Exclusive: LittleBigPlanet Expert's Guide - Level Design
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Published 8 October, 2008 Duration 12:13
As many of you who are participating in the beta have probably discovered by now, this level design shenanigans isn't as easy as it might look. Judging by the competition entries we've received, some of you are picking it up quicker than others, but there's always room for improvement. So sit back and soak up a few tips from the master, Media Molecule's Dan Leaver.
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Comments (60) 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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Twat.
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I don't know how many times I would make a level, or just start one level and edit it to make it better and better over time. This is pretty deep stuff, to get the most out of it you'd need to spend a lot of time learning aswell as building.
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You lot are so bloody easy.
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It's not trolling when it's true, btw. I know that hurts more than me saying, "IT'S SHIT!" but I can't be held responsible for that.
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But, learning is good, and this still looks like the best thing ever.
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Judging by the community-made levels that are already in the beta, it hardly NEEDS the video walkthroughs.
It's a nice extra for people who don't know where to start, but most people were getting by fine without it.
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The best way to help people understand how this works is with tutorials and videos. This is what they've done. I can't see how this is anything but an incredibly good thing.
Games have had manuals, tutorials and other such content since the beginning. Why pick up on this instance?
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Not interesting at all this LBP !!!
.
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I pick up on it because this is supposed to be Sony's great unifier. This game will launch 1000 PS3s etc., and really put PS3 back on top. Sony execs have been saying this for a long while. However, the more I see of it, the more I see what is a great idea, but one that is lacking in certain areas of its execution and method.
Although, I think the core game will be very good, I still feel that even when I watch the levels on YouTube, you see sackboy getting stuck under something or the z-axis not functioning properly. (Check out the God War level when he needs to move in and out of the screen to avoid the rolling fireballs).
Also, I feel that the level design is going to be this "Wow, I can create anything!" at first, but after a month of fuck-ups and realisation that you simply don't have the time and energy that many people, both adults and children alike, will simply give up on it. Hence, it will not live up to its billing.
However, I know that I haven't played the full retail version yet so all the concerns - because that's all they are at the moment: concerns, not trolls, or being overly negative for the sake of it, genuine concerns after lengthy play of the Beta - could vanish as soon as it hits retail.
However I do understand that these concerns aren't shared by everybody. That's fine. But I'm certainly not going to stop expressing my opinion on what I see is a potential false Messiah for a lot of people.
Remember Sony knows that every "gamer" out there wants this game, but they want the casual market. The want to break down the wall, so to speak, and they want Sackboy to lead the charge. I don't think he's up to the job.
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Its fair enough to voice concerns, and the points you make are quite valid (especially in your last post) but when you start 'hehe'ing when you 'wind people up' forgive me for thinking it looks a bit like trolling
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I'm not going to stoop down to other people's levels and start shouting and swearing back so I laugh at them.
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Anyway, I like making sarcastic comments and am under no obligation to make every one in here happy by posting in a way that you all understand. However, DrDamn was polite enough to ask, so I answered.
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The trolling comments I think are because your first two comments came across that way. The second implied the first comment was intended to deliberately provoke people and you were happy it did - that is trolling. If you actually meant the initial comment - aside from being wrong
Coming back to your reply. I understand the concerns you've put there, I'm not convinced they apply to the initial comment though. The whole play, create, share is for everyone - but this sort of complexity is not. It's there for those with the time and inclination to use. It's important that a video shows this side too though, so people with the inclination understand that quite complex things are possible with the tools - and it's not just limited to what the masses might want to do.
It also demonstrates a simple gameplay aspect many have misunderstood. There have been lots of comments previously that the game would be just "go from A to B" - run and jump etc - without objectives or structure. This vid demonstrates that not only are structure and objectives possible - but they are achievable with a large degree of freedom in the create mode.
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Anyone would think morriss had made comments about someone's mum.
WHAT DO YOU MEAN I'M BEING OVERLY DEFENSIVE!
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The beauty is that it just needs one person to work it out publish it and then you can grab that level and work out how they did it. This sort of stuff really helps though.
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yes there will be a steap learning curve in regards to the creating of wonderful levels but its not as hard as some people are making out.
i published a level within a few hours of finishing the tutorials, it wasnt a masterpiece by any means but it certainly teached me a few things so now when the full game is released i will definately putting something interesting together over a period of a few days or so.
it does have its problems, like the z axis thing which can be annoying at first but you get use to the way it works and now i dont notice it.
if you are just into your shooters then dont bother, but if you like to create stuff and enjoy any sort of platformer then this will not dissapoint.
@morris
you WERE trolling and you know it!
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"Also, I feel that the level design is going to be this "Wow, I can create anything!" at first, but after a month of fuck-ups and realisation that you simply don't have the time and energy that many people, both adults and children alike, will simply give up on it. Hence, it will not live up to its billing. "
I think you've missed the main thing most of us lack - talent.
I have a demanding job, demanding wife and a demanding toddler, and yet I've still found plenty of time to discover that I'm utterly talentless when it comes to platform game design.
I don't find the tools interface particularly difficult, and I am a software developer/designer by trade... but designing clever, interesting and beautiful-to-look at platform games is a skill I simply don't possess. I have zero art skills and little creative imagination for this particular thing. That's why I normally pay professional game designers to design a game for me. That's why, unless it comes bundled with an absolutely unmissable single-player story, I won't be bothering with this one.
