Quote:
Originally Posted by Tik
It's also always good to take some risks in implementing new ideas. Quality innovation is always appreciated, and it helps better other creators by forcing them to reconsider some unspoken rules that may not necessarily be the best. It's a risk because most of the time a wild new idea won't be very well realized until you've pinpointed the aspects that need to be changed.
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I totally agree with you on this one. Since you (Elias) appear to be a clean slate by making this topic, I suggest you develop your own style and do things totally by your will. I personally don't care if a level fits perfectly in a set standard. I generally enjoy levels that can have dead ends or other gameplay quirks the most, as they can provide some amusing tactics at the cost of flow. Even though levels that are quirky might not get the best ratings, they can still potentially become popular, maybe even moreso than 'quality' levels.
So, what are you aiming for? your personal satisfaction? popularity? or ratings?
If you want ratings, I suggest you check out the gameplay theories topic, and take all of EvilMikes advice. As for the other two, well, those are much more difficult to accomplish and I can't really tell you in details. You're just going to have to 'feel' it. Got me?
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