2025 Contest Ideas
Posted: Mon Dec 02, 2024 6:09 am
Hello everyone!
As the year is wrapping up and we're waiting for Chocolate to conclude, it's time to look forward and think about what events we want to see in the future. The current contest management team has existed for a good couple years now and we've tried all kinds of different things, from Mysteries to Sciences, from Dioramas to World maps. And while there's always more room to innovate, with so many genres now being established, I think it's time to make an effort to strike a balance.
But before that, some other survey questions based on recent conversations among the event manager team. Feel free to leave a reply to any you have an opinion on. Don't feel pressured to reply to all of them.
1. Level contest submission period length
Presently, level contests largely fall into the 4-8 week timespan of submission periods. That's in part set this high to give everyone a chance to contribute to this once-a-year event, regardless of exam periods, holiday obligations or otherwise. On the flipside, this also limits the variety of events because 1/6 of the year is automatically eaten up by a chocolate contest, and people also have other things to do!
We considered lowering the length of submission periods significantly and compromising the loss of time for high-scope endeavors in other ways. In chocolate contests specifically, we often see a lot of people try to go all out with lua to create a playable, boss, or otherwise ridiculously awesome gameplay system that the community has never seen before. If, say, vanilla contest submission period was 2 weeks and chocolate was 3 weeks... then we get to topic 2.
2. Subdividing vanilla and chocolate contests to target different styles of design
The chocolate contest in particular is in a very strange position right now I think, where due to the long length it lends itself to overscoping your design, and the most ambitious ideas end up getting half-baked results because deadlines just kinda sneak up on you. People are prone to doubling the challenge they take on, by trying to create great systems and then also great levels for those great systems. It's very ambitious and impressive, but I wonder if the current format is.. ideal for this?
My idea is twofold.
First, with shorter contests, themes for contests are sorta encouraged to keep things varied. This isn't a must, and generally themes are a mixed bag for people, but my idea isn't to enforce them, but to suggest them as an option for inspiration. Game jams on itch.io often have an optional theme that'll be there for those who want it, but can be ignored by anyone who doesn't like it. So if we had a winter vanilla contest with the theme of friction, and a summer vanilla contest with the theme of melt (as two themes I just lazily wrote down while writing up this sentence. they wouldn't have to be seasonally inspired), then we can decouple the contests from the year while giving them some character for those who want it.
Second, coding has become a major part of the chocolate flavoured contests that we host and up to now, we have evaluated the quality of this code when attached to the quality of the level that one is trying to build in the same timeframe. But really, while a level can be reasonably finished in a few days, a whole coding system can explode in scope dramatically. This mostly affects player mechanics and bosses. I'd like to introduce the concept of a backburner event to you (name pending):
The idea behind the backburner event is that it has a long backburner period, and a short submission period. Say if I were to announce "boss contest happens now" on january 1st, the submissions would NOT open until march 31st, and then on march 31 the judges are announced and submissions open for a few weeks. The expectation is that you've spent some of those 3 months idly working away at a system/boss you really wanna make and then put it to use making a level. It's fair game to finish everything before january is over. It's also fair game to not start until april. The reason for the submission period cutoff after so much time is for one to announce the final stretch, and for two to have a temporal marker by which people should reasonably be "done" with the prepwork.
The current grand chocolate contest cloud thus become a backburner event, giving people a few months to come up with their ideas, do prototyping and settle on something they like, and then three weeks after that period as a mad rush to finish the submission. Importantly, other contests and events would happen during the backburner period, and you are not expected to commit too much time to prep work. It's just there to give people the chance to work on things when time permits them. You'd still have to show up in april to submit.
3. Judging
If we host more events, we'll need more judges. Questionmark? This is a more open topic. What are everyone's thoughts on the current ways judging is handled? Do you enjoy essay-like reviews, shorter reviews? Are you fine with contests judged by one or two people, or do you want no less than 4? Science contest! What about that system of community judging? Let me know your thoughts!
4. Dynamic judging categories
This is something I tried in the vanilla contest. What did you think of them? To recap, this was a system where every judge judged the levels on different merits based on what they thought most accurately reflects the level's goal.
____________________________________________________________________________
I'm done babbling on about boring ideas on how to change contests. It's time to introduce some of the contest types we've had over the years, and some new ones, and you can leave comments on which you'd like to see in the coming year.
A. Chocolate Contest (classic)
This is the chocolate contest in the same format as we've hosted it all the time. It can be hosted as a regular contest, or as a backburner contest. Personally, this is the one I am most excited for for a backburner contest format, but I would be hesitant to do it before having tried the idea on another guinea pig.
B. Vanilla Contest (classic)
I tried some wacky shit in the vanilla contest this year. Next year will likely be less weird and strange. With a shorter timeframe and potentially happening twice (no promises), this could be a nice breather contest.
C. Vanillish contest
Probably needs a better name if we bring it back? This is a vanilla contest with allowing config files. I can be persuaded to make this the default going forward. People seem to have had a lot of fun with it.
D. Vanillart contest
People always like to make wacky and fun aesthetics in vanilla contests. This is their playground. Config files are allowed.
