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Comic Con LittleBigPlanet gameplay vid + big hands-on

genjiZERO said:
I think LBP looks great and all, but what I don't think I'm getting is, where is the actual gaming? I feel like it's just one big level editor and physics engine. That's great and all, but I feel the need for some type of objective with the 'game', and I'm yet to see that in the demos I've seen.
if marketed properly and virally to the right target audience, this game can become a big hit, regardless of whether its a complete "traditional" game with well defined levels or not (look at wii sport/wii play sales)
 
Didn't want to threadjack but i guess this is the most recent LBP thread i could find.

IGN's preview.

http://ps3.ign.com/articles/895/895019p1.html

We also delved into the basics of programming in functions within levels. You can, within an hour or two, create fairly complex cause and effect relationships between switches, inanimate structures and even spatially placed sensors. These can be visible or invisible, have varied fields of effect and can trigger blocks to swing, shift, dissolve, drop, catch on fire, electrify and more

These, as well as more than 2000 other objects, are selectable through the Popit menu's Tools option

i feel like making a level to annoy people by letting a big rock roll and hit you and you really can't dodge it :lol

To top it all off, the design mode is also compatible with multiple users at once, on one screen or over PSN. On one screen, the perspective shifts and pulls away to keep the whole level in view as well as possible. In practice, the build we played wasn't quite up to the task and the camera seemed reluctant to pull away. Hopefully that's something that will be addressed in time for release

:o
 
game looks awesome. Can't wait to play it. Have there been any videos on enemy creation btw, I know you have to put a "brain" on them, but what about scripting and such?
 
bizatch said:
game looks awesome. Can't wait to play it. Have there been any videos on enemy creation btw, I know you have to put a "brain" on them, but what about scripting and such?

There isn't scripting available in LBP. The "brains" are usually very simple routines; e.g. left right patrolling ala Super Mario Bros enemies. However, I think if you're good enough you can devise a system with multiple routines by going through switches.

Basically, if you're going to do and IF-THEN condition you're going to have to implement it PHYSICALLY and not DIGITALLY. Something closer to analog designs like engineering would then be the crucial skill involved here. I mean, you can basically make a Turing machine if you want.. :lol

This results in some limitations but I think it is VERY fair play for this kind of game. I don't think people should mistake LBP as a creation tool which allows you to do whatever you want; some of the claims and hopes here are ridiculous. It's truly a situation where they give you a set of tools upon which you improvise upon to create the parameters of your own level's gameplay... I don't think "emergent gameplay" has ever suited a game more than LittleBigPlanet.
 
DMPrince said:
Didn't want to threadjack but i guess this is the most recent LBP thread i could find.

IGN's preview.

http://ps3.ign.com/articles/895/895019p1.html

Omnom. That's the best preview on the 'create' side I've seen in a long time.

The 'logic' support sounds really flexible. 'Scripting' things to go on fire or electrify under certain conditions could allow for some truly devilish enemies or contraptions :D

Also, as per that preview there are more than 3 layers, but the excess are for background decoration:

Being a 2.5D platformer at heart, 'planes' are essential to understanding early on. Three are interactive, while seven are available in total to decorate your world. An eighth is reserved for Hover Mode.
 
Here's a bit of other news too from that Australian event:

http://www.psxextreme.com/ps3-news/3515.html

Basically there will be limited server space for user created levels. If you reach your maximum, you'll have to pick and choose between those you want published. However, if your stuff is good, MM can reward you with extra server space to allow you to publish more than other users. So that's one non-monetary incentive to keeping your quality up.

I wonder if they'll publish the server limit per user. Level saves are supposedly only 200-400KB (although abundant pseye sticker usage could bump that).
 
Bliddo said:
xds70l.jpg

So true, she almost made me by a DS:lol

chubigans said:
That'd be awesome.

Exactly, a white Playstation 3 would so do it for this game.

HOME should be in there too by christmas really.

Sony should learn from Nintendo.
 
Another nice long preview from the Australian Pause event:

http://blogs.theage.com.au/screenplay/archives/010156.html

Some bits:

My colleagues also produced platforming stages (and some wacky machines) that were unlikely to cause Miyamoto to lose much sleep. Yet all of our creations shared one trait - they were fantastic fun to make (whether alone or in tandem with others) and often hilarious to play, even in their most ridiculously broken and primitive state.

This is one thing I've thought about for a while..even crap stuff looks like it will be enjoyable, for its own creators at least, because of the visual trappings and characterisation etc.