Now once LBP has been released, I wonder, out of the entire PS3 user base, what percentage of people will discover the same thing?
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It's definitely very interesting and as a 360 owner I'm sad I won't be able to play it. I do however think it's a long shot to expect this to be a system seller.
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I probably won't have the time to make to many levels but once you start playing around with the editor and playing other user generated levels, you start to see possibilities and get ideas that you would put into a level.
Playing this online with a few pals is great fun and it's just an incredibly charming game.
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If the game sells just one million copies, and only the smallest fraction create decent levels (some will be outstanding) then I will have an endless supply of content. Plus, add in the upcoming downloadable content (ie disney characters) and the game is extended further. Plus, I can play and create with my kids. coop is a blast.
I haven't even touched the creation tools and probably won't except to maybe make a family level with stickers of family pictures (wish you could import from hdd..sigh).
No game can appeal to everyone, but everyone should give this one a chance.
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This may be 'accessible' to the Flash programmers amongst us but it's hardly mass-appeal is it?!
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I think you'll find thats utter rubbish. Sony have been stating that they have a number of exclusive games coming this winter, LBP being one of them, along with Killzone2, Resistance2 etc. One thing is for certain, it's about time Sony had a console mascot of any kind and Sackboy fits the bill nicely. If they market it cleverly the game will be massive, getting content from people like Disney is genius.
"Also, I feel that the level design is going to be this "Wow, I can create anything!" at first, but after a month of fuck-ups and realisation that you simply don't have the time and energy that many people, both adults and children alike, will simply give up on it. Hence, it will not live up to its billing."
So a game can't live upto it's 'billing' because the public can't be arsed, what are you smoking? That isn't the fault of the game, the game is a tool. Some people will create levels of genius and others won't. At least this is a breath of fresh air and something new and inventive instead of Halo 4, Halo RPG, Halo Chess etc.
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]http://ww w.videogaming247.com/2008/09/01...[/link]
and there's also this: [link url=http://www.videogaming2 47.com/2008/08/12/sony-we-want-sackboy-to-be-emblematic-char acter/
]http://ww w.videogaming247.com/2008/08/12...[/link]
So it's this statement I'm arguing against. But you continue crying over the fact that someone doesn't like LBP as much as you do.
You really need to wipe the shit out of your eyes, mate.
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For sure I give props to the inventiveness of it, especially vs the standard 360 fare but I think this is destined for 'cult hit' status and there'll be an awful lot of pre-owned copies floating around by Xmas ... It don't got legs.
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You really need to wipe the shit out of your eyes, mate."
What shit? I can't remember ever saying i'm in love with this game, from the beta im impressed but that's about it so far. I'm not crying about anything pal but i find it highly amusing how you take every opportunity to run it down. First in the forum and now here when an LBP article comes up.
As for your link, what's wrong with Sony saying LBP is a big title for them? It is, surely. Also they want a mascot, just like Nintendo have with Mario.
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It's all about the power of numbers. If enough people get this game (a million doesn't seem like a stretch at this point), say 50% will actually try out the level creation. Of this 50%, 99% will be rubbish but that still leaves you 5,000 average to good level designers and more content (both in numbers and variation) than any studio could ever create on its own.
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Good to see the bigoted fanboy twat brigade is present and correct.
You need to get over the whole 360 = marine & gun fantasy boys, I have a decent sized game collection and less than 5% of them are FPS's (GOW & Halo 3). I could claim that PS3's headline line-up for the next few months apart from LBP is all marine and gun sequels (Resistance 2 and Killzone 2), but I'm not that retarded.
LBP will be a landmark game and a fantastic achievement, and I really hope it does well, because the game industry needs more creativity. I do however think that expecting it to be hugely mass-market for a sustained period is unfortunately a pipe-dream. History tells us that most game buyers are complete morons and totally overlook the creative, innovative games in favour of buying the next FIFA. Look how well SW:TFU is doing despite not being that good, just becuase it has Star Wars and Jedis on the box. Even with a bunch of creative people making great levels for ever, I'll eat my hat if this break out of 'cult' status after xmas. And honestly, I do hope I'm wrong because if a game like this can become a must-have for a very large group rather than just those of us who take a specific interest, that gives hope for the whole industry; but I've been disappointed far too often in the past.
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+1
That is the standard model. Less than 10% of YouTube users actually upload videos regularly, but the sheer numbers mean there is still generally something useful out there for the remaining 90% who are just "viewers".
Its also worth mentioning that the mod scene is a clear demonstration that this model works just fine, and has done for years. Loads of mods are shite, but the good ones get publicised by users and float to the top. Occasionally mod creators end up working as professional devs off the back of their work. LBP is not reinventing the wheel in that regard, so there is no reason to believe that the same quality won't eventually float to the top.
Someone mentioned a calculator earlier, but nobody posted a link.
http://uk.y outube.com/watch?v=ZiRgYBHoAoU
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Have to agree with IronGiant that your links don't actually hold up your argument that well.
It is an important title, but one of several. Just because Yoshida says he thinks it will be the best selling that doesn't elevate it to the status you have taken it to. Bill Gates thought that Fusion Frenzy would be the biggest launch title for the XBox - though you would expect Yoshida to know a little more given his job. I've got a lot of time for Yoshida - in the interviews he has done he has talked a lot of sense.
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when the matter disolves, the key that was attched to it dissapears and the door stays in open possition, instaed of just opening and closeing.
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Perfect example of "dont feed the troll". Kudos, EG (y)
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