LittleBigPlanet boss "annoyed" by controls
But "we can work on that".
Media Molecule co-founder Mark Healey has admitted that controlling LittleBigPlanet "annoys" him, but insisted the studio can "refine" this after the game releases.
With thousands of gamers currently getting an early experience of the much-hyped title via the beta, some have complained about the basic controls of Sackboy, specifically moving the character between planes in the "2.5D" perspective.
Speaking to Eurogamer TV last week, Healey acknowledged the issue, stating: "The Z [axis] movement is an incredibly hard thing for us to get right. There's times when it annoys me actually, but we can work on that if we want, and refine it. But on the whole, we got to a good place with it I think, because we wanted to cater for my mother and someone that's a hardcore player, so it was hard to get the balance there."
Healey added that the game had been designed so that changes could be made post-release, via a downloadable update.
"There's definitely room for improvement and we've got the channel to be able to do that as well," he said. "I'd really love to be able to do backflips and all kinds of things with my Sackboy, and there's no reason why we can't add that and refine that."
LittleBigPlanet is out exclusively on PlayStation 3 on 24th October. Check out our most recent LittleBigPlanet hands-on preview for more, and watch out for some very special LBP coverage this week and next.
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Comments (51) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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I remember reading that more dev tools will probably be released via DLC over time, which is nice. More tools = more clever levels, plus it gives people the chance to fully learn the existing toolset without being dumped in with a massive cluster of toys to play with.
Not had this much game creation fun since Amiga days of yore!
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I'd say controls are at the core of a game such as this.
If they're not right then they should fix them before release, not after.
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as a software developer that kind of attitude really fucking annoys me, I know in business there are timescales/budgets and things sometimes need to go out before it is absolutely perfect, but the control system is fairly key to the gameplay.
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My most hated industry practice right there.
If you know the game has problems then don't launch it, shit happens but don't you dare knowingly sell me a faulty product.
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But if you ARE going to do a back flip, I sort of hope it's via use of hands, so you run fast, tap the "grab" button, and the sudden torque sends you into a flip, like this:
<a href="http://uk.y outube.com/watch?v=6dS09GFvZxU
">http://uk.y outube.com/watch?v=6dS09GFvZxU
</a>
That way you're using your existing verbs to do cool extra stuffs.
And as far as post-release changes go... well, LPB is the sort of game which will really benefit from not being bought early. The choice content will have a chance to rise to the top, and you'll get a better overall experience. Post-release changes go hand in hand with that concept. Just wait for patches and whatnot, and you'll do yourself a favour.
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People dont, though. I spent ten minutes trying to jump onto a car the other day, only for me to jump off it, onto another block.
I quit out and gave it a bad review.
Buuuuuuuut.....this is probably the worst aspect of the game, especially since the analogue is a little wooly.
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i'd rather they got the game right in the first place - y'know, like people used to do.
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Yeah, cause all games were bugfree and great in the past!
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Ddi you not read the article? Its not strictly 2d which is where the problem comes from.
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Sony messed up again !!!!
This LBP is gonna be such a flop !!!
.
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SONY IS FINISHED !!!
.
!!!
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Listen to Mr disc's wonderful idea too.
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http://uk.y outube.com/watch?v=6dS09GFvZxU"
Heh. Awesome.
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yes I agree with you, I guess I had the wrong choice of words in my comment, but I don't agree with releasing something that you yourself are not happy with. maybe it's just the way I work, nature of being a developer I guess, but I hate releasing work that I don't feel is at the right level for release. then again from a business angle you've got to release it and make money at some point.
good saying btw, I'll remember that one!
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I agree that it's not always ideal, but as mentioned, you can design your levels easily so that it is never a problem. Right now the biggest problem for me has been not being able to jump down to a layer when that layer is too low inbetween the other two. But that's something you can remedy with design.
I personally think the controls work pretty well right now, though if anything I would probably add climbing and wall jumping.
Wait, I think I have a solution ... you could make some general level options which allow the user to use or disable certain control aspects. Toggles switching certain abilities on or off. It would be fun to disable jumping for instance for some levels, and enable climbing or a double jump in others. Then you can also add dying from falling down to far, etc. This would actually be a plus rather than a minus, as it is fun to be able to design a level that forces you to use certain features.