Nick says he uses the word "stuff" deliberately. "We don't want to use the word 'levels' because you can create other things. We don't want to use the word 'content' because it's a bit dry.

"It's not mini-games either, because you can make a mini site about your cat if you want. You can make massive sprawling game levels, you can chain them all together and make platform adventures (complete with basic cut-scenes)."

While described as a platformer, you can also create basic role playing elements - essentially conditional events with multiple options. If players make one choice, there will be a consequence, and the other choice will be closed off.

Hmm..wish he'd elaborated a bit on that!

There are also a few more fantastical but easily understandable additions like "bubble" material that floats, and "dissolvable" material which is great for attaching to proximity-based triggers or physical switches to activate exciting events such as prizes falling from the sky.

you can change the lighting and colour correction and add elements like fog to dramatically change their appearance and the subsequent atmosphere.

A description of one of the author's own creations:

I drew inspiration for my level from the urban background, with Sackboy triggering a switch which caused a basketball to bounce down some stairs and into a basket, which then triggered the opening of a (very primitive) garage which included a cool race car (that Media Molecule had built).

The low-rider featured a switch in the driver's seat that propelled the car forwards when Sackboy pulled it. The level included a race start and finish, but I should have added a second car for two-player competition.

For example, support for keyboard and mouse has not be ruled out (but will not be available at launch) and the same goes for an audio editor to create your own music and sound effects.

"Whatever 'power creators' want to create things, we'll look at doing it," Nick promises.

The full thing's a good read!
 
Being a 2.5D platformer at heart, 'planes' are essential to understanding early on. Three are interactive, while seven are available in total to decorate your world. An eighth is reserved for Hover Mode.

you can change the lighting and colour correction and add elements like fog to dramatically change their appearance and the subsequent atmosphere.

These are the two best features that I've heard about in awhile. I seem to recall there being "decorative" planes but I'm glad there's some new confirmation on that. The level I'm planning on making will work best at night and looking dreary.

October, please come now. :lol
 
Jeez all these details are getting me so excited. Sony really should do that white ps3 bundle, that would move so many units. This with the release of HOME will get sony a lot of WOM for the holiday season.
 
Just curious... can you make the starting point 'up' higher than the ground level? I really want to make a beginning sequence of swinging downwards.
 
msdstc said:
Jeez all these details are getting me so excited. Sony really should do that white ps3 bundle, that would move so many units. This with the release of HOME will get sony a lot of WOM for the holiday season.

I doubt they'll do a bundle but they've made it very clear that this game going to receive a huge push by them.
 
SolidSnakex said:
I doubt they'll do a bundle but they've made it very clear that this game going to receive a huge push by them.

I know they won't :(. I wish they would though. Either way This+HOME+R2+MS2 is an amazing holiday season for me. I originally thought Resistance was what would be played the most up until february for KZ2, but I'm pretty sure LBP took that spot.
 
msdstc said:
I know they won't :(. I wish they would though. Either way This+HOME+R2+MS2 is an amazing holiday season for me. I originally thought Resistance was what would be played the most up until february for KZ2, but I'm pretty sure LBP took that spot.

LBP would be the best pick. It fits the old game type that was included in consoles and is a guaranteed way of insuring that the game will have a nice healthy community. I think that's the main reason that they should include the game with PS3's this holiday.
 
For convenience sake, a cross-post from TheGreatDave in the Edge thread on their feature about LBP:

TheGreatDave said:
You have to unlock the ability to create stuff by playing through some single player levels.
"You can't make a Miyamoto level in 5 minutes, but you can make one in a weekend"
Although it's not a revolution the platforming game out of the box is "devastatingly effective"! - some of the purest 2D design we've seen since Super Mario World
Apparently the team has been able to make RPGs, complex platformers with multiple stages and hub worlds, puzzle games like Tetris and a version of Outrun, which simulates movement by moving painted strips of wood on hinges!

There's not that much else regarding the game itself, a lot about Media Molecule themselves. They're basically very modest, talk about how they want to keep the team small and that they've enjoyed working with Sony but are free to make future games wherever they want.
 
I don't see LBP selling to the mass market with PS3's price tag. (Even though 399 is great value for the PS3)

Anyway, this game will get alot of love from me.

"You have to unlock the ability to create stuff"
WHY?!
 
