand them and I know they're not popular around here but could a certain level for a fringe audience use randomised kills to create a sense that the player is battling against the sheer mysanthropy of the designer?

I'm more inclined to think that requiring pixel-perfect dodging of a regular impediment would be more suitable since someone could, conceivably, glide through a random challenge first try with no problems *g* Was only wondering if anyone else felt differently, given the (hypothetical) scenario  ;)
Title: Re: The Level Designer's Trap
Post by: LPChip on January 29, 2010, 21:22:00
To hook in into the conversation of random deaths. I pulled this off in "The Explorer Challenge" by giving a set of choices of which you had to guess which choice didn't kill you. Repeat that 8 times and I thought to have a nice challenge.

People really didn't liked it at all, even while it was a matter of: learn their locations by trial and error and you'll beat it. Difficulty was medium even.

So from first hand experience, people don't like it when they don't know that they'll die just like that. Doesn't matter if there are savespots near those locations.
Title: Re: The Level Designer's Trap
Post by: Widget on January 29, 2010, 22:25:58
Very relevant point, here. I remember "The Explorer Challenge" as one of the levels that taught me how to play more effectively....

I think the key point is that random-slaying is a very fringe genre... I don't like it, and the same goes for most members of this forum, but... can it be justified as a deliberate part of a given person's level?

I think, despite my prior comments, that it can.. but it's not part of the KS mainstream, and never will be. I repeat; can it be justified, in any way, shape or form?
Title: Re: The Level Designer's Trap
Post by: minmay on January 31, 2010, 00:45:32
Trial-and-error gameplay can never be justified from a design standpoint, period.  However, it can be done ironically for humor purposes (pretty much the entire point of I Wanna Be The Guy), and it was often used in older commercial games to artificially extend the game's length.
Title: Re: The Level Designer's Trap
Post by: Razzorman on January 31, 2010, 16:04:38
PROTIP: A level which randomly kills you is never fun!
Except for the sadists who make it.
And those crazy enough to LP it (ProtonJon =D).
You mean the guy who LP'ed the fiendishly hard "Don't eat the mushroom", and "Dark sky of wish mountain"? :P2
Title: Re: The Level Designer's Trap
Post by: Widget on February 01, 2010, 20:38:28
In hindsight, my last post sounded pretty confrontational.. Sorry about that, I'm just really interested in the possibilities of abusing gameplay/player expectations (c.f. Cactus/Dessgeega for the most obvious examples). Didn't mean to sound like I was being overly aggressive in putting forward a concept.

Also...
@Razzorman: Lawlz, I was wondering about that....  C)p
Title: Re: The Level Designer's Trap
Post by: Pick Yer Poison on February 03, 2010, 19:42:33
To hook in into the conversation of random deaths. I pulled this off in "The Explorer Challenge" by giving a set of choices of which you had to guess which choice didn't kill you. Repeat that 8 times and I thought to have a nice challenge.

People really didn't liked it at all, even while it was a matter of: learn their locations by trial and error and you'll beat it. Difficulty was medium even.

So from first hand experience, people don't like it when they don't know that they'll die just like that. Doesn't matter if there are savespots near those locations.
Thank you for mentioning that. That was my least favorite part of that level by far.

And speaking of random deaths, never, ever, ever make invisible walls of death. If a player can't see what's killing them, not only will they feel confused as to why they died, but they'll start expecting random death everywhere. And players who are afraid of dying for no apparent reason don't have any fun whatsoever. If you really need to stop somone going somewhere, please have the decency to just make a wall or something (unclimbable if you want, or with a ledge or something that blocks the way up).
Title: Re: The Level Designer's Trap
Post by: minmay on February 04, 2010, 02:27:27
I'ma try to centralize all the really important stuff in one post, in rough order of importance.  Plus some stuff that I added on a whim.

General design:

-Consistency.  Everyone seems to have trouble with this.  I don't mean consistency in which tiles you can stand on and which ones you can't.  I don't mean consistency in graphical style.  I don't even mean consistency in musical style.  I mean all of these things and more.  Everything in your level needs to be consistent with everything else in your level.
-Any situation in which the player intentionally kills Juni (with CTRL-R or otherwise) represents a loss of the player's immersion in the level.  Whether it's because they stumbled into a void or just because they want to go back to the last save point, it means the damage has been done, and the level is no longer being "properly" enjoyed.
-Don't bore players.  In general, this means uninteresting rooms, like long corridors, as well as inexplicably withholding the run powerup.
-A large part of KS level design is preventing the player from getting lost.  Extra points if you can make the player think they're lost when they actually aren't.  The best way to achieve this is simply to lay out your level in a way that always "funnels" the player in the right direction without explicitly pointing them that way.
-If you need to keep your player from wandering off the edge of the world or climbing up its walls, invisible death tiles are the worst thing to use, followed by invisible non-death tiles, followed by arbitrarily unclimbable tiles, followed by visible death tiles such as an ocean, tied with an overhang large enough to be unclimbable (good examples of making this last one appear "natural" can be seen in The Machine and A Strange Dream).

Gameplay:

-NO DEAD ENDS.  EVER.  A "dead end" refers to a point in the level where it is impossible to win.  This is the worst thing you can possibly do in level design.  It's freakishly counterintuitive, extremely frustrating, and just flat-out stupid.  Also, an unintentional dead end is just as bad as an intentional one, so make sure to thoroughly test any parts of a level with the potential to be dead ends.
-Have very frequent save points or save-shifts.  Difficulty by lack of save points is difficulty by repetition, which is always bad.  In "typical" levels like The Machine, one save point every few screens is enough, since challenges are sparse, but levels with many obstacles often warrant many save points on one screen.
-Luck-based or trial-and-error challenges are always bad.  Invisible walls and death objects are trial-and-error.  A lot of the enemies are luck-based when used improperly; Object 4 in the Plants bank is a frequent offender.  Using the retractable spikes in a fashion the player cannot predict is almost as bad as invisible death objects, and arguably more frustrating.
-Don't repeat obstacles.  Doing a really tricky jump once might be fun, but doing it five times is not.  By the same token, avoid challenges which have been used often in other levels.
-Puzzles should not be trial-and-error.  If you can't think of actual puzzles, don't put a "puzzle" in your level.
-Juni's movement is difficult to control with precision, so avoid basing challenges around simple precision, especially if they involve one of the more fiddly components of KS like the umbrella.
-You know Bank 6, Object 5, a.k.a. that green chomper thing, a.k.a. the SandCroc?  Stop putting it in every single frupping screen.  Thank you.

Graphics, music, and other "flavorful" stuff:

-Remember that point about consistency earlier.  Please, please remember that point about consistency earlier.
-If you can't draw/write/compose, don't.  Either get better at it or get someone else to do it for you.
-Giving us something that's good and new is generally better than giving us something that's great but old.  This is why levels with custom content even exist.
-Tearing the graphics and music out of other games is not only usually illegal, it usually makes for a sucky KS level.
-Anyone remember that "Really Custom Levels" section on the old forum?  That one rule about not making your music too loud was there for a reason.
Title: Re: The Level Designer's Trap
Post by: Evil on February 05, 2010, 09:03:51
Make your screens as pretty as possible. Put visually appealing, and harmonious colors, that aren't too bright, or too dark. A nice and flowing background that goes with the tileset, along with depth added by layered [whatever you call those thingies] helps add atmosphere, even without music :)...but juni's footsteps makes it annoying :( And also pick pretty enemies, no one wants something ugly in your very beautiful level [i.e. cat, fairy, those mole things the mole things look like digglet :D .

spam lots of sparkles, and stars, with layer 0 trees on the tiles, and qualitize them later :) very pretty :)
Title: Re: The Level Designer's Trap
Post by: Widget on February 06, 2010, 21:04:08
 XD

Gotta say I agree (assuming I got your point, Evil  :P2). Visual "fluff" is very low on the list of priorities for me. I'd rather have a brilliantly orchestrated challenge with nothing but the default tiles, music, enemies - hell, anything - than a less well-made level with original, or well-chosen, content or an environmental.

