Originally posted by MaxodeXIt's not supposed to be all the same and that's not the objective either
I was actually referring more to posts I've read about the music samples thing, about how "it sounds weird when songs don't sound like each other." Torchkas mentioning about visuals "going against the grain" just reminded me of that.
I should have said it wasn't really related to the ExGFX thing.
Originally posted by MaxodeXbut those restrictions should be there so people actually focus on what's more important, visuals gameplay, because that's what everyone seems to forget once they start decorating their levels.
So yeah. It depends on whose creating the level. What's the point of setting an ExGFX restriction? If a level designer can't find the balance of making something visually appealing/gimmicky, it will just dock points on them.
I'm pretty sure that with these ~80 entrants, there isn't really a huge problem of people focusing too much on visuals. I don't believe this ExGFX thing is a bigger epidemic this year. And if someone did focus too much on visuals, it will show in their sub-par work.
Let's see another example from the VLDC: Truxton's level. It is both visually appealing, uses the ability to use graphics to wherever he wants, and STILL makes a fantastic level.
Why do we try and herd people to focus on level design if we're setting that restriction? It's shown that with this more liberating usage of ExGFX more possibilities are opened up, and people are actually good enough to do something great. There should be a lesson given on making a level good WHILST having that freedom. And if a level creator focuses too much on visuals without substance, IT WILL reflect in their placement against the other entrants and IT SHOULD be made clear that focusing on the visuals was the problem. It's the fact they couldn't make a good level that counts, and the feedback to it is what changes it. Why should those who are skilled enough to use these resources competently be affected by those who didn't, when those who didn't could simply see what they did wrong.
Originally posted by MaxodeXThat a level looks SMW-y doesn't mean it's "uninspired" only because the author doesn't want to bother on something that's not even supposed to affect your score anyway.
Yes. ngwu's vldc 2013(?) level is an example of making a level that "looks like smw" yet is fantastic at it.
Doesn't ignore the fact that multitude of the entrants didn't do the same.
ngwu's level was "inspired" in the fact it tried to use things in ways it normally wouldn't. My usage of "inspired" refers to levels that don't completely "PLAY" like SMW, and all the other grassland, cave, layer 2, line guide, bridge, and water levels in hacks that are fine but been-done a million times and over. The leniency of the ExGFX use creates more possibilities. Not endless, as we wouldn't be allowed to edit or create graphics, but it gives more ways to be more creative.
Which, again, is completely dependent on the level designer.
And in any case, for a while now it has BEEN MADE CLEAR that level creators shouldn't focus too much on visuals. But it never said that level creators shouldn't use these visuals to their advantage. By continuing that almost-slogan for contests to come, it will serve as a reminder that "Hey, you can anything with the resources, but remember: make a good level with it!"
The new feedback based forums is a blessing to this. I've seen so much consciousness with focusing too much on decoration that it's common feedback to see. Those level designers who have been here for years should know not to focus on decoration, and with new people coming in it wouldn't be hard to tell them the same.
And please, the VERY vocal minority we had in the couple past years with level designers flipping their shit when their bad, obviously-decoration-directed, levels weren't crowned with 1st place in shining Halos shouldn't be the pivot to restrict
everyone else.