Nick says he uses the word "stuff" deliberately. "We don't want to use the word 'levels' because you can create other things. We don't want to use the word 'content' because it's a bit dry.

"It's not mini-games either, because you can make a mini site about your cat if you want. You can make massive sprawling game levels, you can chain them all together and make platform adventures (complete with basic cut-scenes)."


:O

You can make your own "GAMES"!
YES
You can chain them together...and even put cutscenes
D:
 
slicedking said:
"You have to unlock the ability to create stuff"
WHY?!

From my understand, the game has always been designed to have you go through the single player mode to unlock different materials. I think you can make a level from the start but it just wouldn't be very good because you wouldn't have many materials at your disposal. That's why they encourage you to play through the single player mode.
 
slicedking said:
I don't see LBP selling to the mass market with PS3's price tag. (Even though 399 is great value for the PS3)

Anyway, this game will get alot of love from me.

"You have to unlock the ability to create stuff"
WHY?!
So you can...you know.....actually play the game 1st :)

It is a game 1st of all.
 
It's interesting that Edge brings up how high quality MM's own levels are for the game. One of the criticisms of the game so far is that they just show the creation tools and not enough of the levels. So maybe that'll ease some of the fears.
 
SolidSnakex said:
From my understand, the game has always been designed to have you go through the single player mode to unlock different materials. I think you can make a level from the start but it just wouldn't be very good because you wouldn't have many materials at your disposal. That's why they encourage you to play through the single player mode.
To be honest, the first thing I were gonna do was create.
 
slicedking said:
To be honest, the first thing I were gonna do was create.

I like the idea of the levels that teach you on the way that way I won't have to ask so many questions if i jump right into the whole creation part of the thing. especially if i see advanced creations from others. i won't feel so bad ;o
 
slicedking said:
To be honest, the first thing I were gonna do was create.

I think they just want you to play some levels in the game to give you an understanding of the games physics and what you can do. That way you can then jump into the creation mode and have a full understanding of the stuff instead of just doing trial and error stuff. Plus as you go through seeing stuff they've created might give you some ideas about what you might want to create on your own.
 
I agree with the people saying unlocks are a good thing. It definitely lets you learn about physics, and also gives you ideas of what you should do with your own level, but it also motivates you to beat the levels and stuff.
 
msdstc said:
I agree with the people saying unlocks are a good thing. It definitely lets you learn about physics, and also gives you ideas of what you should do with your own level, but it also motivates you to beat the levels and stuff.
It's like "learn the basics, get inspired, and create"
I second that
 
Does anyone think Sony should release the Sackboy character editor independently ala Spore's creature creator? Release it early for hype. Just throwing out ideas.
 
"Apparently the team has been able to make RPGs, complex platformers with multiple stages and hub worlds, puzzle games like Tetris and a version of Outrun, which simulates movement by moving painted strips of wood on hinges!"

"It's not mini-games either, because you can make a mini site about your cat if you want. You can make massive sprawling game levels, you can chain them all together and make platform adventures (complete with basic cut-scenes)."

Okay. Okay. Okay! Okay... my hype is reaching a level I have quite simply never experienced before. This is it. This is the real deal. There is nothing like this, this truly is a Youtube level of game making here. I am intrigued to say the least to see the RPG and Hub-World examples.
 
Wurm said:
Okay. Okay. Okay! Okay... my hype is reaching a level I have quite simply never experienced before. This is it. This is the real deal. There is nothing like this, this truly is a Youtube level of game making here. I am intrigued to say the least to see the RPG and Hub-World examples.

I think any 'rpg elements' will be very basic. Another preview described it like this:

While described as a platformer, you can also create basic role playing elements - essentially conditional events with multiple options. If players make one choice, there will be a consequence, and the other choice will be closed off.

It's not totally clear what that means, but I would expect something very basic and simple.

I think with regard to 'hub worlds', they talked before about being able to link to other levels within levels..perhaps via doors or something. Can't remember exactly. But they talked about how you could have a level which is basically a collection of links to your favourite levels, like a personal guide or something.
 
Gamespot UK has a little report on the MM presentation at Develop 08 in Brighton.

http://www.gamespot.com/news/6195209.html

At Develop 2008, Evans presented a session which he described to the audience as "half post-mortem, half me waving my arms around hoping one of you will come up with a better idea." During the hour-long session, he reflected on the development of LittleBigPlanet to date, as well as his previous experiences at Lionhead Studios and Bullfrog, and offered some advice to other developers in the room.

