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General Discussion What makes a level popular ?

Discussion in 'General (Issues, Help, Discussions)' started by vince, Dec 21, 2016.

  1. vince

    vince Famous Member

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    While creating levels and publishing them in the forum, I wondered why some levels I made where popular and other not. I was often surprised in both ways. So I tried to find a limited number of independent parameters that could produce the results I observed. Then I came up with empirical equations to understand how a level gets a certain amount of views, rates and comments. This is not meant to be accurate, but gives an idea of the influence of each parameter.

    Here are the four parameters I came up with:

    Attractiveness: The first thing we see is the picture of the level, its title and the name of the author. This will tell how much it is attractive to the player who sees it for the first time.

    Subject to debate: If the level raises a discussion between the designer and the players.

    Player motivation: How much the player wants to finish the level he is playing. To keep the player motivated, there should be a balance between challenge and reward. In other word, the difficulty curve should not be too steep. Small levels which seem simple usually keep the player motivated. It is harder with bigger levels. Bugs will also bring demotivation.

    Originality: How much the player is dazzled by the levels he is playing. This is often linked to the player being surprised by something he has never seen before.

    How much comments (without rates) a level will get?
    Such comments are written if the level is subject to debate, because of a discussion between the designer and the players. This can happen when the level is not straightforward, when the players need help. But players do not systematically ask for help: if they are stuck right at the beginning, with no obvious way to go through a huge level, they will often give up. Of course, the level has to be seen first. So this number can be written as follow:

    Comments = Attractiveness x Subject to debate x Player motivation

    How much five star rates a level will get?
    If a level is pretty, if the player enjoys playing it until the end, and if he has never seen something like this, the player will make the effort to rate it.

    Rates = Attractiveness x Player motivation x Originality

    How much views a level will get?
    I have observed that a level can get some views without comments or rates. This will only depend on the attractiveness of the level. Then, each comments or rate brings about 20 views.

    Views = Attractiveness + Comments + Rates

    To calculate a result, we need to give empirical coefficients, adjusted in function of the statistics I observed for the past months, and affect a value to each parameter (between 0 and 10 in this example, but they can be higher for off-the-charts levels). I have made some simulations with random parameters, compared it with a whole month of data, and the results were not so bad.

    C = A x S x P / 20

    R = A x P x O / 50

    V = A x 10 + (C + R) x 20

    For example, I would give the following values to my level Interceptor:

    Attractiveness = 5: It is not so attractive on the picture.
    Subject to debate = 10: I raised a discussion about the difficulty.
    Player motivation = 3: B was stuck and killed right at the beginning.
    Originality = 7: The final mechanism was new.

    Result of calculation:
    Comments: 7
    Rates: 2
    Views: 242

    For my level Creep:
    Attractiveness = 8: It looks simple.
    Subject to debate = 0: It was straightforward.
    Player motivation = 8: This level was funny and short.
    Originality = 8: Some tricks were new.

    Result of calculation:
    Comments: 0
    Rates: 10
    Views: 284

    Again, these calculations are not meant to be accurate. As a designer, it was very difficult for me to have an unbiased judgment on my levels before it was released. This reflection helped me understand how it was perceived by others, but it may not fit to other designers, as they may have a different point of view.
     
    Last edited: Dec 21, 2016
    BLR, BangTe, Jorbaa and 5 others like this.
  2. Chuckthulhu

    Chuckthulhu Spanish Moderator

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    This is very interesting! I think new designers (and long-time as well) will appreciate this.

    From my experience (as a player and a designer), I can also add a couple of observations:
    Players will usually like levels that are intuitive to solve by logic more than by skill. Some recent examples are both of @sawdust's Pelotas levels and the latest @richardfu_ levels like Carrier and Path Paver. After a player figures out what has to be done it's rewarding to finally go through it no matter how many retries it takes. Most of the times restarting the game is because you learned something during the first attempts so it's fun replaying it with the knowledge gained from the first (failed?) attempts.

    If instead you have to restart the level because you keep "dying" or "losing" but have no idea if you're close to the solution or because you have to make a move "just right" but it requires "advanced" skills, the player will be frustrated.

    As someone who played your Interceptor and Break Out levels I can say that I admired the design of Interceptor, but after a while I couldn't figure it out so I left it there to try it later. What happened? I haven't given up but I just scanned other levels and haven't got back to it, instead with Break Out I felt very motivated to keep going throughout the level until I finished it.

    A practice I think is really good and creators should use more often is leave comments with references to the tricks used like @cpw has been doing lately. This is particularly beneficial for new users that may not be familiar with tricks beyond those used in the original 50 levels.

    If you scan a level and are able to solve it quickly players will be able to leave comments and ratings before moving on with other levels.

    Hope this was useful for the conversation. By the way, have you tried using those calculations with the levels from the monthly statistics and see the results? I think it would be interesting...
     
    PvB, cpw, nGord and 2 others like this.
  3. Gepeto

    Gepeto MekoStudio Architect Staff Member

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    Wow! Such a wonderful analysis! I often ask myself "why I'd rather this one and not the other one?"

    To my point of view, I would reduce the attractiveness parameter to the nice looking only and would have add another parameter that you've included in: confidence, trust. Which means the relationship, the knowledge we have on the author of the level.

    About the attractiveness, I often noticed that when a level has green grass with water effect I am more inclined to test it even if it is from a unknown member (at least I look at it twice).

    But I admit that when someone well-known post something, I don't care of the nice looking: I give it a try without any question. And I think it is the success of many levels that are ranked in the statistics: first confidence which gives credit to the author, then satisfaction of the gameplay with no disappointement. That's the same think when we want to invest in real life. Confidence, trust is a big part of the deal (or the fraud o_O).

    Then honestly it depends on my mood. Sometimes I enjoy tricky levels, sometimes I don't want to scratch my head too much and prefer original-like levels...
     
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  4. vince

    vince Famous Member

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    @Chuckthulhu You are right, frustration plays an important role in the final rate. I would include it on the player motivation, because only a small part will replay again and again if B dies each time. I know it is a lot for one parameter but I wanted to keep it simple :confused:
    It would be very interesting to use it on monthly statistics but I have to try all the 30 levels first ! :D
    @Gepeto Good point, trust could be another parameter because it only affects the first views and not the final rate. It would underline the difficulty of a new designer to be in the monthly statistics. Reality is always more complicated than any modelisation :p
     
    Last edited: Dec 22, 2016
    Chuckthulhu, Gepeto and nGord like this.
  5. vince

    vince Famous Member

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    Thanks but don't take it for granted, it is only my point of view ! :D
     
    Chuckthulhu likes this.
  6. RobotArtist

    RobotArtist Member

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    Awesome analysis.
    I agree with @Gepeto that TRUST is emerging as an important parameter. For example, if I see @richardfu_ on any card, I will assume it will be a fun and original level that isn't too complex.
     
    Frenzies, richardfu_, Gepeto and 3 others like this.

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