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They'd want to sort out the sack persons ability to move his hand through his head. Doesn't really look good when that happens.
Same with some clothes too.
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I have the BETA and I agree with the comment!
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Either way, I haven't had this much fun with a 2D title since Loco Roco on the PSP. It's frickin' brilliant!
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I'll think you'll find it was George Lucas that said:
"A movie is never finished, only abandoned."
I can't say that I've ever heard of that being applied to the games industry though.
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Where this falls apart is when people have done poor level design. I've seen levels which has a background which is basically made of one huge background chunk of material on the background pane with random shapes used to cut "windows" in them for variety. Ok, you can tell its been knocked up quickly big style, but the effect of this is if you're busy trying to navigate a platform section that the user has knocked up, you can find yourself jumping into the background by accident.
Of course, on the pre-made levels this hasn't been an issue whatsoever. Well design so layer swapping occurs when it naturally should do. What is needed is for people to think and take experience from the main levels.
Check something like Skate To Victory. You go into the castle and there are some tense platform sections, if you notice its all done in one planes width so there are no opportunities for messups.
Also people have to remember the three planes when doing something like making a staircase. I played an assualt course which was mainly spent falling off the stairs into the background. The same applies for obstacles.
Everything I make will be amazing naturally.
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And anyone who thinks that hitting a final deadline on-time and bug-free is a simple practice and should happen every time has obviously never, ever worked in games development.
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The co-founder of Media Molecule had said that controlling LittleBigPlanet "annoys" him and yet a whole load of people jump out to defend the game saying "build your levels right"...
Fanboys at their best *sigh*
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@ Rirekon
This is one game you're simply not allowed to criticize...even if you're one of the creators of it.
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But on the whole, we got to a good place with it I think, because we wanted to cater for my mother and someone that's a hardcore player, so it was hard to get the balance there."
In other words the controls have to cater to a large range of gamers. Personally I think they could do with some tweaking (having actually played it myself unlike many critics) but to make out it is some game destroying defect is approaching hysterical.
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If you want to paraphrase, then yeah. Otherwise, if you look to the detail, I personally said nothing about his experience playing, I said "yeah, I've seen issues with the controls, especially in X scenario, hugely remedied by good level design as seen in the official levels". But hey, if you want to go off on one, you do whatever you feel you have to....
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Did I mention you specifically? No, I don't think I did
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"@BBIAJ
Allegedly it was Leonardo Da Vinci who coined the phrase originally, although plenty of other people have used it subsequently!
Regardless of its origins, It's absolutely true though."
Damn you! I wanted to say it and (try to) sound smart. ;(
It's undoubtedly true.
I personally have no real problem with problems being fixed after release I (and I expect most of those on this site) have the net at home and no problems with using it. Then again I'm a software engineer and know all about how hard software is to get right first time (software is hard, who said that? Never mind).
As for this issue; this is not a bug it's just something the boss (Healey not Springsteen) isn't entirely happy about (for all we know the others on the team love it). If they do tweak the controls after launch I'm sure they'll make the new controls available as an option (classic controls or new) rather than force the user to use the new one. It's additional post release support no-one slates Valve for releasing map packs for TF2 so why should they do it for this?
And whoever said that it'd break existing levels, why would it? Existing games often offer multiple control schemes and switching between them doesn't break anything.
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"2D games are last gen, please people don't buy this shit. If it sell's well we are gonna see a whole load of shit 2D games again, don't let it happen."
Err... which 2D games are you ranting about?
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As opposed to those criticising Fable 2 for the same thing.
A R S E H O L E S ! ! ! ! ! ! !
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"Excellent. We now have people applauding 'ship now, fix later'
As opposed to those criticising Fable 2 for the same thing.
A R S E H O L E S ! ! ! ! ! ! ! "
It's not "broken". It's an element in the control scheme that he (Mark Healey) doesn't particularly like can you not tell the difference? If you can't then please get the hell off the internet; you're making the species look bad.
@DrDamn
"Quite easy to spot those who read the headline and those who read the article in this thread..."
Indeed, the knee-jerk reactionary "OMG TEH BROKZ GAM!" morons seem to be growing in number daily.
Edit: two for one.