The important part here, though, is that that's just my opinion. Some people will agree (I hope  8D), some will value the aesthetic continuity of a level above all else... some people, I'm sure, think a maze that requires very thorough thought or exploration is more important than either of the previous.

Having this thread is a good idea, but it's only good as long as it can be kept to points that aqre flat-out wrong, no matter what. Inserting your opinion of what makes a level worth playing is counter-productive if it has any possibility of  dissuading someone from creating a level that, while it may not appeal to you, could be a great addition to another's collection.

tl;dr: This is meant to be a thread of indisputable flaws that can appear in a level, rather than a collection of conflicting preferences as to level type or difficulty  :^^: (or discussions of the minutiae of level design.. I admit, in hindsight, I should've created a separate thread to ask if the IWBTG mentality could work in KS  XD)
Title: Re: The Level Designer's Trap
Post by: minmay on February 06, 2010, 22:54:50
This is meant to be a thread of indisputable flaws that can appear in a level

Well, it's likely that, somewhere, there's someone who thinks every single one of these "flaws" is a good thing to have in your level.  The problem is, it's also likely that there's someone who thinks Batman and Robin was a good movie.
Title: Re: The Level Designer's Trap
Post by: Widget on February 06, 2010, 23:09:44
This is meant to be a thread of indisputable flaws that can appear in a level

Well, it's likely that, somewhere, there's someone who thinks every single one of these "flaws" is a good thing to have in your level.  The problem is, it's also likely that there's someone who thinks Batman and Robin was a good movie.

I can see the point you're making but it would need a very strange kind of person to believe a level full of accidental wallswims and voids could count them as merits  :P2

You're right, though, in suggesting that I've pushed the idea a little too far in the other direction, as it were.

It would've been better to say that this is possibly not the right place to present features that would only be a flaw in a given type of level. That is, nothing that would make a bad challenge, but not necessarily impede an environmental. Or vice-versa. Or anything else that is specific to only a particular type of level  :^^: (or difficulty, for that matter. It would be a mistake to suggest that "The Impossible Jump" is a flaw, when it has it's own place. It'd be a flaw in a level that claimed to be easy, for example, but... well, I hope I've cleared up what I was trying to say)  ;)
Title: Re: The Level Designer's Trap
Post by: GrayFace on February 22, 2010, 18:37:42
- using autosave where it's not necessary. Especially, when entering an area from which the player can't get back easily. When possible, saving should be done by usual save points.
- a save point, then 1 or more empty (aka environmental) screens and then a challenging screen. Save point should be right before the challenge.

Shifting juni out of a projector or umbrella
In the case of umbrella, make an upward vent to prevent the player from passing the shift with umbrella out.  Otherwise, make a cutscene that saves.
What does this mean?

Cutscene restart
Make it save.  Simplest fix yet.
I don't get this too. I can understand why a cutscene could restart, but I don't understand how there may be a need to save game after cutscene.
Title: Re: The Level Designer's Trap
Post by: LPChip on February 22, 2010, 22:21:29
A cutscene triggers a respawn, so if you shift somewhere, take away powers, trigger a cutscene, you'll be ensured that the player respawns without the umbrella.

What does a cutscene you may ask?

* It first kills the player,
* then shows some images/sound,
* then optionally saves the player location to new coordinates,
* then respawns at last save location (previous action can move the player)
Title: Re: The Level Designer's Trap
Post by: Purple Pineapple on February 23, 2010, 01:50:54
Rather, it:

first goes to a different frame in the application without saving Juni's location
then shows some images/sound
then optionally saves the player location to new coordinates
then goes back to the game frame, and reloads from the save position (can be changed by previous action)
Title: Re: The Level Designer's Trap
Post by: Hmpf on February 23, 2010, 23:29:39
Okay, here's one that's just been annoying the heck out of me in Return to the Luminous City: there's the following sequence:

1.) Run across half of screen A.
2.) Run across screen B.
3.) Climb upwards through screen B.
4.) Climb upwards through screen C.
5.) Climb upwards through half of screen D, then jump with the umbrella to -
6.) float halfway through screen D -
7.) and through all of screen B -
8.) and run across screen E -
9.) and then jump across screen F -
10.) and climb up through screen G -
11.) at which point you have to try to get past a nasty combination of several deadly critters that in combination are rather certain to kill you at least 50% of the time, if not more often. Which means: going back to step 1.) and repeating it all. Probably more than once.

It gets old. *Really* old.
Title: Re: The Level Designer's Trap
Post by: GrayFace on March 02, 2010, 15:06:26
A cutscene triggers a respawn
Thanks, that explains a lot.
Title: Re: The Level Designer's Trap
Post by: PeppyHare4000 on March 26, 2010, 16:21:55
Okay, here's one that's just been annoying the heck out of me in Return to the Luminous City: there's the following sequence:

1.) Run across half of screen A.
2.) Run across screen B.
3.) Climb upwards through screen B.
4.) Climb upwards through screen C.
5.) Climb upwards through half of screen D, then jump with the umbrella to -
6.) float halfway through screen D -
7.) and through all of screen B -
8.) and run across screen E -
9.) and then jump across screen F -
10.) and climb up through screen G -
11.) at which point you have to try to get past a nasty combination of several deadly critters that in combination are rather certain to kill you at least 50% of the time, if not more often. Which means: going back to step 1.) and repeating it all. Probably more than once.

It gets old. *Really* old.

Ive replayed Luminous city and beat it on Hard. Your right, there is not much savepoints which makes this a pain.
Title: Re: The Level Designer's Trap
Post by: Pick Yer Poison on March 26, 2010, 21:46:08
Yeah. I've always thought that if there's a point where you find you're forced to insert a difficult challenge spontaneously, then at least let the player save first, or make the easy but lengthy bits come after.
Title: Re: The Level Designer's Trap
Post by: LA2019 on March 27, 2010, 00:26:01
This has probably been mentioned earlier, but I hate it when level boundaries are enforced with invisible walls or no-climb blocks.  It's cheating, plain and simple.

Another thing that I despise is being unable to backtrack.  I saw this a lot in Core: I'd be exploring a level and suddenly find myself shifted abruptly to a new location, and I couldn't go back and continue exploring because my new position was saved automatically.  It annoyingly breaks the game's flow, and it cheats the player out of the experience of exploring the level fully.

Finally - and this is really more of a presentation flaw than an outright mistake in design - there's the annoyance of stupid grammatical and spelling errors.  Nothing takes the feeling of polish out of an otherwise good level like... well... stupid grammatical and spelling errors.  Again, Core was full of this, and Gaia had a bit of it as well.  If you're going to put time and energy into your level design, at least have the decency to make an effort with you're spelling grammer and, punctuation.  :sick:  (See how gross that looked?)  Being a non-native speaker is no excuse - this forum is loaded with native English speakers who'd be more than happy to proofread for you.

So, yeah.  There's also stuff like random bullet-spamming plants, spikes that pop out of nowhere, and stupidly hard trick-jumping, but this post would be pages long if I kept on ranting.
Title: Re: The Level Designer's Trap
Post by: grimwit on April 21, 2010, 23:09:01
$0.02

Right, the non-climbable invisible walls is something I just call Invisible-Wall Syndrome (or IWS).  Does it feel like cheating?  You bet.  And with most levels, it doesn't fit, but is it really cheating?

IWS infects many a game in and outside Knytt related atmospheres, but it IS a legitimate design tool.  If games like God of War have IWS (and it does), then I see no reason Knytt Stories cannot as well.  The thing is in how you use IWS.

IWS should, and usually does, show up at the edge of the playground (so to speak).  The extreme edge is best, but sometimes you're in a situation that just requires IWS and the level cannot be completed anyway else.

