Would used-created levels of LBP constitute a new game? They're not promising that you can modify behavior or physics are they?
It's more like creating a puzzle and the analogy to constructor sets or Legos seem pretty accurate. You still have some chance for creativity but maybe not as much potential as developers who can put together something completely novel -- can but not necessarily does.
Playing through puzzles create by other people can be interesting but not playing your own puzzle. It would be like the person who write crosswords doing his own crosswords -- there isn't anything to solve.
But maybe if someone can write game scripts and have the tools to execute it? You wouldn't think users would have the tools to do the kind of polished cut scenes and voice acting in some of today's games but maybe if you could craft the plot or trajectory of multiple levels. IOW, design not just one level but several levels, all of which form together a new game experience with a new story.
Another analogy to consider. How about when people used to set up those dominos? Would take days or weeks and you might think you know how it's going to go but they would still be interested in seeing it. More interest in their own creation than the crossword writer.
Can user tools create something like that with physics so you can be delighted in the execution (in the game context, this could be things like physics, fluid simulation, animation, flashy effects), even if there's no problem-solving or being able to follow a story unfold?
It would be interesting for instance if you had architectural components and you can say for instance create the windmill in Ico, which was needed to reach some destination. So if the tools allowed you to create elaborate platforming/architectural puzzles (like turning the light houses to reflect light at certain points in Ico).
It's more like creating a puzzle and the analogy to constructor sets or Legos seem pretty accurate. You still have some chance for creativity but maybe not as much potential as developers who can put together something completely novel -- can but not necessarily does.
Playing through puzzles create by other people can be interesting but not playing your own puzzle. It would be like the person who write crosswords doing his own crosswords -- there isn't anything to solve.
But maybe if someone can write game scripts and have the tools to execute it? You wouldn't think users would have the tools to do the kind of polished cut scenes and voice acting in some of today's games but maybe if you could craft the plot or trajectory of multiple levels. IOW, design not just one level but several levels, all of which form together a new game experience with a new story.
Another analogy to consider. How about when people used to set up those dominos? Would take days or weeks and you might think you know how it's going to go but they would still be interested in seeing it. More interest in their own creation than the crossword writer.
Can user tools create something like that with physics so you can be delighted in the execution (in the game context, this could be things like physics, fluid simulation, animation, flashy effects), even if there's no problem-solving or being able to follow a story unfold?
It would be interesting for instance if you had architectural components and you can say for instance create the windmill in Ico, which was needed to reach some destination. So if the tools allowed you to create elaborate platforming/architectural puzzles (like turning the light houses to reflect light at certain points in Ico).