[PS3] LittleBigPlanet Impressions

Yes well, the solution in LBP is easy. You paint the other SackBoys using the paint gun to any color you want (green SackBoys, blue "smurfy" SackBoys, etc.)

Shifty Geezer said:
So they will be covering ethical issues. With Sackboy. And cardboard. And happy coloured light and cheery music. Okay, I'm all for broadening audiences, but is LBP really the right forum for talking about hard issues? I suddenly feel compelled to create a level about racial genocide. Seriously, green Sackboys slapping blue Sackboys around isn't funny!

LBP is the exact right platform. User generated content is supposed to carry our messages to other people in a not-so-violent way ! ^_^
 
This response is probably too serious for this thread, but LBP is going to make anything seem nice and acceptible. "Ha ha ha! Look, I've added an extra arm to your creation. This stem Genetic Engineering roxxorz!" An LBP take on COD:MW2 would sterilise the airport scene and turn it into a farce with fake blood and whatnot, making it good for a giggle. However, I don't think anyone could create a serious violent emotional response, at least not in the LBP style (the toolset could be used to integrate photos and serious storytelling, with Sackboy hidden away). Certainly a level with SB running around pulling levers and jumping on platforms cannot convey a serious message, only make light of it. And that's all the audience wants from LBP anyhow!
 
Yes, it does tone down the subject.

OTOH, I was hoping someone will use the PSEye to capture some real photos to deliver a message in-level. Has anyone done it yet ? You can sidestep the cuteness that way.
 
This response is probably too serious for this thread, but LBP is going to make anything seem nice and acceptible. "Ha ha ha! Look, I've added an extra arm to your creation. This stem Genetic Engineering roxxorz!" An LBP take on COD:MW2 would sterilise the airport scene and turn it into a farce with fake blood and whatnot, making it good for a giggle. However, I don't think anyone could create a serious violent emotional response, at least not in the LBP style (the toolset could be used to integrate photos and serious storytelling, with Sackboy hidden away). Certainly a level with SB running around pulling levers and jumping on platforms cannot convey a serious message, only make light of it. And that's all the audience wants from LBP anyhow!

I don't know - a long time ago I played a God of War level where I had to throw some corpses into a bloody fire pit or something like that, and similar stuff like that. Some things are never nice and acceptable.

EDIT:

Apart from being fairly sure you could do almost any kind of serious thing in LBP, making light of a serious message can still be very effective. It helps make difficult topics discussable. My father incidentally helped develop play therapy for psychological treatment of children and their families. It can be very effective.
 
Yap, using the cuteness for all the wrong reasons can be unsettling too. All these negative techniques can be combined to deliver a strong but subtle message.
 
GAF has some LBP2 tidbits from game informer, apparently.

http://www.neogaf.com/forum/showpost.php?p=21162145&postcount=218

Most interesting to B3D perhaps is this tidbit:
- There is an in-game microchip that functions as a calculator and it is a direct response/homage to PSN user Upsilandre (seriously, he's mentioned by name)
Upsilandre is Quaz51, isn't it?

Okay, maybe not the most interesting bit, since there's talk about programmable enemies, different gametypes, mapping buttons to actions etc.
 
GAF has some LBP2 tidbits from game informer, apparently.

http://www.neogaf.com/forum/showpost.php?p=21162145&postcount=218

Most interesting to B3D perhaps is this tidbit:
Upsilandre is Quaz51, isn't it?

Okay, maybe not the most interesting bit, since there's talk about programmable enemies, different gametypes, mapping buttons to actions etc.

oh my, that looks and sounds just amazing ... very happy now that they are doing a proper lbp2, suddenly it makes a lot of sense!
 
That list can't be real, can it ? It sounds too good to be true. Too bz now. Will read later.

EDIT:
Oh and congrats to Quaz51 ! \^o^/
 
Titanio (gofreak) says it's not coming this year. Early next.

Here's the summarized list.

Crisis said:
LittleBigPlanet 2 Game Informer June 2010 Issue Information​

...

LittleBigPlanet 2 Information Starts Here:
- LBP 2 has less of a focus on platforming altogether and it's more of a platform to actually create games with
- There is an all-new level creator and it is not just a tool to create platform games.
- As examples, the game 100% encourages the player to create game types and wants you to make a shooter, a racer, puzzle games, Space Invaders clones, even RPGs