Example:  I've been working off and on on a knytt world called Sarah for about a year or so.  There's a point where, if you don't have a certain power up, you can only be ferried across the sea via boat.  As you press down on the captain, the land recedes and you go further out into the water.  The idea is to give a feeling that you are traveling in a 3rd direction that isn't right or left.  The problem is that as the land recedes, there is still land at the edge of the screen that the player can hop on.  I COULD just make a whole other land juni could explore, but there's an awful lot of land, and that would take away from the point of the boat which is to get from point a to point b.

The answer?  Invisible Wall Syndrome.

Now the player can't jump off the side of the screen and I still maintaining the purpose of the ship.

Cheap?  Oh yes.  But effective and I feel, in this case, the correct answer to an age old problem of level design.

/$0.02
Title: Re: The Level Designer's Trap
Post by: Pick Yer Poison on April 21, 2010, 23:53:55
Oh yes.  But effective and I feel, in this case, the correct answer to an age old problem of level design.

Slap some no jump tiles on that ship, and maybe curve the solid edges at the sides of it up just a tad so they don't walk right off and into the water. Voilà.
Title: Re: The Level Designer's Trap
Post by: grimwit on April 22, 2010, 19:58:35
Well, yeah, that's great until you want the player to be able to explore a hidden island on the way over to the other side of the sea.
Title: Re: The Level Designer's Trap
Post by: Gorfinhofin on April 23, 2010, 03:46:11
Sure, invisible walls are fine in a game like God of War where if they didn't exist the player could just go right off the map, but it is completely unnecessary in KS. In KS you can easily place hazards to keep the player out of, or within, certain areas, namely water. Like PYP said, you could use No Jump tiles, and if you want the player to be able to explore an island along the way, well, just use a shift, take away the No Jumps, and then have a screen of water on the side they're not supposed to go. You would be using a shift anyway, if the ship is actually supposed to be moving. There are SOOO many ways of keeping players in bounds that are more elegant and practical than using invisible walls.
Title: Re: The Level Designer's Trap
Post by: Purple Pineapple on April 23, 2010, 04:17:38
There are SOOO many ways of keeping players in bounds that are more elegant and practical than using invisible walls.
Not to mention that neato trick with the custom objects and Juni wallswimming into a shift off to the side.
Title: Re: The Level Designer's Trap
Post by: grimwit on April 25, 2010, 16:43:23
Nope.  I still defend invisible walls.  I'm not saying it isn't a cheap trick.  It is!  I'm saying, like any spice to a soup, there's a time and a place for it in a level.

Okay, let's break this down.  You're complaint seems to be that IWS breaks the suspension of disbelief in a level.  I can agree to that up to a point, but I don't see the problem in levels where the 4th wall is broken as a habit anyway.  Also, I still have no problem with IWS in my ship sailing away example.


Side note:  9_9  You know, we could dedicate a whole thread on Invisible Wall Syndrome.
Title: Re: The Level Designer's Trap
Post by: Razzorman on April 25, 2010, 19:40:11
Okay, let's break this down.  You're complaint seems to be that IWS breaks the suspension of disbelief in a level.  I can agree to that up to a point, but I don't see the problem in levels where the 4th wall is broken as a habit anyway.
Not suspension of disbelief. Immersion. Breaking the 4'th wall intentionally as a joke is all good and well, because it doesn't make the player focus their mind on something else than enjoying the game. Players experience that as "oh hey, that was a clever joke, haha, now where was I..."

However, an invisible wall that is just there to stop the player from moving into a certain area gets a completely different reaction.
Because it makes the players top dead, without providing some sort of way out, the player will experience it more like "What is this? Why cant I go there? Why did he do that? I'm playing a game, and I don't know what is going on. Gamedesign gamedesign gamedesign I'm playing a game."


Basically, the 4'th wall break you get with an invisible wall is different form other kinds of wallbreaking, because it doesn't provide a way back into the game.

I'm saying, like any spice to a soup, there's a time and a place for it in a level.
No it isn't. If breaking immersion can be avoided, then you should avoid breaking immersion.
Title: Re: The Level Designer's Trap
Post by: Purple Pineapple on April 25, 2010, 20:05:36
Invisible walls work just fine for many things. Blocking a layer 2 wall covered with layer 3 grass. Guiding a 50 meter fall through the atmosphere. Straightening uneven tilesets. Blocking off areas.* Etc. So long as you don't make an invisible wall / invisible kill maze they're fine.

*I find you can also couple this with a sign saying something like, "You get a strong feeling you shouldn't go in there." However, the same effect can be achieved with large bodies of liquid, as Gorf mentioned.
Title: Re: The Level Designer's Trap
Post by: Pick Yer Poison on April 25, 2010, 23:36:01
The argument isn't about whether or not invisible walls should be used at all, PP; rather, it's about whether or not blocking off areas with a giant invisible wall is OK. Which I say it's not, as there is nearly always another way to do it that would result in a better experience.
Title: Re: The Level Designer's Trap
Post by: grimwit on April 26, 2010, 20:10:14
The argument isn't about whether or not invisible walls should be used at all, PP; rather, it's about whether or not blocking off areas with a giant invisible wall is OK. Which I say it's not, as there is nearly always another way to do it that would result in a better experience.

What the...?

um...

So, you're saying that invisa-walls aren't wrong, just almost always wrong?
Title: Re: The Level Designer's Trap
Post by: Mr. Monkey on April 26, 2010, 20:56:02
He's saying that invisible walls just shouldn't be used for blocking off areas; if that's almost every case of invisible wall usage, then, yes, they're almost always wrong. :)
Title: Re: The Level Designer's Trap
Post by: Pick Yer Poison on April 26, 2010, 22:57:46
It should be noted that by "blocking off areas," I mean barricading an edge of the screen with invisible walls (so the player can't walk to the next screen in that direction) without providing some visual reason as to why the player can't physically go there.
Title: Re: The Level Designer's Trap
Post by: grimwit on April 27, 2010, 17:17:28
*face palm*

Why else would...

Know what?  I'mma call stalemate on this one.  How about we agree to this:  I will continue using IWS when I think it necessary, and you can continue not liking it.  It's pretty obvious neither of us are budging on the issue.


Moving onto something perhaps we CAN agree on:  After making Blue House, I thought it would be clever if I had only one (1) save spot in it.  Erm...That was a mistake (but I'm still not changing it).  So I thought up a new rule for myself, and you can tell me if this seems somewhat balanced.  I figure I keep the save spots with in 3 screen of each other with obstacles, and about 9 screen with out obstacles.

Um...To clarify,  If it's just a playground level, then the save spots are further away cuz there are very few ways to die.  If it's a challenge level, keep the save spots with in 3 screens, to keep frustration levels on the low.  I try not to make Ludicrous levels, but if I did, I'd say each screen have a save spot.

9_9  No hard and fast rule on this subject, think I, but this at least seems fair.
Title: Re: The Level Designer's Trap
Post by: Pick Yer Poison on April 27, 2010, 18:15:16
Know what?  I'mma call stalemate on this one.  How about we agree to this:  I will continue using IWS when I think it necessary, and you can continue not liking it.  It's pretty obvious neither of us are budging on the issue.

That seems fair.

Your theory about save spot locations seems fine by me, although I like to include a save spot right before "surprise traps" (i.e. screens with no prior warning that you can easily die in by mistake).
Title: Re: The Level Designer's Trap
Post by: minmay on April 27, 2010, 23:05:42
3 screens sounds like too much of a gap, unless the screens have very, very little challenge.

PYP: Explain why anyone would want to see a "surprise trap" in a level in the first place.
Title: Re: The Level Designer's Trap
Post by: WatcherCCG on April 28, 2010, 02:08:47
3 screens sounds like too much of a gap, unless the screens have very, very little challenge.

