Re: hypnosis redo: injoke turnabout
Posted: 23 Apr 2017, 14:46
what i've learned today: it's perfectly fine to make a terrible level as long as you do it ironically
got it
got it
I mean.Pyro wrote: ↑7 years ago OK THIS LEVEL NEEDS EXPLAINING
FIRST OF ALL THAT BUG IS HORRIBLE AND IM SO SAD NOW
Basically Grand Chemo 666 is like the one big injoke in this game. Back in the original dev of Hypnosis the original some conversation in skypehaus got brought up about 'the worst level ever' with tons of cgfx, endless explosions music (super overused in smbx community), and 21 sections and stars. I decided to actually make it for some ungodly reason (but got bored after like 4 sections) and enjl offered it to put it in the postgame.
Come hypnosis REDO and I tried to go for the original intent again and STILL got bored lol. So the level is basically just a giant mess of ideas. The freezing gimmick is taken from an absolutely garbage level from another 2k16 episode 'VVinter Redemption' (bad game please don't play it). And I think most people remember what the flashing water is a reference to :s.
You need a surge soup for that one star btw. It's the only way to get it. (it lets you run over lava). And the LORE is dumb and a reference to CC12 and also proof that i can't write anything serious to save my life without it sounding edgy.
But yeah this level is basically a remake of a purposefully awful level so that's why it's so bad lol. I apologize you had to go through it.
To be fair I'm not a fan of what ASMT became, either.Spinda wrote: haha boy this game sure is bad and definitely really sucks am i cool yet
(that said grand chemo sure is something)
Ryrir wrote: what i've learned today: it's perfectly fine to make a terrible level as long as you do it ironically
got it
One thing I've learned from watching LoadingReadyRun's Talking Simulator and Watch+Play streams is that you have to know the rules before you break the rules. If you want to make something that makes fun of terrible level design, you should know why it's terrible. you want this, not this.
both of these examples are hilarious though, in totally different ways. today's level... wasn't that. It wasn't funny, it wasn't goofy, it was just hard and bad. Like... I'm not saying people shouldn't make bad levels, but if you're gonna deliberately try and make "a bad level" and not signpost it with farce or whatever, then I'm gonna get annoyed when it proceeds to occupy my favourite LPer's episode time and make him genuinely frustrated with how unfun it is. Compare the hysterical laughter constantly throughout "a bad level" and its crazy bus music, with... anything in today's episode. Today's only ended in laughter because of how hysterically and unintentionally broken it ended up being.
The problem is that the level doesn't play like it's ironically bad, it plays like it really wanted to be good but didn't quite make it. There's a ton of good ideas in there that could all make for fun levels or fun segments in some kind of mega-level, but they're implemented in a way that makes them frustrating. It's the worst kind of bad because it's a single draft away from being good and also hard enough to make you deal with it for a long time and force you to take it seriously. a bad level wasn't hard, which made it easy to laugh at. The infrequent checkpointing certainly doesn't help, because you have to replay the bad over and over again, taking it seriously until you get good at it, and the easiest way to kill a joke is to repeat it a million times by making you replay it a bunch.BobisOnlyBob wrote: ↑7 years ago both of these examples are hilarious though, in totally different ways. today's level... wasn't that. It wasn't funny, it wasn't goofy, it was just hard and bad. Like... I'm not saying people shouldn't make bad levels, but if you're gonna deliberately try and make "a bad level" and not signpost it with farce or whatever, then I'm gonna get annoyed when it proceeds to occupy my favourite LPer's episode time and make him genuinely frustrated with how unfun it is. Compare the hysterical laughter constantly throughout "a bad level" and its crazy bus music, with... anything in today's episode. Today's only ended in laughter because of how hysterically and unintentionally broken it ended up being.
yeah, pretty much this. If it was meant to be a joke, it didn't have a setup or a punchline - it was just frustrating and full of questionable design and even the obvious humour was just a cliché of SMBX storytelling (oh man, it's like Luna Tower, but with Rinkas!)Blue wrote: ↑7 years ago The problem is that the level doesn't play like it's ironically bad, it plays like it really wanted to be good but didn't quite make it. There's a ton of good ideas in there that could all make for fun levels or fun segments in some kind of mega-level, but they're implemented in a way that makes them frustrating. It's the worst kind of bad because it's a single draft away from being good and also hard enough to make you deal with it for a long time and force you to take it seriously. a bad level wasn't hard, which made it easy to laugh at. The infrequent checkpointing certainly doesn't help, because you have to replay the bad over and over again, taking it seriously until you get good at it, and the easiest way to kill a joke is to repeat it a million times by making you replay it a bunch.
Oh boy it's the talkhaus time where someones pet project is called out and they get indignant!
There was a thing about this on Game/Film Theory (yes yes I know), where MatPat talks about why PewdiePies Fiverr thing backfired so terribly but Louis CK can make controversial jokes all the time and get away with it. Like SAJewers said, you need to know the rules to break them. In the Louis CK example, he knows how to set up and deliver a joke so that the intent is CLEARLY not "Horrible thing is okay". Likewise, a bad level done right needs to make it CLEAR that "THIS IS BAD ON PURPOSE", otherwise it becomes "This is bad because I gave up trying".Blue wrote:The problem is that the level doesn't play like it's ironically bad, it plays like it really wanted to be good but didn't quite make it. There's a ton of good ideas in there that could all make for fun levels or fun segments in some kind of mega-level, but they're implemented in a way that makes them frustrating. It's the worst kind of bad because it's a single draft away from being good and also hard enough to make you deal with it for a long time and force you to take it seriously. a bad level wasn't hard, which made it easy to laugh at. The infrequent checkpointing certainly doesn't help, because you have to replay the bad over and over again, taking it seriously until you get good at it, and the easiest way to kill a joke is to repeat it a million times by making you replay it a bunch.BobisOnlyBob wrote: ↑7 years ago both of these examples are hilarious though, in totally different ways. today's level... wasn't that. It wasn't funny, it wasn't goofy, it was just hard and bad. Like... I'm not saying people shouldn't make bad levels, but if you're gonna deliberately try and make "a bad level" and not signpost it with farce or whatever, then I'm gonna get annoyed when it proceeds to occupy my favourite LPer's episode time and make him genuinely frustrated with how unfun it is. Compare the hysterical laughter constantly throughout "a bad level" and its crazy bus music, with... anything in today's episode. Today's only ended in laughter because of how hysterically and unintentionally broken it ended up being.