E. Chocolart Contest
A mix of vanillart and chocolate, with the goal of making a small diorama using whatever means necessary.
F. Boss design contest (modern)
Use any means necessary to create a fun boss battle. This is a chocolate contest, and it can be a backburner contest. If people are interested in this, I think it would be the ideal guinea pig for the backburner format.
G. Boss design contest (retro)
Darkonius independently hosted this one last time. This is a vanilla contest to create a boss using effectively smbx 1.3 technology, and could be a backburner contest.
H. World map contest
The world map contest was tried this year. How did you like the rules? Is there anything you'd change? Do you want to see another one soon?
I. Prompt contest (like Dioramacon)
Catch-all term for chocolate contests where a specific creative prompt is required to participate. Ideas include enforcing a specific palette, enforcing specific enemy types, or a certain level theme.
J. Science Contest
Beta 5 is now released and there is more potential for jank to be discovered.
K. Turbo Contest
Make a level in one weekend. Quick. Go! Do it!
L. Seasonal tourney
Submit any level you have made in the past 3 months. Levels are judged by the community in a tournament bracket. Winner and runner-up advance to the annual tourney finals at the end of the year to determine the level of the year. Level submissions to this tourney can be any level you made, including for your episode. It just has to be playable as a standalone package.
M. Mystery Contest
The mystery contest as a format is me trying some weird unusual stuff. Whether or not it happens is wholly up to the whims of my stupid contest innovation ideas. I'm just putting it here because people will ask about it otherwise.
N. Hurry Up! Contest
Create a level limited to a 100 second time limit that is beatable from the start and any checkpoint within that time limit
O. Minisode contest
This can be a backburner contest. Create a 3-5 level minisode. Can be done in a vanilla or chocolate format. For a first trial, vanilla might be better. Teams up to 4?
P. Asset extravaganza (Wonderful Holidays event)
An asset creation based event where the goal is to create new things for the community to use. What was your opinion in this last time?
Q. Gamecon
A chocolate contest with the specific goal of making SMBX unrecognizable. Can be a backburner contest.
R. Kaizo Contest
Make a kaizo level, simple as that. Most fun kaizo level wins. We'll never find judges who are up for this but oh well.
S. Comedy Contest
Make a funny level. Not like, reciting jokes at a standup bar funny, but genuinely making the player laugh through the level design. It might be hard to understand...
T. Traditional Contest
Create a level that could reasonably be mistaken for a pre-selected mario game for that contest. So SMW, SMB3, SMB2, etc.
Anyway that's my thoughts enjoy thinking about them for a month byeee
As the year is wrapping up and we're waiting for Chocolate to conclude, it's time to look forward and think about what events we want to see in the future. The current contest management team has existed for a good couple years now and we've tried all kinds of different things, from Mysteries to Sciences, from Dioramas to World maps. And while there's always more room to innovate, with so many genres now being established, I think it's time to make an effort to strike a balance.
But before that, some other survey questions based on recent conversations among the event manager team. Feel free to leave a reply to any you have an opinion on. Don't feel pressured to reply to all of them.
1. Level contest submission period length
Presently, level contests largely fall into the 4-8 week timespan of submission periods. That's in part set this high to give everyone a chance to contribute to this once-a-year event, regardless of exam periods, holiday obligations or otherwise. On the flipside, this also limits the variety of events because 1/6 of the year is automatically eaten up by a chocolate contest, and people also have other things to do!
We considered lowering the length of submission periods significantly and compromising the loss of time for high-scope endeavors in other ways. In chocolate contests specifically, we often see a lot of people try to go all out with lua to create a playable, boss, or otherwise ridiculously awesome gameplay system that the community has never seen before. If, say, vanilla contest submission period was 2 weeks and chocolate was 3 weeks... then we get to topic 2.
2. Subdividing vanilla and chocolate contests to target different styles of design
The chocolate contest in particular is in a very strange position right now I think, where due to the long length it lends itself to overscoping your design, and the most ambitious ideas end up getting half-baked results because deadlines just kinda sneak up on you. People are prone to doubling the challenge they take on, by trying to create great systems and then also great levels for those great systems. It's very ambitious and impressive, but I wonder if the current format is.. ideal for this?
My idea is twofold.
First, with shorter contests, themes for contests are sorta encouraged to keep things varied. This isn't a must, and generally themes are a mixed bag for people, but my idea isn't to enforce them, but to suggest them as an option for inspiration. Game jams on itch.io often have an optional theme that'll be there for those who want it, but can be ignored by anyone who doesn't like it. So if we had a winter vanilla contest with the theme of friction, and a summer vanilla contest with the theme of melt (as two themes I just lazily wrote down while writing up this sentence. they wouldn't have to be seasonally inspired), then we can decouple the contests from the year while giving them some character for those who want it.