PYP: Explain why anyone would want to see a "surprise trap" in a level in the first place.
Maybe it's a Lunatic level?
Title: Re: The Level Designer's Trap
Post by: Purple Pineapple on April 28, 2010, 04:36:02
Surprise traps are never fun. Even in a game that is obviously based around them, like IWBTG, isn't fun.
Title: Re: The Level Designer's Trap
Post by: Pick Yer Poison on April 28, 2010, 22:52:01
Surprise traps don't need to be enemies at the start of the screen: They can be a pool of water that you might not expect, a sudden fall right next off the bat, etc. They usually pop up due to small mistakes in screen design.
Title: Re: The Level Designer's Trap
Post by: pumpkin on April 28, 2010, 23:54:04
I have seen several of these, usually in some very popular levels. Like a large amount of water with no more than one tile of warning, or a green chomp that seems to blend in with the background, etc. etc. But sometimes these things make the level a bit less boring, like if you happen across one, die, and come back to it you know what to expect, but if you change it up afterwards, you have to keep on your toes. I like a good exciting level that keeps you guessing on what's next. That's my two cents anyways.
Title: Re: The Level Designer's Trap
Post by: minmay on April 29, 2010, 03:47:52
Surprise traps don't need to be enemies at the start of the screen: They can be a pool of water that you might not expect, a sudden fall right next off the bat, etc. They usually pop up due to small mistakes in screen design.

Again, why would you intentionally put one in a level?
Title: Re: The Level Designer's Trap
Post by: Pick Yer Poison on April 29, 2010, 06:30:50
Again, why would you intentionally put one in a level?

They usually pop up due to small mistakes in screen design.

Ponder the meaning of the word "mistake" and then ask that again.
Title: Re: The Level Designer's Trap
Post by: Mr. Monkey on April 29, 2010, 07:17:14
PYP, you answered the wrong question: "why do they appear in levels?", not "why would you intentionally put one in a level?".  From your more recent response I figure you were implying that it is indeed silly to intentionally construct surprise traps (answer corresponding to correct question: "You wouldn't; surprise traps are silly and are only justifiable when resulting from mistakes." though it's still pretty silly since decent design says fix mistakes rather than building ridiculous traps around them ;))?!?!
Title: Re: The Level Designer's Trap
Post by: minmay on April 29, 2010, 16:42:03
Ponder the meaning of the word "mistake" and then ask that again.
I like to include a save spot right before "surprise traps" (i.e. screens with no prior warning that you can easily die in by mistake).

That heavily, heavily implies that you were at least aware of the surprise trap, which means you're intentionally leaving it in the level, even if you didn't intentionally put it there in the first place.
Title: Re: The Level Designer's Trap
Post by: pumpkin on April 29, 2010, 19:53:11
True. But a savepoint is usually a warning, making said trap a bit less surprising right?
Title: Re: The Level Designer's Trap
Post by: yohji on April 29, 2010, 19:56:30
If we use the broad definition (e.g. surprise traps = monsters at the edge of the screen, a large body of water, an unexpected drop, etc.), then I really don't understand what's so bad about surprise traps. When playing a difficult challenge level I most certainly expect all kinds of traps, and I'm pretty sure most people do, too. Similarly, when playing a difficult game like La Mulana I most certainly expect difficult decisions, opportunities to break the game, etc. (and in that particular case, it actually enhances the experience, because it encourages you to think before you act, be cautious, etc., helping to immerse the player) Countless classic video games established this pattern - PC games like Prince of Persia, Doom, Quake, numerous platformers - you always had all kinds of unexpected difficult challenges happening. It's just another type of gameplay. In fact, one could argue that certain traps in the original KS actually are surprise traps by default - e.g. spiky walls that appear from beneath the ground when you get the eye,
Spoiler: (click to show/hide)
So IMO surprise traps, like so many things, are only bad when overdone, or when put in the wrong context (noone wants an unexpected fall to their death in an environmental level), or when there are too few savepoints, etc.
Title: Re: The Level Designer's Trap
Post by: Mr. Monkey on April 29, 2010, 20:30:34
Inescapable traps without any indication of their existence are good level design!!!!!!!!!!


Seriously though there's a difference between difficult and unfair.
Title: Re: The Level Designer's Trap
Post by: Pick Yer Poison on April 29, 2010, 21:34:04
(noone wants an unexpected fall to their death in an environmental level)

Whenever I end up with a surprise trap in a level I've made, it was a direct result of how I build my levels: I don't plan out anything more than the vague ideas of what I want, and then I just kind of let the screens build themselves. I don't really pay much attention to the gameplay aspect (unless I'm making a challenge level, which I rarely do), so the screen may have a small surprise trap that I didn't notice while building it. Later, when I come back through to add savepoints, if I notice the surprise trap, I'll try to remove it. The problem with this comes when removing it makes the screen look lackluster. When that happens, I just shrug and add a savepoint in the screen right before it, so that anyone who falls into it doesn't have to trek all the way back to that area, and can respawn right away and continue on their way, knowing that the trap is there.
Title: Re: The Level Designer's Trap
Post by: minmay on April 29, 2010, 21:58:43
In fact, one could argue that certain traps in the original KS actually are surprise traps by default - e.g. spiky walls that appear from beneath the ground when you get the eye,
Spoiler: (click to show/hide)

Spoiler: (click to show/hide)
Title: Re: The Level Designer's Trap
Post by: yohji on April 29, 2010, 22:25:46
In fact, one could argue that certain traps in the original KS actually are surprise traps by default - e.g. spiky walls that appear from beneath the ground when you get the eye,
Spoiler: (click to show/hide)

Spoiler: (click to show/hide)
I never said anything of the sort. I was merely pointing out that KS includes surprise traps by default, and demonstrates their use in
Spoiler: (click to show/hide)
, thus encouraging their use in custom levels. Which means that KS is one of many, many classic games that include such concepts. Given that these games did actually become classic, I think it's safe to assume most players have no problem with surprise traps in general - which is why I was puzzled to see the issue discussed here at length.
Title: Re: The Level Designer's Trap
Post by: Mr. Monkey on April 29, 2010, 22:28:35
people thinking it's fine doesn't mean it's actually decent design
Title: Re: The Level Designer's Trap
Post by: yohji on April 29, 2010, 22:34:18
(noone wants an unexpected fall to their death in an environmental level)

Whenever I end up with a surprise trap in a level I've made, it was a direct result of how I build my levels: I don't plan out anything more than the vague ideas of what I want, and then I just kind of let the screens build themselves. I don't really pay much attention to the gameplay aspect (unless I'm making a challenge level, which I rarely do), so the screen may have a small surprise trap that I didn't notice while building it. Later, when I come back through to add savepoints, if I notice the surprise trap, I'll try to remove it. The problem with this comes when removing it makes the screen look lackluster. When that happens, I just shrug and add a savepoint in the screen right before it, so that anyone who falls into it doesn't have to trek all the way back to that area, and can respawn right away and continue on their way, knowing that the trap is there.

As long as there's a savepoint, it's allright with me :)
Title: Re: The Level Designer's Trap
Post by: yohji on April 29, 2010, 22:38:23
people thinking it's fine doesn't mean it's actually decent design

Well, if we were talking about painting or music, this argument would hold well. But we're talking about video games, which are completely interactive, and the creators have to think about how the player behaves and reacts to their game. Judging from countless examples, people have no real problem with surprise traps, so they can be used. With caution, of course - what you described earlier ("inescapable traps without any indication of their existence") may constitute a problem, but, for instance, what pumpkin described ("a large amount of water with no more than one tile of warning") is perfectly fine, especially if there's a savepoint.
Title: Re: The Level Designer's Trap
Post by: Mr. Monkey on April 29, 2010, 23:01:09
lack of negative reaction is not the same as positive reaction
Title: Re: The Level Designer's Trap
Post by: minmay on April 30, 2010, 01:40:31
what pumpkin described ("a large amount of water with no more than one tile of warning") is perfectly fine, especially if there's a savepoint.

No, it's not fine.

Notice that I didn't provide any reason for it not being fine.  Notice also that you provided no reason for it being fine.

