The LittleBigPlanet pre-release Saga

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There's a backlash to it when developers like EA try to do it with micropayments.
That was a different situation, asking for content from EA that was originally being provided by EA for free. That's different to the situation of buying an expanasion pack for a game from a 3rd party versus free expansions from the original game creator (if such a thing even exists!)

Levels come with a flag that makes them editable or not. The 50 levels that come with the game are said to be 'open source' in that anyone can edit them. Content creators can choose to have their creations editable or not. As for audio copyright, there is no custom audio! The copyright issues at the moment are embedded pictures, created objects, and overall level designs. Locking players from editing a level prevents the first two copyright violations. You can't stop someone copying the level design if they want to, or the idea, but you still have the issue of people deciding to invest their time to create something to give away for free. Anyone capable of matching that quality would surely prefer to be creating original content to sell themselves?! I point back again to existing free services, free YouTube programmes, free songs on SoundClick, free games on the internet. These things coexist with professional content that people are still happy to pay for because you (usually) get a superior experience from the paid content.
 
I hope LBP sell pretty well, it's a good thing that this type of game existed, funny and pleasant is I think the best description of the gameplay we saw.
 
What they suggested here was that if for instance someone makes several levels or objects of high quality (probably recognised as several high-ranking or highly played user created content), they are offered to be able to sell their next levels for money.

That seemed perfectly fine to me, and in fact I hope it happens. It will lead both to more good quality levels for free (the talented people wanting to do this for money will first have added a few great levels to the level pool), and more good quality levels for money (those that have talent can now take some time away from work and try to see if they can make even better levels and earn some money).
 
Yeah technical issues and rights negotiation aside, I don't see a big problem with payable user-generated content. The topic warrants a GDC keynote, like how Phil did Game 3.0, with detailed FAQ and face-to-face meetings with the press before the announcements.

Its a generation-worth of work and culture change, not something Reeve can capture in one sentence.

[size=-2][In squeaky voice] Scr*w the haters !!!1![/size]
 
If my memory serves me right I have seen a slide from a PSN presentation a of year ago where on of the possible features was that user could create their own content (or games) and they could sell them to other PSN users.
 
Incredible. G4 is reporting that LBP will allow users to download new levels through iTunes. How they got that out of "almost iTunes meets eBay" is beyond me. I see their fact checking skills are still impeccable. :D
 
Interesting. I decided to give it a go. Not asking for LBP in particular, just because I think it's something I'd like to take part in.
 
For US people, do we join the Playstation Underground instead ? I signed up with the linked the PSN with the playstation.com site. Do I need to do something extra ?
 
Heh, everytime I see this game... it's like a new PSN game all over.

Very impressive display of levels. Can't wait to tweak them. Still waiting patiently for Sony to release beta info for US.
 
Yesterday I got the chance to play LittleBigPlanet for the first time, and what a time I had. This game is everything it’s cracked up to be and more, and I am so glad I got a chance to see it firsthand. I played it 5 different times, 15-20 minutes of playtime each turn, so about an hour and a half of total play time.

This is how it was set up: The Associate Producer of the game(his name was Eric *something*, I don’t remember his last name) played using one controller, and three others would play along with him. I got time with the character customization, level editor, and one of the single player levels, all the while I was able to ask him any questions I had, which I did. There was a tutorial level, but I never got a chance to play it. I did watch some people play it, though, and I got a chance to film a portion of it for you guys before he told me he didn’t want me filming the game. I am gonna portion off the info for each chunk I got a chance to see and play, so the information is relevant to the topic it is placed under. Anyway, here is everything I noticed playing the game:

Character Customization

* There are a huge amount of customizable items, from hats to glasses to shoes to pants to zebra outfits and everything in between.
* There is a Tron suit you can wear in the game, along with a killzone helmet and mask.
* Not only that, but there are about 25 different materials and designs that you can choose to have your sackboy made out of, including 3 types of camo.
* There are held items that you can choose from, such as a wooden sword and a magic wand(a stick with a star on the top). You can’t use them as weapons, but when you slap while holding an item you hit them with said item.
* You can slap just about any kind of sticker you can think of on your sackboy, so you can essentially make your own designs.

Level editor

* For those of you that don’t know, you can switch back and forth between flying and running around by pressing *down* on the d-pad.
* When everyone has a menu open, the menus auto-adjust to the top left, top right, bottom left, and bottom right corners to keep the screen clear.
* LBP comes with a nice 10 premade vehicles or so(I drove a lowrider!), but as with everything else you can edit them as you like.
* Logs burn. You can make a log, or anything out of wood, really, and set it on fire. We made a floor full of burning logs and then we drove a monster truck over them.
* There are “triggers” that you can place to have events happen right when you want them to. For example, you can make it so halfway through swinging on a rope across a gap, the rope snaps and you fall down to another area.
* Anything you can think of, you can make. Just be careful when making a “Sonic” level or a “Mario” level, because that won’t fly on the servers. Name it something generic that won’t warrant deletion.
* If you want to make carpet, you can. All you have to do is take a picture of some carpet, apply the sticker to something thin and soft(sponge, for example), and save the item.
* If you made a kickass vehicle, you can make that vehicle collectible through your level. For example, you could reward players who made it past a particularly difficult portion of your level with a buggy you made, which they could use at any time throughout making their levels. This applies to items, such as carpet, as well.
* The size of your crater on the moon corresponds directly with the amount of items you can place on a level. This way you can have a minigame taking up a small crater, while a full, hour long level would take up one of the largest craters.

