The LittleBigPlanet pre-release Saga

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C'mon, inefficient, clear this up for us!

Pachter's analysing again.

His thoughts on LBP.

He thinks LBP may widen the PS3's appeal with families. But thinks it's crucial that Sony does a... wait for it... price drop.
 
Er, wouldn't that make jumping and moving at the same time a bit uncomfortable? I use my thumbs to control the analogue sticks but I also use them to press most of the buttons (sans the shoulder ones).

Ok actually it must have been left analog for movement. But I'm quite certain it was R1 for grab X for jump. There was no rumble in the game yet either now that I think about it.
 
New video:
http://threespeech.com/blog/?p=770

A new LittleBigPlanet video was shown last night at the Spike TV Video Game Awards. It shows a brand new level featuring a pirate ship with a sackboy dressed as a mermaid and, of course, a pirate! Talking to a few industry insiders, this game is going to be very, very impressive.

This, SingStar and Trail of Topoq are next on my shopping list (and oops... UT3).
 
There's one major mystery I think at the moment, which is the idea of 'enemies' or how competition is going to be included in the gameplay. Reading comments on boards, a lot of people think there's nothing to this title other than piecing things together and jumping around, without a huge degree of purpose. If MM want to convince the existing gamers who doubt this game has anything much to offer, they need to show something of bots or components that have a negative effect like touching them causes you to lose 'sponge'. If you just have a 'buy guy' tag and pathway, you could make a Mario-esque level of gameplay and really enrich the challenge options rather than just player-vs-platforms.
 
There's one major mystery I think at the moment, which is the idea of 'enemies' or how competition is going to be included in the gameplay. Reading comments on boards, a lot of people think there's nothing to this title other than piecing things together and jumping around, without a huge degree of purpose. If MM want to convince the existing gamers who doubt this game has anything much to offer, they need to show something of bots or components that have a negative effect like touching them causes you to lose 'sponge'. If you just have a 'buy guy' tag and pathway, you could make a Mario-esque level of gameplay and really enrich the challenge options rather than just player-vs-platforms.

Maybe it's going to be done through the use of harmful materials..

In the new trailer it looks like there's fire particles coming from under the water/wave boards.. (don't ask me why there's fire under water???)

If you can lay stuff like fire, spikes etc around then what's to stop you from making an automated physically-based enemy...? (a flaming rolling bot you have to jump over for example.. or a flailing-arms-boss with spiked fists..)

If true then it could really make for some absolutely ingenious "enemy" designs..

Just a thought anyways..
 
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Embedded for convenience. Better video at Gamersyde as usual.

I have no idea what that just was.

Is this a game? Is this the Sims? Is this Mario on crack?

I have honestly only been reading what others were saying about this (Patsu & Arwin) and I just don't get it? I thought you 'build' a game to play?

Not sure what that video showed me.
 
How can you not get it? The video is showing you the extent of it's creation abilities. You can build a boat, a sea, and all with gameplay possibilities. Looks amazing and creative to me.
 
I have no idea what that just was.

Is this a game? Is this the Sims? Is this Mario on crack?

I have honestly only been reading what others were saying about this (Patsu & Arwin) and I just don't get it? I thought you 'build' a game to play?

Not sure what that video showed me.

I think you still build a level to share and play (with coop and/or competitive elements).

This video should explain the concept better. I believe the pirate level is yet another one that you can build almost from scratch but they only showed the last few moments to save time.

According to the link above, behaviour/motion is one of the things players can attached to objects (Just like the sea water and ship in the latest video).

I remember there is another video showing the scoring screen, so there should be some way to tally (add or subtract) scores, but I don't know.

"Is this the Sims? Is this Mario on crack?"

It's LittleBigPlanet. Don't know whether it will work its charm on everyone, but I am very keen to see the final game.
 
It seems to have strayed pretty far from the simple, focussed gameplay shown earlier this year.
What makes you say that? I think the problem here is the game spans three concepts - Create, Play and Share - and with different videos showing different elements people are getting lost (a bit like understanding what the PS3 is in general!). The gameplay hasn't been showcased as much as the creation aspects, but its still there.

So, the game is basically a 2.5D 'platformer' with the potential for physical puzzles. We don't know about 'hostiles' yet. The targets for a level are user defined. There was an earlier movie that was very good at explaining this but I'm blowed if I know where it hangs out! Anyway, you can set the player(s) to collect sponge or glow-stars or whatever, or set a time-limit, and stuff like that.

Then you have the creation element which allows you to customize your Sack Boy, and also build levels. This is a very simple interface but very versatile.