- A player can even customize a HUD. The example given is a health bar for a fighting game.
- A Media Molecule developer has created a fully-functioning Command & Conquer Clone
- Media Molecule loves that a lot of user-created levels in LBP1 were homages to classic games and laments that so many manipulations of the creation tools were necessary to do them. Sackboy won't need to be "hidden behind the curtain" when you make games with LBP2.
- There is a new super-important creator tool called "direct control seats"
- (from previous point) In LBP1, lots of people made rudimentary "hold R1 to accelerate" vehicles. Mark Healy created a car out of rubber wheels and a bottle, then placed a direct control seat in it. He pulled up an interface that resembled a PS3 controller and assigned commands to buttons.
- Example given was assigning Sixaxis tilt for forward and reverse, horn on the X button.
- You are no longer limited to the game's stock sound effects. You can record your own sounds and voices, attaching them to characters or objects. Magic Mouth from the original LBP is gone
- Direct control seat's control scheme is instantly accessible and you can attach it only to the part of the vehicle you want it to control.
- Example was given about the 8/16-bit remakes/tributes having to use the signature gameplay mechanics of LBP. That is no longer true in LBP2. A creator can place a direct control seat on their own platforming protagonist and complete it with a customized control scheme.
- Example of the previous was Yoshi's Island. If a player creates the perfect recreation of the SNES-era jump they can share it with anyone in the community.
- There is an in-game microchip that functions as a calculator and it is a direct response/homage to PSN user Upsilandre (seriously, he's mentioned by name)
- Enemies in the original title could only be programmed with super-basic commands and most resembled marionettes.
- Users will be able to take a template for an enemy called a Sackbot, tweak the AI and dress it in any way they choose.
- Creators can choose the weak points on the Sackbot, determine if it is scared of heights, and even program acting routines.
- A disco scene was set up by Media Molecule and two employees recorded together on a single Sackbot. They moved its arms and bobbed its head in a dancing routine. JUST the AI was copied and pasted onto twenty different Sackbots. Each Sackbot was given its own unique look.
- There are now movie editing options as well.
- Every LBP2 player will receive their own profile on LBP.me. It will display your activity feed as well as previews of their own stages
- There will be user-created integration in QR codes as well. They can be printed on advertisements, business cards, and automatically load a level when held up to the PlayStation Eye. There is no special menu to do this. Any time the PS3 is turned on and running LBP 2, you can wave it in front of the Eye.
- If you are not near your PS3 you can take a quick photo with your smartphone to see an online preview of the level and add it directly to your level queue.
- For creators of multiple levels, you will be able to string your stages together so that they flow from one level to the next.
- Sackbots can be drastically increased or decreased in physical size.
- Sackbots can be controlled by direct control seats as well.
- There is a new gadget (like the MGS paintball gun). It is a big-ass grappling hook.
- Media Molecule says explicitly there are multiple more gadgets coming.
- All DLC from LBP1 transfers over to LBP2. Including downloaded content packs, costumes, etc.
- There is a major overhaul to the story level as well. There's the same 3-plane perspective for the story mode and the levels so far have a similar run-jump-grab platform style.
- Storyline is not country-based like last time, but is based in periods of time
- Here is a list of levels and summaries so far:

...

- Circuit boards (like the calculator) can get extremely complicated and they have a very distinct interface
- Creators can make full-on cutscenes. Camera angles and voice-overs included. Creators can even make little five-minute short films. These levels are clearly marked on the stage select screen so you can tell whether you're watching or playing the level.​

The QR code integration is rad, and USEFUL !
 
Awesome! I hope they add decent output for film stuff (not just record a pokey YouTube clip). the circuit board is an awesome idea, as is AI programmage.

No word on creation within the game though? I will be a bit disappointed is it's more content creation tool than game. I want some seriously good multiplayer cooperative gameplay in my game.
 
Awesome! I hope they add decent output for film stuff (not just record a pokey YouTube clip). the circuit board is an awesome idea, as is AI programmage.

No word on creation within the game though? I will be a bit disappointed is it's more content creation tool than game. I want some seriously good multiplayer cooperative gameplay in my game.

If I understand the concept in LBP2 correctly: you will get this with time, just wait until a PSN user creates it :mrgreen:
 
Not necessarily. The original premise of LBPO was creation in situ, while playing. This changed to become a standalone editor and player. If LBP2 repeats this, gameplay is still going to be variations on what we have instead of the wonderful concept of players creating solutions in game. The idea of collection 'sponge' to pay for building contraptions to work around problems was wonderful, original, and never happened.
 
I don't know - a long time ago I played a God of War level where I had to throw some corpses into a bloody fire pit or something like that, and similar stuff like that. Some things are never nice and acceptable.

EDIT:

The question is, why thats not nice and acceptable when a ton of violent games are?

Apart from being fairly sure you could do almost any kind of serious thing in LBP, making light of a serious message can still be very effective. It helps make difficult topics discussable. My father incidentally helped develop play therapy for psychological treatment of children and their families. It can be very effective.

With LBP???
 
Not necessarily. The original premise of LBPO was creation in situ, while playing. This changed to become a standalone editor and player. If LBP2 repeats this, gameplay is still going to be variations on what we have instead of the wonderful concept of players creating solutions in game. The idea of collection 'sponge' to pay for building contraptions to work around problems was wonderful, original, and never happened.

What do you mean in situ?
 
I think it will break the game if they allow complete freedom in in-situ creation. The level designer may need to constraint the available options somehow.
 
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