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A Synopsis of Creativity in SMF

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Apr 20th, 2015
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  1. A Synopsis of Creativity in SMF
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  4. So, the first thing I want to say is that I've played one level exactly 2000 times now. Isn't that crazy? 2000 times!!!! I've probably spent so many hours playing that level that I could have built a car in that time. I won't say what this level is, or why I've played it so many times for so long, but that's just something I want to say before I begin.
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  6. Now I will begin.
  7. Creativity is an undying passion. Creativity is a stack of kindling that, when lit, cannot be extinguished. Creativity is a sickness, a sickness full of wonderful side effects. Creativity is a sandwich that sits in your stomach forever. Creativity is a pimple that can never be popped. Creativity is . . . well I assume you get the point.
  8. Basically I'm saying that once you get creative, you can't stop being creative without realizing how boring your previous style was. I mean, my first level that I added some real creativity to was Hold Anything. Since then, every single one of my levels have had some sort of creative gimmick to it. Yes, even my level titled "Just a Normal Level".
  9. And I'm dying to see creativity from someone else. I've seen a few examples - the first Flappy Mario, no monster levels, and multiplay games. But really, it seems that 99% of the levels are normal, run-of-the-mill, same old levels.
  10. I hate it. I really do.
  11. But what I hate more is the fact that I work hard coming up with super creative gimmicks in my levels, then spend a lot of time executing them, and what do I get? 5 votes. 95%. (Please don't think I'm greedy complaining about 95%, just trying to make a point.) Then I see regular every day levels getting 15 votes and 99%. Why? Because there's nothing to reduce for. That's why.
  12. When it comes to my levels, some people rate 10 automatically because they thought the level was fun, and they don't care about the flaws. Ridiculous, right? People should always take into account the flaws of a level!! They diminish the feel of the level, make the level look bad, and show signs of carelessness!! Flaws are a public enemy!! Flaws are the difference between a 10 and a 0!!
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  14. *sigh*
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  16. I'm going to ask you a question. And I want you to answer. Like, out loud, okay? Say out loud what you think the answer to this question is, and then scroll way down to see. Okay? Understood? Are you ready? Okay. Here's the question:
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  18. Why did Pouetpu make Level Editor in SMF1 and SMF2?
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  48. Answer:
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  50. Fun.
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  52. He made the game so that those who played it would have fun.
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  54. He didn't make the games so that people could avoid cutoffs. He didn't make the games so we could restrain from monster overloads. He didn't make them so people can refrain from mixing themes badly.
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  56. He made them so that we could share levels and have fun playing them. So if there's a level with perfect scenery and perfect enemy placement, but it's boring because it's so generic, should that level get a 10?
  57. And if there's a level that has a few cutoffs, a slope glitch and a roofskip, but it's an incredibly original level with a fun factor of 11, should that level be given a 9? Or an 8?
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  59. This is what I'm trying to say. Down with classics. Up with originality. Because I want to have fun, guys. Seriously.
  60. I suggest you all try this level:
  61. http://www.pouetpu-games.com/index.php?section=4&id=97547
  62. Play it, see how much fun you have, then think about how many flaws there are. Did you have fun, despite the flaws? I bet.
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  64. So please please please be more creative with your levels. Because if you don't...
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  66. I can guarentee...
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  68. The next level I play...
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  70. Will be for the 2001st time.
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