Please provide a reason for such a trap being better than the absence of the trap, rather than the trap being better than an even more unfair trap.

also, reason:
Personally, I hate seeing surprise traps in levels.  They are, to me, one of the most annoying things to consistently appear in KS levels.  What makes you say people have no real problem with surprise traps?  I get the feeling that "people" here means "you."  I think you'll find there are plenty of other people that dislike them.
After all, what does the trap do?  It kills the player with very little warning.  There is no skill involved in avoiding it; all it does is encourage the player to pause after walking into a new screen.  How can that be perceived as good?

Finally, perhaps you would like to cite a few of your "countless examples."  More specifically, I want you to give an example of someone who played a level with such a trap, liked it, and posted about that.
Title: Re: The Level Designer's Trap
Post by: Pick Yer Poison on April 30, 2010, 02:12:11
You want a reason to put in a surprise trap? Fine, I'll give you one. Making the player pause and actually look at the screen. Most players will simply run through a screen without bothering to pay attention to the scenery; if they fall into a surprise trap, they're that much more likely to pause and take a look at their surroundings rather than simply rushing through them.

More specifically, I want you to give an example of someone who played a level with such a trap, liked it, and posted about that.

Give us an example of someone who played a level without a trap and posted that they liked it because it didn't have a trap. People don't post about something they like if it's been done several times before; they'll only post that they liked the level. Surprise traps can be surprisingly frequent, depending on how wide your definition of them is, so most people have already seen them. Most people don't post things like "I didn't like it because on the 43rd screen you can fall in water right away;" rather, they'll simply post a generic comment saying they disliked the level.
Title: Re: The Level Designer's Trap
Post by: Purple Pineapple on April 30, 2010, 02:27:37
I seem to recall one surprise trap level that rather annoyed people. It did not have a savepoint right before the trap as a "warning," but still annoyed the heck out of people.
Title: Re: The Level Designer's Trap
Post by: Mr. Monkey on April 30, 2010, 06:19:02
Any truly surprising trap would not motivate caution, as there would be no way of detecting it.  The only way to really avoid them is to get stupidly metagamey and poke around at every save point, which is tedious and oh did I say stupid because it is.
Title: Re: The Level Designer's Trap
Post by: AA on April 30, 2010, 10:18:55
I think surprise traps can work within certain bounds. Let's take The Machine as an example, a mostly good one. There are essentially two surprise traps in the level: ghost spike bars and retractable spikes.

First of all, Knytt Stories in general doesn't have lives or a score, thus, provided that save points are properly placed, getting killed by a surprise trap isn't usually a big deal.

Ghost spike bars are always surprise traps, and they're the 'worst' example of that in The Machine, though that's not saying much: they can't be detected by the Radar, but they're confined to a single area, so the player knows that s/he has to stay alert only in that area (it's still a pretty large one, so it can get annoying). There's also no instance where you can get surprise-spiked after a challenging section.

Retractable spikes are used sparingly, only appear on certain types of platforms (you can always tell where they'll pop out after the first time), and the first time you see them, you probably won't get killed by them (so it's not really a surprise trap, strictly speaking). The Radar works on them, but that's not necessarily a factor, since it's an optional power-up.

Finally, all in all, there's a limited number of surprise traps in the whole level, and a limited variety: after the first death, any player would know what to expect, and where s/he can let her/his guard down. There's also no 'warning' Save Point before them, if I remember correctly, because there's no need, as the nearest one is a couple of screens before the trap, with no hard challenges in-between (no frustration, yet no 'surprise spoiler').
Title: Re: The Level Designer's Trap
Post by: yohji on April 30, 2010, 10:34:26
what pumpkin described ("a large amount of water with no more than one tile of warning") is perfectly fine, especially if there's a savepoint.

No, it's not fine.

Notice that I didn't provide any reason for it not being fine.  Notice also that you provided no reason for it being fine.

Of course I did. You seem to be continually misreading my posts. I'll say it again: surprise traps, when used correctly and without going overboard, contribute to a type of gameplay that encourages caution in a player, making the game/level into a genuinely (as far as video games go) dangerous experience. It feels more real: instead of just progressing from one obvious challenge to another, in a level obviously constructed to guide the player through it, you get a real environment that has a life of its own. Also, like PYP said, once the player realizes the level can have surprise traps, they'll be more careful and will stop and look rather than run trhough, heightening the immersion.

Please provide a reason for such a trap being better than the absence of the trap, rather than the trap being better than an even more unfair trap.

What? I never made such ridiculous statements, why should I provide reasons for something I never said? Whether something is better than something else in a level depends entirely on the level in question and the particular screens.

After all, what does the trap do?  It kills the player with very little warning.  There is no skill involved in avoiding it; all it does is encourage the player to pause after walking into a new screen.  How can that be perceived as good?

See above.

Finally, perhaps you would like to cite a few of your "countless examples."  More specifically, I want you to give an example of someone who played a level with such a trap, liked it, and posted about that.

Yeah, right. Couldn't reply better than PYP did. Still, here's a classic example, Prince of Persia 2, which was heavily criticized for how difficult it was, surprise traps and all. Observe how people give it a 5/5 rating and still play it:
http://www.mobygames.com/game/dos/prince-of-persia-2-the-shadow-the-flame
Or the original, which was a bit less difficult, but still had its share of surprise traps and other nasty stuff:
http://www.mobygames.com/game/dos/prince-of-persia
The reviews all mention the difficulty and the unfairness, but quite a few people enjoy the game.

Also, I was thinking to maybe find some reactions to La Mulana on the forum, and was astonished to find that you created the topic about it. If you hate surprise traps and game-breaking unfair traps, and so on, how come you can enjoy La Mulana, which has all of that stuff in great abundance?
Title: Re: The Level Designer's Trap
Post by: minmay on April 30, 2010, 22:20:40
There is, by the way, an implicit "I think" before everything here.

Making the player pause and actually look at the screen. Most players will simply run through a screen without bothering to pay attention to the scenery; if they fall into a surprise trap, they're that much more likely to pause and take a look at their surroundings rather than simply rushing through them.
If the player isn't paying attention to the scenery it's because (s)he doesn't want to - why force them?


Give us an example of someone who played a level without a trap and posted that they liked it because it didn't have a trap.
Ignoring the logical fallacy: yohji mentioned "countless examples," and that statement was a clarification of what I would consider an example.  If they're countless, surely there's at least one positive reaction?


People don't post about something they like if it's been done several times before; they'll only post that they liked the level. Surprise traps can be surprisingly frequent, depending on how wide your definition of them is, so most people have already seen them. Most people don't post things like "I didn't like it because on the 43rd screen you can fall in water right away;" rather, they'll simply post a generic comment saying they disliked the level.
Is this actually relevant?  It seems to provide no support for either side of this argument.


stuff about The Machine
And the ghost spike bars were, to me, the most annoying and pointless part of The Machine - one of the only annoying parts, in fact.  Imagine that.

Finally, all in all, there's a limited number of surprise traps in the whole level, and a limited variety: after the first death, any player would know what to expect, and where s/he can let her/his guard down. There's also no 'warning' Save Point before them, if I remember correctly, because there's no need, as the nearest one is a couple of screens before the trap, with no hard challenges in-between (no frustration, yet no 'surprise spoiler').
You say "no frustration."  I don't get how a surprise trap isn't frustrating.  It is, by our presumably agreed-upon definition, something that serves only to make the player slow down (either by having to be cautious or by dying).

My problem isn't really with surprise traps in general, by the way.  It's surprise traps in Knytt Stories, a game which feels totally unsuited to them.  Let's take Spelunky as an example, one that a good number of you have probably played.  In Spelunky, 1. death is permanent and 2. time is a factor.  Now, Spelunky doesn't have any "hard" surprise traps (traps that you just couldn't have seen coming) - that would be stupid and unfair and stupid.  Indeed, all of Spelunky's traps are easily visible, and serve mainly to punish reckless players: arrow traps, spikes, and so on.
Here, however, making the player slow down actually has a purpose.  It adds another layer of challenge to the game by making them balance their exploration speed: too fast and they risk falling prey to one of the traps, too slow and they won't be able to get through the whole level without the ghost appearing.  (For that matter, how much of the level you choose to explore in the first place is another layer of challenge.)
Certainly, they still have disadvantages: they can be frustrating, and on occasion they feel a bit cheap.  But they also have the considerable (hopefully) good effect on gameplay that I mentioned above.