The Construction Yard

* This is the level I got a chance to play three times.
* Eric was really stressing the term “Coopetition”, which is cooperating so you can compete for the collectible items and points. For example, there was a lever that would slide a girder across a gap. It requires two people(at least) to complete. One would move the girder across using a lever, the other would grab the chunk of sponge at the other side, which the first player would now bring back with the same lever. That sponge was required to reach a certain height, so you could collect more goodies. In my case, I stood on the sponge with a friend while another guy dragged it across, and right before we got there I slapped my friend off so I could have the stuff to myself. That, essentially, is coopetition.
* The developers love to hide goodies that you have to find later. I didn’t notice all the stuff I could eventually collect until the third playthrough. If you’ve ever played Portal, and you know that usually there is more than one way to beat a level, the same applies here. The more difficult task you accomplish, the more collectibles they reward you with.
* At any point, you can bring up a sticker which is basically a live image recorded from your PS Eye. When you stick the image on a surface, it takes a picture at that moment, so you can tack yourself onto the walls in a level(or whatever else you feel like doing).

Emoting

* Emoting is awesome. Using the d-pad, you can select three different degrees of sadness, anger, happiness, and fear. For example, you press up to smile, press it again to smile big, and press it again to be ecstatic with your tongue hanging out.
* If you hold R2, the right stick becomes a controller for your right hand. The same goes for L2, the left stick, and the left hand.
* The sixaxis controls which direction your head is facing, and it was surprisingly intuitive.
* If you click and hold L3, the sixaxis controls your hips instead of your head.
* Using a combination of these, I made my guy do a pretty kickass hula dance. I forced him to do it, though, so he was pretty scared at the time.

To Sum it Up

LittleBigPlanet is so in depth, so customizable, so personal that there’s no way to sum it up in words. You could say it is our generation’s Mario; 20, 30 years from now you’ll be telling your children that you got the chance to grow up with this game, and that’s an experience you don’t want to miss. All I can say is, if you are still on the fence about buying this game, don’t hesitate.


http://www.lbpcentral.com/confusedcartmans-littlebigplanet-hands-on-from-comic-con-08/
 
If you made a kickass vehicle, you can make that vehicle collectible through your level. For example, you could reward players who made it past a particularly difficult portion of your level with a buggy you made, which they could use at any time throughout making their levels. This applies to items, such as carpet, as well.

That's fricken awesome, I can see they're going to need to be able to rate user content levels by the collectibles you can get. That certainly adds to the incentive to try out others levels. Damn, now I've got to rethink my level.........again.
 
I wish they'd list the features for designers to actually think about stuff now. Not knowing how exactly the logic circuits work, what options there are, and how to make controllable vehicles etc., severely hampers paper design.
 
Better yet, release a demo. Some of the tutorial levels would be nice. Although they might not be able to fit everything this game has to offer in a demo.
 
I wish they'd list the features for designers to actually think about stuff now. Not knowing how exactly the logic circuits work, what options there are, and how to make controllable vehicles etc., severely hampers paper design.

They will probably do this once they've settled on the final set of tools. They mentioned somewhere that they first had many more tools and consolidated them to a lot less so that users don't get overwhelmed - presumably and hopefully without gimping overall functionality. ;)

This means that until the disc goes gold, they won't be able to give a feature list. So I would expect something like this to show up about one month before release.

I think there's more than enough known about the game already to start designing your level.
 
That article did indeed help - in a rather negative way! Of course there's only a limited number of items to toy with. The full feature set requires completion of the game, and so as you have to play the game, you'll come to find and learn all the tools progressively. It means big designs will just have to wait until the game is out and played. And that's perhaps a good thing, 'coz I'm sure a lot of ideas will be created by other people ling before me!
 
That article did indeed help - in a rather negative way! Of course there's only a limited number of items to toy with. The full feature set requires completion of the game, and so as you have to play the game, you'll come to find and learn all the tools progressively. It means big designs will just have to wait until the game is out and played. And that's perhaps a good thing, 'coz I'm sure a lot of ideas will be created by other people ling before me!

This is it! One of the game concepts I had in school stemmed from what I wanted to do in LBP. The idea was very simple based off the videos I have seen and what I *thought* I could do. As things progressed I found out more and more about what you can actually do in the game and my ideas expanded considerably. It was at the point where someone from MM stated that 'items will be unlocked as you play through the game' that I put my pen and paper away. You very well can't design something when you don't have a complete tool set to work with or what these tools will do.

So as you've stated, this definitely holds designers back a long while in actually getting something planned, designed, and working for the community.
 
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