Second, coding has become a major part of the chocolate flavoured contests that we host and up to now, we have evaluated the quality of this code when attached to the quality of the level that one is trying to build in the same timeframe. But really, while a level can be reasonably finished in a few days, a whole coding system can explode in scope dramatically. This mostly affects player mechanics and bosses. I'd like to introduce the concept of a backburner event to you (name pending):
The idea behind the backburner event is that it has a long backburner period, and a short submission period. Say if I were to announce "boss contest happens now" on january 1st, the submissions would NOT open until march 31st, and then on march 31 the judges are announced and submissions open for a few weeks. The expectation is that you've spent some of those 3 months idly working away at a system/boss you really wanna make and then put it to use making a level. It's fair game to finish everything before january is over. It's also fair game to not start until april. The reason for the submission period cutoff after so much time is for one to announce the final stretch, and for two to have a temporal marker by which people should reasonably be "done" with the prepwork.
The current grand chocolate contest cloud thus become a backburner event, giving people a few months to come up with their ideas, do prototyping and settle on something they like, and then three weeks after that period as a mad rush to finish the submission. Importantly, other contests and events would happen during the backburner period, and you are not expected to commit too much time to prep work. It's just there to give people the chance to work on things when time permits them. You'd still have to show up in april to submit.
3. Judging
If we host more events, we'll need more judges. Questionmark? This is a more open topic. What are everyone's thoughts on the current ways judging is handled? Do you enjoy essay-like reviews, shorter reviews? Are you fine with contests judged by one or two people, or do you want no less than 4? Science contest! What about that system of community judging? Let me know your thoughts!
4. Dynamic judging categories
This is something I tried in the vanilla contest. What did you think of them? To recap, this was a system where every judge judged the levels on different merits based on what they thought most accurately reflects the level's goal.
____________________________________________________________________________
I'm done babbling on about boring ideas on how to change contests. It's time to introduce some of the contest types we've had over the years, and some new ones, and you can leave comments on which you'd like to see in the coming year.
A. Chocolate Contest (classic)
This is the chocolate contest in the same format as we've hosted it all the time. It can be hosted as a regular contest, or as a backburner contest. Personally, this is the one I am most excited for for a backburner contest format, but I would be hesitant to do it before having tried the idea on another guinea pig.
B. Vanilla Contest (classic)
I tried some wacky shit in the vanilla contest this year. Next year will likely be less weird and strange. With a shorter timeframe and potentially happening twice (no promises), this could be a nice breather contest.
C. Vanillish contest
Probably needs a better name if we bring it back? This is a vanilla contest with allowing config files. I can be persuaded to make this the default going forward. People seem to have had a lot of fun with it.
D. Vanillart contest
People always like to make wacky and fun aesthetics in vanilla contests. This is their playground. Config files are allowed.
E. Chocolart Contest
A mix of vanillart and chocolate, with the goal of making a small diorama using whatever means necessary.
F. Boss design contest (modern)
Use any means necessary to create a fun boss battle. This is a chocolate contest, and it can be a backburner contest. If people are interested in this, I think it would be the ideal guinea pig for the backburner format.
G. Boss design contest (retro)
Darkonius independently hosted this one last time. This is a vanilla contest to create a boss using effectively smbx 1.3 technology, and could be a backburner contest.
H. World map contest
The world map contest was tried this year. How did you like the rules? Is there anything you'd change? Do you want to see another one soon?
I. Prompt contest (like Dioramacon)
Catch-all term for chocolate contests where a specific creative prompt is required to participate. Ideas include enforcing a specific palette, enforcing specific enemy types, or a certain level theme.
J. Science Contest
Beta 5 is now released and there is more potential for jank to be discovered.
K. Turbo Contest
Make a level in one weekend. Quick. Go! Do it!
L. Seasonal tourney
Submit any level you have made in the past 3 months. Levels are judged by the community in a tournament bracket. Winner and runner-up advance to the annual tourney finals at the end of the year to determine the level of the year. Level submissions to this tourney can be any level you made, including for your episode. It just has to be playable as a standalone package.
M. Mystery Contest
The mystery contest as a format is me trying some weird unusual stuff. Whether or not it happens is wholly up to the whims of my stupid contest innovation ideas. I'm just putting it here because people will ask about it otherwise.
N. Hurry Up! Contest
Create a level limited to a 100 second time limit that is beatable from the start and any checkpoint within that time limit
O. Minisode contest
This can be a backburner contest. Create a 3-5 level minisode. Can be done in a vanilla or chocolate format. For a first trial, vanilla might be better. Teams up to 4?
P. Asset extravaganza (Wonderful Holidays event)
An asset creation based event where the goal is to create new things for the community to use. What was your opinion in this last time?
Q. Gamecon
A chocolate contest with the specific goal of making SMBX unrecognizable. Can be a backburner contest.
R. Kaizo Contest
Make a kaizo level, simple as that. Most fun kaizo level wins. We'll never find judges who are up for this but oh well.
S. Comedy Contest
Make a funny level. Not like, reciting jokes at a standup bar funny, but genuinely making the player laugh through the level design. It might be hard to understand...
T. Traditional Contest
Create a level that could reasonably be mistaken for a pre-selected mario game for that contest. So SMW, SMB3, SMB2, etc.
Anyway that's my thoughts enjoy thinking about them for a month byeee