How Many Lives Are Right
Posted: Sun Dec 16, 2007 11:07 am
I've played a number of levels that I would have rated higher if it weren't for one factor. The designer only gave me one life. It never ceases to amaze and annoy me when I come across a level that initially has visual appeal and challenging play but only one life, when it clearly will require more. Although it may be beatable by a very small percentage of the players, the majority will walk away, give it a very low rating and not replay.
In many cases one life may be appropiate. Like the tutorial levels, and some of the art levels. But for many other levels, it seems to me that the designer should have given more careful consideration to how many lives they set. I'm probably preaching to the choir here, as most of the designers who post here do a good job at assigning a fair number of lives to challenge the player and give them a fair opportunity to win. But I'm posting this in hope that some of the newbies will at least read this and give it some consideration.
It is a waste of time and talent to design a level that is complex enough to require a number of lives to defeat, and then only give the play one shot at it. If designing a level that is impossible to beat is your goal, that is not difficult to achieve, and it doesn't reflect any talent. You're only guaranteeing you will not get much notice or respect for your design capabilities (or lack thereof).
In contrast, I have played levels that weren't all that clever in design, having 10 pounds of parts in the proverbial 5 pound bag but gave infinite lives. They were at least more satisfying because ultimately they can be beaten. And that, after all, is what my goal is.
In many cases one life may be appropiate. Like the tutorial levels, and some of the art levels. But for many other levels, it seems to me that the designer should have given more careful consideration to how many lives they set. I'm probably preaching to the choir here, as most of the designers who post here do a good job at assigning a fair number of lives to challenge the player and give them a fair opportunity to win. But I'm posting this in hope that some of the newbies will at least read this and give it some consideration.
It is a waste of time and talent to design a level that is complex enough to require a number of lives to defeat, and then only give the play one shot at it. If designing a level that is impossible to beat is your goal, that is not difficult to achieve, and it doesn't reflect any talent. You're only guaranteeing you will not get much notice or respect for your design capabilities (or lack thereof).
In contrast, I have played levels that weren't all that clever in design, having 10 pounds of parts in the proverbial 5 pound bag but gave infinite lives. They were at least more satisfying because ultimately they can be beaten. And that, after all, is what my goal is.