LBP Workshop: Sequence Breaking
Saturday, November 29, 2008 at 10:30PM
Richard Terrell (KirbyKid) in Level Design, LittleBigPlanet, Metroid, Metroidvania

After discussing alternate paths, we're ready to talk about sequence breaking. Wikipedia has a great definition. Sequence Breaking...

is the act of performing actions or obtaining items out of the intended linear order, or of skipping “required” actions or items entirely. Sequence breaking is often used to beat a game unusually quickly, to beat it while only completing a few objectives or obtaining a few items, to obtain useful items early in the game, or to help push a game as far as possible in some other way.

Speed runners naturally look for ways to play a game out of order if that means shaving off game time. For a speed runner, if they can go from the very beginning of a game to the last boss and beat him, then their mission is complete.

Some players, speed runners or otherwise, use glitches or "exploits" to sequence break. For a good example, check out this speed run of Super Mario 64 beaten in 5:47. While I don't have a problem with this extreme kind of gameplay, from a level designer's point of view, it's hard to design a level around the glitches/exploits players will discover. Also, such glitches/exploits would definitely be categorized as high level advanced techniques that only a handful of players would ever see let alone master and use for some kind of purpose. For the design that's promoted on this blog, we'll be focusing on the kind of sequence breaking design that's a clear, reasonably advanced, and intentionally designed.

To analyze sequence breaking at its finest, we'll be looking at one of the best action/Nintendo/games of all time.

 

The Process of Sequence Breakable Design

If you haven't played Super Metroid, you should buy it for virtual console immediately. If you have played it and hopefully beaten it, then watch at least 5 minutes of this speed run.

 

 

I used to think that the level design of Super Metroid was so complex with its connected world, alternate paths, folded level design, and high level sequence breaking design, that it would be impossible to understand how Nintendo did it let alone teach others how to design similar quality levels. I thought that about a year ago. Since then, writing for the Critical-Gaming Blog has developed my critical eye to break down Super Metroid's design.

Here's how they possibly did it, and how you can too.

 

 

LBP and Beyond

LittleBigPlanet is a great game for designing sequence breakable levels for many reasons.

  1. The creator gives players a nice large area to work with.
  2. Players have full control of a variety of switches.
  3. Because everything is physics based, all the puzzles, obstacles, and elements easily yeild highly organic design. 
  4. There's a high level of potential emergence in the core design for creating advanced paths, secrets, and powerups.

I am currently working on a LBP level that demonstrates everything we've covered about level design so far. Should be very interesting. Stay tuned.

 

 

Article originally appeared on Critical-Gaming Network (https://critical-gaming.com/).
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