In Knytt Stories, I don't really see anything good coming out of surprise traps.  Time spent is not a factor at all, you have infinite lives, and unless the level designer is clueless, you have plenty of save points.  So having to slow down to avoid traps is not only annoying but uninteresting - it feels like something you just shouldn't have to do.

Oh, one other key difference between surprise traps in Spelunky and surprise traps in Knytt Stories: Spelunky levels are semi-randomly generated - you can't die and then replay the level knowing where the traps are.  KS levels are the same every time, as are the surprise traps.


I'll say it again: surprise traps, when used correctly and without going overboard, contribute to a type of gameplay that encourages caution in a player, making the game/level into a genuinely (as far as video games go) dangerous experience.
KS isn't a game that normally feels like a "genuinely dangerous experience."  Even so, when "caution" means "go through every screen really slowly because something might kill you otherwise," it's not any fun, at least not for me.


It feels more real: instead of just progressing from one obvious challenge to another, in a level obviously constructed to guide the player through it, you get a real environment that has a life of its own. Also, like PYP said, once the player realizes the level can have surprise traps, they'll be more careful and will stop and look rather than run trhough, heightening the immersion.
Hmm.  I've always had the opposite reaction: surprise traps feel like something obviously constructed to artificially extend the time spent on a level, thus breaking immersion.  But we're hardly about to alter each other's personal experiences, so I'll leave this one be.


Please provide a reason for such a trap being better than the absence of the trap, rather than the trap being better than an even more unfair trap.

What? I never made such ridiculous statements, why should I provide reasons for something I never said? Whether something is better than something else in a level depends entirely on the level in question and the particular screens.
Okay, provide a reason for such a trap being no worse than the absence of the trap (which you definitely implied VERY heavily - "I really don't understand what's so bad about surprise traps," "I think it's safe to assume most players have no problem with surprise traps in general."  But you already did and I responded, probably not to your satisfaction, so yeah.


games that aren't Knytt Stories
I guess I wasn't specific enough.  I was talking about surprise traps in Knytt Stories.  See my explanation of why they work in Spelunky, and why they don't in KS.  Also keep in mind that "this game has a flaw" doesn't mean "this game is a bad game."  I agree that many of the traps and some of the puzzles in La Mulana were stupid, but those are far outnumbered by the puzzles that are fair and fun to figure out, not to mention all the other, more tangentially related things that make the game fun.
Title: Re: The Level Designer's Trap
Post by: Purple Pineapple on May 01, 2010, 01:13:03
37 posts about IWS. :overwhelmed:
Title: Re: The Level Designer's Trap
Post by: Pick Yer Poison on May 01, 2010, 02:58:03
If the player isn't paying attention to the scenery it's because (s)he doesn't want to - why force them?
If the player absolutely refuses to pay attention to the scenery, then a surprise trap won't force them to do so, sure. But if the player has forgotten that there's actually scenery around them and is simply rushing through the level (something that has often happened to me), then a surprise trap can serve as a reminder that, "Hey! There's more going on here than flat surfaces to run on!" I build levels with scenery for a reason, and as the level's designer, I'm perfectly allowed to try and get the players to play my level the way it's intended. If that requires forcing them to slow down to at least see if they like it better, then so be it. However, I would never put a surprise trap on every screen simply to force the players to look out for them all the time; that would defeat the purpose, as they would then be focused on that instead. After one or two consecutive screens without any traps, the player will probably feel relaxed enough to stop looking for them intently, but will still go a bit slower and notice the screens themselves.

Ignoring the logical fallacy: yohji mentioned "countless examples," and that statement was a clarification of what I would consider an example.  If they're countless, surely there's at least one positive reaction?
First, please explain what the "logical fallacy" there was. Second, yohji's "countless examples" referred to the many video games that have featured surprise traps but have scored highly. Not simply Knytt Stories levels. (yohji, correct me if I'm wrong here.

Is this actually relevant?  It seems to provide no support for either side of this argument.
That was support for an argument I made just before it that people won't post about surprise traps in comments because they're not that rare.

You say "no frustration."  I don't get how a surprise trap isn't frustrating.  It is, by our presumably agreed-upon definition, something that serves only to make the player slow down (either by having to be cautious or by dying).
The difference between "surprising" and "frustrating" occurs when dying causes you to lose a lot of work, have to redo a particularly difficult/annoying part of a level, or simply have to trek around for a long time. Those kinds of traps are worse, because they result in "cheap" deaths, or deaths where what you gain is less than what you lose. If a death you can't have expected makes you lose the next twenty minutes trying to get past a really hard room again, it's a "cheap" death; however, if it makes you lose the moment it takes to respawn in the previous screen, it can hardly be considered to have devastated you.

My problem isn't really with surprise traps in general, by the way.  It's surprise traps in Knytt Stories, a game which feels totally unsuited to them.
Funny, I've always liked Knytt Stories levels without any enemies at all to be the better ones. But we all work with the given medium as best as we see fit.

[In Spelunky], however, making the player slow down actually has a purpose.
I believe I've already made the point and backed it up that there is a purpose for making the player slow down in a Knytt Stories level. Several times.

Certainly, they still have disadvantages: they can be frustrating, and on occasion they feel a bit cheap.  But they also have the considerable (hopefully) good effect on gameplay that I mentioned above.
Note what I mentioned about cheap deaths above. If every time you died in Spelunky, you could simply wait a moment and restart the room, your deaths wouldn't feel nearly as cheap (although some still might). In fact, in some cases you might enjoy certain things more than before, because then you can continue down with the knowledge that that arrow trap is waiting for you, so in order to survive you should duck.

In Knytt Stories, I don't really see anything good coming out of surprise traps.  Time spent is not a factor at all, you have infinite lives, and unless the level designer is clueless, you have plenty of save points.  So having to slow down to avoid traps is not only annoying but uninteresting - it feels like something you just shouldn't have to do.
Sometimes players need to slow down for their own good; you can't enjoy an environmental level if you're focused on running through it as fast as possible. Walking through the entire level is a bit extreme, and can limit environments greatly, but a small pool of water near the beginning of a screen will cause the player to take it slowly for a little bit. During that time, they may become interested in all the visuals they've been missing, and will take it more slowly of their own accord from that point on. That's why you should never put several surprise traps in a row; that amounts to teaching the player that there really are hoardes of surprise traps waiting for them, and they'll become so focused on avoiding those that they miss the entire point of the first one.

Oh, one other key difference between surprise traps in Spelunky and surprise traps in Knytt Stories: Spelunky levels are semi-randomly generated - you can't die and then replay the level knowing where the traps are.  KS levels are the same every time, as are the surprise traps.
Exactly; this means it's much less of a pain when you die from a surprise trap in Knytt Stories, because you can learn from your experience and avoid dying from it again.

KS isn't a game that normally feels like a "genuinely dangerous experience."  Even so, when "caution" means "go through every screen really slowly because something might kill you otherwise," it's not any fun, at least not for me.
If you're going through every screen that slowly, there's something wrong with the level. A surprise trap of the sort I'm describing shouldn't be intended to inspire such a paranoia that you hold the A key all the time and take baby steps to try and trip any further traps. This is exactly the kind of result that could occur if several surprise traps are placed one after another, or if the first one is made of "pop-up" objects, like hidden spikes or spiked ghost walls. A pool of water is an excellent surprise trap for slowing down the player without ruining the game, because it's something that's always easily visible from any distance (barring poor color schemes and those concealing objects that vanished when you get near them).