But finally, the wonderful twist to it all, it's all integrated into the one system that allows you to explore and adapt in all sorts of ways, where the creation process actually becomes part of the problem solving gameplay. Players have a certain amount of creation potential - you can think of this like money to spend on buying blocks and motors - and items that they can add to a scene. By playing the levels, more 'money' is earned and items are unlocked, allowing you to build more complex levels and devices. You could then integrate your creations into other levels.

For example, if you look at the video patsu posted, they build a crazy boxer. Now imagine a level with an Evil Boxer in the way that you can't get past. You use your 'money' and items to build yourself a boxer to beat him out the way! Or you build a tank to knock him over. Or you build a bridge over him. Or a catapult to launch a friend over, and he pulls a lever that causes an existing battering ram to swing down and knock the Evil Boxer over. The game combines some of the aspects of The Incredible Machine with platforming and most uniquely, user-created problem solving that's not tied to one particular solution.

The basic platform run-and-collect-a-thon that people know and understand is there. If that's all you want, fine it's there. For those that appreciate the creation aspect, they can use that in their game solving or level building or general customization. Showcasing slapping on shells and seaweed isn't showcasing the gameplay, but the way the engine integrates creation with the gameplay.
 
There is also the "Lego" element.

Not sure if we can impose time limit to complete a project (e.g., a tank, boxer, swimmer, racer, ...) to compete in a level. The physics model will allow players to experiment (Complex object + more power vs simple object with less power). At this stage, it is also possible that the construction is out-of-band.



I think they need to make it such that it is possible for Sac-boy to die (Game Over). That way, we can even just fire off rockets/projectiles at each other from the library if they are available. I have a feeling they are not going for it though.
 
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That's right. I don't think AntShaw is saying it's a Mario (He's just pulling a random example). There is no huge level to explore in LBP, like in Mario or Ratchet and Clank.
 
The physics model will allow players to experiment (Complex object + more power vs simple object with less power).
I don't think power etc. really comes into it, because there seems to be a single speed for the motors and no way to adjust power, such that a big block will always have more inertia than a small block, and all you need do is make everything from the biggest blocks of the heaviest material you can find! If larger objects cost more 'money' then there will be an economy concern which may factor in. If you had a limited amount of resources you could spend to build things per level, that could need you to experiment in building economical solutions. I don't think the physics is that advanced though. If the thickness of a piece of wood affected it's strength and cost, then you'd have such concerns. If it's just a matter of plopping a bridge across a chasm though, whether it's fat in thin isn't a worry and you could just make it as thin as possible to save expense.

I think they need to make it such that it is possible for Sac-boy to die (Game Over). That way, we can even just fire off rockets/projectiles at each other from the library if they are available. I have a feeling they are not going for it though.
To add more challenge, some negative element needs to be included. Death is probably wrong for this game, but depletion of 'money' would work. Every hit by a baddy or enemy team could be loss of so much resource, prompting you to go find more. That would create interesting races between finding more 'money' and knocking it out of your opponents.

I think the biggest limiting factor here though is the interface. It has to be kept dead simple to not break the game structure and accessibility, but any degree of complexity would benefit from scripting. Thus and parameters and factors need to be kept to a dead simple creation page or similar with a few check-box options and numerical fields for time limit enabled?, how long, gravity amount, player can lose 'money'?, and then add pathways for level element with a few state flags that could be pasted on like does it hurt? Or perhaps this would be a particular material? That'd work - 'baddy material' that you can customise the appearance of and slap a sticker on to make it look like a cactus/mushroom/man-eating-piano. Or just build into spikes.

This is the element MM need to make clear, because we're just guessing and hoping at the moment, but it could just focus on physical obstacles and jumping around.
 
I think the biggest limiting factor here though is the interface. It has to be kept dead simple to not break the game structure and accessibility, but any degree of complexity would benefit from scripting. Thus and parameters and factors need to be kept to a dead simple creation page or similar with a few check-box options and numerical fields for time limit enabled?, how long, gravity amount, player can lose 'money'?, and then add pathways for level element with a few state flags that could be pasted on like does it hurt? Or perhaps this would be a particular material? That'd work - 'baddy material' that you can customise the appearance of and slap a sticker on to make it look like a cactus/mushroom/man-eating-piano. Or just build into spikes.

This is the element MM need to make clear, because we're just guessing and hoping at the moment, but it could just focus on physical obstacles and jumping around.

Yap ! For now, I'm just enjoying the trailers they release. Still waiting for that LBP beta though. From the silence so far (no ramp up), it looks like it may have slipped to next year.
 
I think that's a given :(
But then they need to make sure the first impression is fantastic so it's better they delay it and get it right.
 
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