A level without "Gimmick(s)"

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Alagirez
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A level without "Gimmick(s)"

Postby Alagirez » Thu Apr 14, 2016 11:52 pm

Is the level still fun to play although it has no giimmick(s)?
Pls post you opinion(s).

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Re: A level without "Gimmick(s)"

Postby underFlo » Fri Apr 15, 2016 12:47 am

Good Design > Gimmicks

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Re: A level without "Gimmick(s)"

Postby Waddle » Fri Apr 15, 2016 1:09 am

Gimmicks are optional, although they're a very effective way to make a level fun, or stand out amongst others.

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Re: A level without "Gimmick(s)"

Postby StrikeForcer » Fri Apr 15, 2016 1:22 am

Yes. 1-1 of SMB is an example of a good level even though it has no gimmicks. It can be fun to play as long as the level design doesn't lend itself to be tedious (boring) but a memorable level would be having the employment of gimmicks for it to be standing out for better or worse.

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Re: A level without "Gimmick(s)"

Postby Witchking666 » Fri Apr 15, 2016 1:28 am

Gimmicks are not mandatory (although I would like it if they were) but using them makes your level a metric crap ton more fun, 1-1 should'nt have gimmicks IMO.

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Re: A level without "Gimmick(s)"

Postby Zipper » Fri Apr 15, 2016 7:52 am

No.

Though do mind, I use "gimmick" very loosely. For example, I consider "moving platforms" or "falling blocks" a gimmick. A level that's just ABSOLUTELY lifeless and static won't impress me, no matter how well designed.

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Re: A level without "Gimmick(s)"

Postby PixelPest » Fri Apr 15, 2016 7:54 am

I think that although utilizing a gimmick in a level can make it more interesting for the player, although a level without a major gimmick can still be done equally well. The issue with gimmicks in some situations, is that they aren't explained well, they are overused in a level, or sometimes a level can just have too many gimmicks too

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Re: A level without "Gimmick(s)"

Postby Emral » Fri Apr 15, 2016 7:55 am

Zipper wrote:No.

Though do mind, I use "gimmick" very loosely. For example, I consider "moving platforms" or "falling blocks" a gimmick. A level that's just ABSOLUTELY lifeless and static won't impress me, no matter how well designed.
This. I count stuff like dragon coins, secret areas and bosses as gimmicks, too. Anything which is put in a level to give it character and personality is what I consider a gimmick (NPC choice and geometry can be gimmicky too).
I prefer levels with personality which are fun to play over levels which are just very good at being nothing, just like Zipper does.

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Re: A level without "Gimmick(s)"

Postby HeroLinik » Fri Apr 15, 2016 11:50 am

The term "gimmick" doesn't really have a proper strict definition as such, but I use the term to mean something that stops the level from being dull and lifeless, often placed in strategic positions to add some spice to the level. Even something like Donut Lifts and moving layers could count as gimmicks under that definition, and this can range all the way up to the more advanced stuff with attaching to layer and that, such as the overused Mother Brain attached to another NPC to make it move and the Boo-controlled blocks from my CC11 level.

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Re: A level without "Gimmick(s)"

Postby CynicHost » Fri Apr 15, 2016 12:23 pm

I'd consider "gimmick" as a new idea that makes the level extremely original and stand out from all others. A good example of this is Imaynotbehere4long's SMBX Teaches Typing.

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Re: A level without "Gimmick(s)"

Postby Imaynotbehere4long » Fri Apr 15, 2016 4:05 pm

Enjl wrote:
Zipper wrote:No.

Though do mind, I use "gimmick" very loosely.
This. I count stuff like dragon coins, secret areas and bosses as gimmicks, too.
Linik wrote:The term "gimmick" doesn't really have a proper strict definition as such
Image

Basically, a gimmick is something relatively unique to a level that the creator is trying to use to sell (metaphorically) said level. Things like dragon coins and moving blocks (and even certain boss fights) can't really be considered gimmicks since a bunch of levels use them; they can only be considered gimmicks if the creator is doing something unique with them, like a fetch quest where you have to find all the dragon coins to progress (though even that's not entirely unique) or a vehicle/mechanism that ultimately consists of moving layers.

By this definition (the right one), a level can be fun without gimmicks as long as it sticks with tried-and-true level design tactics to keep the player engaged throughout the level. Heck, you'll find a bunch of levels in Pretty Good and even The Best not because they do something unique, but because they're simply well-made levels that are fun to play. A good example is this level. Does it do anything different, or even do anything that is rarely done? Nope. It's just a solid, well made level, and in the end, that's what matters the most.

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Re: A level without "Gimmick(s)"

Postby CynicHost » Fri Apr 15, 2016 4:51 pm

Imaynotbehere4long wrote: Basically, a gimmick is something relatively unique to a level that the creator is trying to use to sell (metaphorically) said level. Things like dragon coins and moving blocks (and even certain boss fights) can't really be considered gimmicks since a bunch of levels use them; they can only be considered gimmicks if the creator is doing something unique with them, like a fetch quest where you have to find all the dragon coins to progress (though even that's not entirely unique) or a vehicle/mechanism that ultimately consists of moving layers.

By this definition (the right one), a level can be fun without gimmicks as long as it sticks with tried-and-true level design tactics to keep the player engaged throughout the level. Heck, you'll find a bunch of levels in Pretty Good and even The Best not because they do something unique, but because they're simply well-made levels that are fun to play. A good example is this level. Does it do anything different, or even do anything that is rarely done? Nope. It's just a solid, well made level, and in the end, that's what matters the most.
Couldn't have said it any better myself.
This guy knows what he's talking about.

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Re: A level without "Gimmick(s)"

Postby Emral » Fri Apr 15, 2016 4:59 pm

Imaynotbehere4long wrote: Image

Basically, a gimmick is something relatively unique to a level that the creator is trying to use to sell (metaphorically) said level. Things like dragon coins and moving blocks (and even certain boss fights) can't really be considered gimmicks since a bunch of levels use them; they can only be considered gimmicks if the creator is doing something unique with them, like a fetch quest where you have to find all the dragon coins to progress (though even that's not entirely unique) or a vehicle/mechanism that ultimately consists of moving layers.
I can see your point, but everywhere I look around here I only see examples against your interpretation of the definition. If you take a look at contests, people put bosses in their levels as a selling point. Levels which add moving layers in small amounts also get more score in the aspect of aesthetics. While they do not make these levels unique, they are "devices intended to attract attention", and thus can be classified as gimmicks.
Dragon coins are often used as a method to put more content into a level with side-areas, basically serving as an "add-on" for the side-areas gimmick.

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Re: A level without "Gimmick(s)"

Postby ssumday » Fri Apr 15, 2016 5:17 pm

Levels becomes funny with innovations, it being or not a gimmick.

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Re: A level without "Gimmick(s)"

Postby Imaynotbehere4long » Fri Apr 15, 2016 5:36 pm

Enjl wrote:While they do not make these levels unique, they are "devices intended to attract attention", and thus can be classified as gimmicks.
Maybe, but you have to admit that if what's being done isn't unique (or at least uncommon), then it doesn't do a good job at attracting attention since it just blends in with all the other levels that do the exact same thing, thus failing at its role as a gimmick to the point where it might as well not even be called a gimmick in the first place.


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