Also keep in mind that "this game has a flaw" doesn't mean "this game is a bad game."
I've got a question for you: What's the fatal flaw about surprise traps that means that you should never, ever, under any circumstances whatsoever, use them, because it ruins the level they're in? That's the position you seem to be coming from. I'm not asking this question because I think you don't have an answer, by the way; rather, I'm asking because I'd like to see what your primary reason for this is. You've only mentioned one or two small things so far (at least, I consider them small).

37 posts about IWS. :overwhelmed:
What?
Title: Re: The Level Designer's Trap
Post by: minmay on May 01, 2010, 03:43:11
However, I would never put a surprise trap on every screen simply to force the players to look out for them all the time; that would defeat the purpose, as they would then be focused on that instead.
Which is what yohji was (seemingly, anyway) referring to.  I don't have a big problem with using a "weak" surprise trap to get the player to look at the scenery.  I still think it'd be better left out, but this is a complete divergence into personal opinion, so never mind that.

The logical fallacy in question is actually a combination of the negative proof fallacy (there is no evidence against X, thus X) and an attempt to shift the burden of proof to the default side, the skeptical, rather than the credulous.  I believe this is actually another specific fallacy, but I am too lazy to look it up.
Also, I can recall a specific example of people being upset about a surprise trap - one of a kind similar to the one you mention, in fact.  In an "environmental" (messy slathering of tilesets, things that kill you) level by Drakkan posted on the old forum (which means no retrieving it, and yes, I forgot the name), the first few screens have no save points and are just walking.  Then the next screen has a run powerup on the first tile and a puddle of lethal water on the next.  You have literally about a fifth of a second to react to this, and if you don't you have to spend about 20 seconds just walking back to the same screens.  Numerous people complained.

Of course, this is a particularly egregious example of terrible design, and it's not the sort of trap you're referring to anyway.

I've got a question for you: What's the fatal flaw about surprise traps that means that you should never, ever, under any circumstances whatsoever, use them, because it ruins the level they're in?
There isn't one, and of course that's not the position I'm taking, but you seem to be aware of that.  It's a case of almost always rather than always.  My primary reason is, of course, that some people don't like surprise traps and very few people would prefer surprise traps to the absence of surprise traps - that is, in the typical KS level.  And isn't the primary goal of level design to make something that people like and enjoy?
Of course, if you have a situation in which you feel a surprise trap would actually improve the level, by all means put it in; it's not going to ruin the level, even if it has a good chance of making it very slightly less enjoyable.

edit: removed inadvertent smiley
Title: Re: The Level Designer's Trap
Post by: Razzorman on May 01, 2010, 12:20:48
If the player isn't paying attention to the scenery it's because (s)he doesn't want to - why force them?
If the player absolutely refuses to pay attention to the scenery, then a surprise trap won't force them to do so, sure. But if the player has forgotten that there's actually scenery around them and is simply rushing through the level (something that has often happened to me), then a surprise trap can serve as a reminder that, "Hey! There's more going on here than flat surfaces to run on!"
I don't think it would. If a player is simply rushing through a level without regard for the scenery, then how is killing them without warning going to make them look more at the environment? They would just be a little more focused on looking for surprise traps, and slightly annoyed.

I build levels with scenery for a reason, and as the level's designer, I'm perfectly allowed to try and get the players to play my level the way it's intended. If that requires forcing them to slow down to at least see if they like it better, then so be it.
You shouldn't have to force players to slow down in the first place.
I'd say that if the player doesn't want to play your level the way you intended, then you've already kind of failed designing it.
I'm not saying that scenery is bad or anything, but if you want players to look at it, you should make the scenery more interesting instead of punishing them for not being interested.
Title: Re: The Level Designer's Trap
Post by: Mr. Monkey on May 01, 2010, 17:07:13
Besides, if someone is absorbed in the scenery, he or she probably wouldn't notice a surprise trap springing up in front of Juni.
Title: Re: The Level Designer's Trap
Post by: Pick Yer Poison on May 01, 2010, 22:25:26
The logical fallacy in question is actually a combination of the negative proof fallacy (there is no evidence against X, thus X) and an attempt to shift the burden of proof to the default side, the skeptical, rather than the credulous.
That was aimed more at proving that it's next to impossible to find examples of levels where people have specifically posted that they didn't like a surprise trap in it by turning into something that I thought you might find easier to understand.

I don't think it would. If a player is simply rushing through a level without regard for the scenery, then how is killing them without warning going to make them look more at the environment? They would just be a little more focused on looking for surprise traps, and slightly annoyed.
That's an example of the kind of person who is more intent on moving quickly through the level than paying attention to it. In that case, a surprise trap doesn't really do anything to make them slow down and pay attention; really, at that point, I don't think much can.

You shouldn't have to force players to slow down in the first place.
You shouldn't have to, sure. But that doesn't change the fact that sometimes you do.

I'd say that if the player doesn't want to play your level the way you intended, then you've already kind of failed designing it.
How is that my failure? I can only build the level; the player chooses how to play it. I can't prevent the wrong kinds of people from playing my level; the best I can do is try to guide them as to how it should be played. For example, let's say in one of your challenge levels, someone decides to use the KS cheat to get past everything. That's certainly not how you intended for it to be played, and thus, by what you've said, you failed to design the level correctly.

I'm not saying that scenery is bad or anything, but if you want players to look at it, you should make the scenery more interesting instead of punishing them for not being interested.
If someone isn't interested in a level I've made, then why are they playing it? If they're not going to bother to pay attention they might as well get something to pay attention to. If they dislike the level enough that a momentary respawn puts them off it, then they're not missing anything they would've liked.

Besides, if someone is absorbed in the scenery, he or she probably wouldn't notice a surprise trap springing up in front of Juni.
No system is perfect; this is the reason for the savespot right before the trap. If the player is absorbed in the scenery that much, then falling into a puddle of water, respawning, jumping over it, and continuing on their way won't interrupt their enjoyment of the level to a large degree. However, as stated above, if the player is put out enough that they lose any desire to see the rest of the level, then they weren't sufficiently interested in it anyway.

EDIT: Removed an extra [/quote] tag.
Title: Re: The Level Designer's Trap
Post by: Artix on May 01, 2010, 23:36:38
The worst instance of a surprise trap I've found so far has to be in "A Knytt in Time"

I'll be running along inside the pipes, not paying much attention, and I'll run right into the spikes at the end of the pipes. Needless to say, I have to walk back through the pipe a second time. Kind of annoying.
Title: Re: The Level Designer's Trap
Post by: Mr. Monkey on May 01, 2010, 23:55:10
For PickYerPoison:

Regarding your response to the first quotation: Next to impossible? Easier to understand?!?!?! So like are you generalizing your sample of level responses or what?

Regarding the rest: My point is that it's pretty invalid to argue that the presence of surprise traps supports looking at the scenery; rather, it supports moving in short bursts and looking right in front of Juni for surprise traps.  Furthermore, the fact that sometimes you do doesn't make it any better design.  If you want an example of something people might like to pay attention to, I'll give you one: good, fair challenge.
Also, if people are even playing your level, they must have some degree of interest in it, and if people actually are interested, throwing in an extra thing to pay attention to doesn't really bolster that at all; rather, it can very well detract from it, as may be a distraction from the interesting bits.  In the case of environmental levels and surprise traps, players come in with a liking for environment, and the surprise traps don't really help them pay attention, since they already want to do so.  In the case of a environment/challenge level with surprise traps added, there could be people only interested in the challenge, in which case you shouldn't force them to pay attention to the environment, regardless of if your method works.


For Artix:

Of course, the surprise trap fellows would say the fault in the level design there would be lacking a save point right before the trap, rather than the trap itself.
Title: Re: The Level Designer's Trap
Post by: egomassive on May 02, 2010, 01:35:33
Ouch! I got singled out in this thread. I have to agree though. I think the main problem with the pipes in A Knytt in Time was the length. Those pipe, were crucial to the story and the flow of the game. I wanted the machine at the heart to be ominous. The pipe couldn't just end at the machine. If I let Juni enter the machine then that would undermine its mysterious nature.