Saw this photo on flickr from the same presentation..looks like it was another sort of similar "presentation within lbp" format as the e3 sales one :p

2716514597_d06a083d45_b.jpg
 
In a perfect world, this game becomes Sony's biggest hit and propels the PS3.

Unfortunately, I think this game's level of creativity works against it. I've got to believe most gamers will be turned off by how in-depth this game is.
 
has it been confirmed that you you can import stickers from you HD? i mean it has always been "assumed" by people, but MM only showcased stickers imported from the PSeye. (if you can't it would be the stupidest decision MM has taken so far)
 
i am still pretty sure that importing jpeg files will be possible, but the more mediamolecule talk about the eye, the more i think it's going to be heaps of fun to build levels with just a stack of paper, some crayons and a pile of old magazines
 
Jinfash said:
has it been confirmed that you you can import stickers from you HD? i mean it has always been "assumed" by people

Actually, we've been debating this ad nauseum.

I think the lack of recent direct reference to HDD importing and the focus on PSEye "imports" is suspicious, but as others say, they may be focussing on that in demos etc. because people might think using a camera for personalisation is cooler, and it's easier to do. We'll have to see, I guess.

edit - on a side note, those snes/saturn/nes pics in the photo above look like they could have come from a pseye capture.
 
Jinfash said:
has it been confirmed that you you can import stickers from you HD? i mean it has always been "assumed" by people, but MM only showcased stickers imported from the PSeye. (if you can't it would be the stupidest decision MM has taken so far)

:D In a recent presentation, Alex said you can import pictures "with your PSeye or with your digital camera" (his exact words). What does that sound like to you? Some people aren't convinced that it means importing any old jpeg, yet.
 
akachan ningen said:
:D In a recent presentation, Alex said you can import pictures "with your PSeye or with your digital camera" (his exact words). What does that sound like to you? Some people aren't convinced that it means importing any old jpeg, yet.

whoa
 
akachan ningen said:
:D In a recent presentation, Alex said you can import pictures "with your PSeye or with your digital camera" (his exact words). What does that sound like to you? Some people aren't convinced that it means importing any old jpeg, yet.

Imagine what would happen if they allowed the importing of animated files like .GIF (I think .GIF is patented though).. GAF would explode. negativeimpactedonlyonsurface.gif, crazydance.gif, variousstarwars.gif, and even the return of FUCKKKKKKKK.gif

:D
 
akachan ningen said:
:D In a recent presentation, Alex said you can import pictures "with your PSeye or with your digital camera" (his exact words). What does that sound like to you? Some people aren't convinced that it means importing any old jpeg, yet.
What, my camera's doing something funky to the JPEG it saves to make it recognizable to LBP? Because if all that is is metadata then I can just add in aperture settings and camera types myself. :)

Not sure what they're worried about. Abuse? What's to stop someone from taking a pic of their wang with the PSeye and putting it on their sackboy's face? Because you just know that'll be the first thing some people do. :lol
 
gantz85 said:
Imagine what would happen if they allowed the importing of animated files like .GIF (I think .GIF is patented though).. GAF would explode. negativeimpactedonlyonsurface.gif, crazydance.gif, variousstarwars.gif, and even the return of FUCKKKKKKKK.gif

:D


Oh God, it couldn't have been better..
 
gantz85 said:
Imagine what would happen if they allowed the importing of animated files like .GIF (I think .GIF is patented though).. GAF would explode. negativeimpactedonlyonsurface.gif, crazydance.gif, variousstarwars.gif, and even the return of FUCKKKKKKKK.gif

:D

Animated PNG or MNG files could be possible. Even better than gifs.
 
Winterblink said:
What, my camera's doing something funky to the JPEG it saves to make it recognizable to LBP? Because if all that is is metadata then I can just add in aperture settings and camera types myself. :)

Not sure what they're worried about. Abuse? What's to stop someone from taking a pic of their wang with the PSeye and putting it on their sackboy's face? Because you just know that'll be the first thing some people do. :lol

If it's simply meta data, then some workarounds could be found for more advanced users..

My one theory on why they might restrict it to PSEye imports is because of copyright. You may not necessarily have the rights to use a particular jpeg (e.g. a photo taken by someone else, or an illustration made by someone else in photoshop etc.), but you should always own the copyright to whatever pics you take yourself with your PSeye. You're right, though, that this would only be solving one of many potential issues. People could indeed still take wang-shots.
 
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