For a while, I've been wondering why I consider creativity so important in Marble Blast level design. I mean, isn't the fun all that matters? In huge video games that have their own series, creativity prevents each game from feeling the same. Creativity also shows innovation. The same thing could apply for Marble Blast mods, but with individual levels, innovation isn't that important. I mean, even if a new powerup is introduced in a custom level, it's not like that's going to change the whole game or change how we think about Marble Blast (unless it's a really darn good powerup). So why do I care so much about creativity when I play an uncreative level?
An obvious reason is that repetition can get tiring. There are minor things like wall-hits and crossing gaps with helicopters that just never get old. But basing an entire level around rolling and jumping with nothing new added to the level is flat out boring. There's excitement that comes with playing a custom level that you've never played before. You don't want the experience to be the same thing you've been doing for however long you've been playing Marble Blast.
Another thing that can get irritating is when a lack of cleverness gets distracting. A hazard level that just uses a few unoriginal hazard challenges can be pretty fun, but because of how unoriginal it is, it can make you question how smart the level builder was while designing the level. It can give the level a mood of unprofessionalism, and that's an awful mood. The unoriginality doesn't affect the fun factor directly. Instead, it can make you think Oh wow, he couldn't think of something himself, so he had to copy other level builders! and that's what makes the level seem less polished and overall, less fun.
Compare that to No Jumping II. The whole level is already original due to the nature of not being able to jump which opens up tons of possibilities for challenges. But even then, the level could've still seemed lazy if the challenges were just about rolling through trails while avoiding bumpers, rolling up a rug slope, or getting shot up by a moving platform to reach the next platform. Instead, you avoid bumpers as you roll down a grass spiral, you roll around steep rug slopes that surround a tower as moving platforms act as obstacles, and you activate a moving platform that will bounce you up to another platform by going through a moving maze with multiple kinds of friction. The level did NOT steal ideas, it was NOT lazy, and it's objectively a very well-made level, and that makes you feel better as you're playing it.
Now, you might be thinking this: We use the same wall-hitting, edge-hitting, jumping, powerup, etc. challenges all the time and we don't get tired of them. What about THOSE simple challenges? Can't we at least use them?
Yes.
Ever played Choco Valley? Of course you have. Why am I even asking. The level uses so many Marble Blast clichés like the half-pipe, wall-hitting, regular jumping around, etc. But the whole level focuses on being simple and fun, so with the unoriginal challenges, it's easy to defend them by saying Oh, they were just used for the sake of being used. Since the whole level has so much flow to it, and everything is densely packed in the level, nothing gets any build-up which makes almost everything seem used just for the sake of being used. If you're playing the level quickly, you won't even have time to think about anything because you'll be having so much fun bouncing around in these simple challenges. The challenges aren't bragged about in the slightest, and the fun is so strong that the whole level is amazingly enjoyable, and the lack of originality doesn't bring it down (Choco Valley is totally my favorite level of all time btw).
The fun factor of a level is the most important thing. Sometimes a level can be fun if it feels open, or maybe even fast. Sometimes a level can be fun with just some simple bouncing around and watching the game convey a sense of motion. Sometimes a level can be fun if it's hard and ultimately satisfying. Maybe even puzzling. A level is not fun when it's frustrating, cramped, overly simple, or sometimes, unoriginal. Marble Blast has very few limitations when it comes to level building. Do whatever the heck you want to do, but don't forget to be smart.
An obvious reason is that repetition can get tiring. There are minor things like wall-hits and crossing gaps with helicopters that just never get old. But basing an entire level around rolling and jumping with nothing new added to the level is flat out boring. There's excitement that comes with playing a custom level that you've never played before. You don't want the experience to be the same thing you've been doing for however long you've been playing Marble Blast.
Another thing that can get irritating is when a lack of cleverness gets distracting. A hazard level that just uses a few unoriginal hazard challenges can be pretty fun, but because of how unoriginal it is, it can make you question how smart the level builder was while designing the level. It can give the level a mood of unprofessionalism, and that's an awful mood. The unoriginality doesn't affect the fun factor directly. Instead, it can make you think Oh wow, he couldn't think of something himself, so he had to copy other level builders! and that's what makes the level seem less polished and overall, less fun.
Compare that to No Jumping II. The whole level is already original due to the nature of not being able to jump which opens up tons of possibilities for challenges. But even then, the level could've still seemed lazy if the challenges were just about rolling through trails while avoiding bumpers, rolling up a rug slope, or getting shot up by a moving platform to reach the next platform. Instead, you avoid bumpers as you roll down a grass spiral, you roll around steep rug slopes that surround a tower as moving platforms act as obstacles, and you activate a moving platform that will bounce you up to another platform by going through a moving maze with multiple kinds of friction. The level did NOT steal ideas, it was NOT lazy, and it's objectively a very well-made level, and that makes you feel better as you're playing it.
Now, you might be thinking this: We use the same wall-hitting, edge-hitting, jumping, powerup, etc. challenges all the time and we don't get tired of them. What about THOSE simple challenges? Can't we at least use them?
Yes.
Ever played Choco Valley? Of course you have. Why am I even asking. The level uses so many Marble Blast clichés like the half-pipe, wall-hitting, regular jumping around, etc. But the whole level focuses on being simple and fun, so with the unoriginal challenges, it's easy to defend them by saying Oh, they were just used for the sake of being used. Since the whole level has so much flow to it, and everything is densely packed in the level, nothing gets any build-up which makes almost everything seem used just for the sake of being used. If you're playing the level quickly, you won't even have time to think about anything because you'll be having so much fun bouncing around in these simple challenges. The challenges aren't bragged about in the slightest, and the fun is so strong that the whole level is amazingly enjoyable, and the lack of originality doesn't bring it down (Choco Valley is totally my favorite level of all time btw).
The fun factor of a level is the most important thing. Sometimes a level can be fun if it feels open, or maybe even fast. Sometimes a level can be fun with just some simple bouncing around and watching the game convey a sense of motion. Sometimes a level can be fun if it's hard and ultimately satisfying. Maybe even puzzling. A level is not fun when it's frustrating, cramped, overly simple, or sometimes, unoriginal. Marble Blast has very few limitations when it comes to level building. Do whatever the heck you want to do, but don't forget to be smart.
All posts from my account that were made before July 29 2013 are from the point of view of my dad unless it states otherwise.