Gameplay wise however, they are a disaster. What was intended to be a shortcut to any part of the world, ended up becoming a boring, time-eating trek. OK the first time (they're like little environmental levels, a break from the action.) But, if you're lost as to what to do next and you've gone through them more than twice, then not OK. I thought, "People might run into the spikes once, but then they'd know better." However, the pipes can lull you into a since of security. Your mind starts to wander. You get spiked. (They The spikes were removed from the LoCP edition.)

So, I'll go ahead and add that to the list. If you're going to make a large safe area, don't put any dangers before the first save point no matter how easily they can be avoided.
Title: Re: The Level Designer's Trap
Post by: Razzorman on May 02, 2010, 10:37:33
You shouldn't have to, sure. But that doesn't change the fact that sometimes you do.
No you don't. The player chooses how they want to play a level, not the designer. All you can do as a designer, is making your way of playing more enjoyable.
If the player doesn't want to play the level as the designer intended, then that is because the player doesn't enjoy playing as intended.

For example, let's say in one of your challenge levels, someone decides to use the KS cheat to get past everything. That's certainly not how you intended for it to be played, and thus, by what you've said, you failed to design the level correctly.
Yes. They obviously didn't feel that my challenges were worth playing through.

If someone isn't interested in a level I've made, then why are they playing it? If they're not going to bother to pay attention they might as well get something to pay attention to. If they dislike the level enough that a momentary respawn puts them off it, then they're not missing anything they would've liked.
That's kind of my point. Why design a level to slow down people who wouldn't have liked it anyways?
Design for the audience you want to enjoy your level, and disregard everyone else.
If you are making an environmental level, you shouldn't think about slowing down people who aren't into environmental levels.
Title: Re: The Level Designer's Trap
Post by: Pick Yer Poison on May 02, 2010, 20:36:00
Alright, you guys have made fair points. I concede.
Title: Re: The Level Designer's Trap
Post by: Artix on May 02, 2010, 20:44:59
Ouch! I got singled out in this thread. I have to agree though. I think the main problem with the pipes in A Knytt in Time was the length. Those pipe, were crucial to the story and the flow of the game. I wanted the machine at the heart to be ominous. The pipe couldn't just end at the machine. If I let Juni enter the machine then that would undermine its mysterious nature.

Gameplay wise however, they are a disaster. What was intended to be a shortcut to any part of the world, ended up becoming a boring, time-eating trek. OK the first time (they're like little environmental levels, a break from the action.) But, if you're lost as to what to do next and you've gone through them more than twice, then not OK. I thought, "People might run into the spikes once, but then they'd know better." However, the pipes can lull you into a since of security. Your mind starts to wander. You get spiked. (They The spikes were removed from the LoCP edition.)

So, I'll go ahead and add that to the list. If you're going to make a large safe area, don't put any dangers before the first save point no matter how easily they can be avoided.

There are lots of different ways to prevent a player from entering the machine. One example of such would be to put a grate in the way. (I'm not starting an argument, I'm saying a good alternate.)
Title: Re: The Level Designer's Trap
Post by: pumpkin on May 03, 2010, 08:20:37
It wouldn't even have to be deathless, maybe one of the shocky guys would've made more sense... I also am posting an alternative, not an argument starter.
Title: Re: The Level Designer's Trap
Post by: minmay on May 03, 2010, 16:42:20
This sounds like more of a case of using surprising death objects to block something off rather than a trap, per se.
Title: Re: The Level Designer's Trap
Post by: bunnrey on May 04, 2010, 07:20:24
one word.
solidgrass.
 :)
Title: Re: The Level Designer's Trap
Post by: Pick Yer Poison on May 04, 2010, 07:56:17
one word.
solidgrass.
 :)

Oh god no

Please

Anything but that
Title: Re: The Level Designer's Trap
Post by: pumpkin on May 04, 2010, 19:50:18
Indeed, solidgrass is the worst of the worst, especially really tall grass...
Title: Re: The Level Designer's Trap
Post by: Artix on May 05, 2010, 02:22:35
 :huh: I don't find solid grass that bad. If it's restricted to one tile in order to keep a wandering creature from wandering off an edge.

But people complained, so I had to use an alternative for my level.
Title: Re: The Level Designer's Trap
Post by: Pick Yer Poison on May 05, 2010, 04:06:17
:huh: I don't find solid grass that bad. If it's restricted to one tile in order to keep a wandering creature from wandering off an edge.

But people complained, so I had to use an alternative for my level.

The problem shows itself with the player tries to walk over it. Go ahead. Make a solid grass tile and try walking over it. I think you'll be able to see the problem.
Title: Re: The Level Designer's Trap
Post by: egomassive on May 05, 2010, 11:53:03
There's a solution for this.

Juni can walk over a bump 2 pixels high, and it's barely noticeable. Some creatures can and some can't. Some creatures can even pass it going one way, but not the other. You can see the technique in use in the Life Ruby right after you enter the temple.
Title: Re: The Level Designer's Trap
Post by: yohji on May 05, 2010, 12:50:37
Please provide a reason for such a trap being better than the absence of the trap, rather than the trap being better than an even more unfair trap.

What? I never made such ridiculous statements, why should I provide reasons for something I never said? Whether something is better than something else in a level depends entirely on the level in question and the particular screens.
Okay, provide a reason for such a trap being no worse than the absence of the trap (which you definitely implied VERY heavily - "I really don't understand what's so bad about surprise traps," "I think it's safe to assume most players have no problem with surprise traps in general."  But you already did and I responded, probably not to your satisfaction, so yeah.


games that aren't Knytt Stories
I guess I wasn't specific enough.  I was talking about surprise traps in Knytt Stories.  See my explanation of why they work in Spelunky, and why they don't in KS.  Also keep in mind that "this game has a flaw" doesn't mean "this game is a bad game."  I agree that many of the traps and some of the puzzles in La Mulana were stupid, but those are far outnumbered by the puzzles that are fair and fun to figure out, not to mention all the other, more tangentially related things that make the game fun.

The "in Knytt Stories" bit clarified a lot, thanks. Thing is, I don't see KS as a game with a fixed gameplay pattern, whereas you apparently do. One custom level may feel genuinely dangerous, other may be a completely safe, pleasant walk. Others may be little more than living paintings, with the player doing nothing but staring at the environment, and still others may be experiments pushing the boundaries of KS level design logic (e.g. Lingon's "Find the Bug"). This is why I can't reply to "how a surprise trap is no worse than the absense of a trap" - it depends wholly on the level. In a very hard challenge level, for example, both situations are possible; a surprise trap may be perfectly in tune with various challenges (like I described before, making the level feel dangerous), but it also may be completely out of place if it follows a series of particularly hard screens.

In La Mulana, I would consider nothing to be stupid. I think that game is as perfect as games get. It was meant to provide the player with a difficult, unforgiving environment; hence the surprise traps and things that can break the game. Sure, I agree some may be irritating, and breaking the game is never fun, but if the environment is right, if the traps are in tune with it and the gameplay, then they're OK. Gameplay logic should coexist with environment logic, I think.

Anyway, given some other statements you and I made earlier, I guess much of this is personal experience; you get stuck in an unfair trap in La Mulana and consider it stupid; I get stuck in the same trap, I use a few swearwords, then continue from the last appropriate save and never for a moment think that the trap was stupid. Maybe we should leave it at that.
Title: Re: The Level Designer's Trap
Post by: minmay on May 06, 2010, 01:30:31
Well, La-Mulana is intended to be frustrating and irritating in parts, so maybe "stupid" is the wrong word.

Knytt Stories has a restricted gameplay pattern.  Not a fixed one, a restricted one.  The imprecise nature of its physics and most of the enemies means that highly precise challenges are doomed to be annoying and boring, with more luck involved than skill.  Such challenges don't feel right, and, to me, neither do surprising traps.

And, broken record here: opinionItalics.