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What went wrong with Little Big Planet?

I honestly had no idea LBP3 actually had so much negativity towards it.

As a newcomer to the series when I get a PS4 in June, is it really something to be avoided completely? I was kinda looking forward to that Adventure Time DLC they're releasing soon.
 
Nothing? It's a kiddy looking platformer that sold millions on one of the 'mature' consoles. That's pretty amazing.
 
All I can say is I kind of hated LBP3. I bought it day one as I figured it would be the perfect game to play with my gf, but alas, it was shit. One of my worst day 1 purchase ever. I think I put about 3 hours into it.
 
They never fixed the physics. All of the user creation stuff was nice, but who wants to play a platformer that doesn't feel good to play?

Yup. I love the idea of LBP. I love Sack Boy, I love the weird characters in the story mode, I love the look and feel of the customisable things but the game it sooo floaty. Rule one of platformers is it should feel good to play, rule two should be good level design.
 
The series should have run at 60 fps. The level creation tools were good, but running at only 30 fps made the levels unpleasant to actually play. The floaty physics didn't help.
 
Visually it never evolved, but instead devolved.

3 looked dreadful, barely any logical colour design to it. Meanwhile, Nintendo adopted the "real life hobbycraft" textured approach to Kirbys and Yoshi's, and showed what could be done with the concepts and not 0.5% effort art design:

GgloThx.jpg

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Other than that, it also went SUPER COMPLEX with its creation tools (actual coding, circuit boards, etc) which is great for the hardcore minority of LBP superfans, but completely off-putting to everyone else.

Adopted? Looks like they ripped it off.
 
Floaty physics I acknowledge bother a lot of people, but I don't think I'd change LBP's feel for anything.

I'm a huge fan of platformers, and I wrote this, a while back, about LBP's physics. In MM's own levels, I never really had a lasting problem with LBP's physics, to be honest. It required a bit of mental realignment, I guess, but once that was done, it was perfectly adequate. However, user levels weren't quite as discerning, and I think a bunch of times they made structures which were interesting to build but not actually much fun to platform off because they hadn't taken the physics into account.

However, I do think some physics of approximately that nature are kind of necessary for the sort of game LBP is; if you're going to have abstractly-shaped objects with their own physical properties, it's inherently going to inject some unfamiliar behaviour into the platforming as the platform you're propelling from is at an odd angle or moving in a strange direction; it just needs the level author to take that into account.
 
Tbh I know it's a massive part of the games, but the editor was a big turn off for me.

Pushed as such a big part of the game, but setting up a decent level was too fiddly, and often more obtuse as the series went on (not to mention my innate lack of imagination with platforming levels)

The fact that this area was clearly intended to be bigger than the single player, and that the level building community was such a huge part of the game, meant it was time for me to tap out.
 
did you read the OP?

What, all two lines of it? I sure did.

The series clearly did jive well with its audience, since it has sold good numbers. From what I recall, the first game sold over four million copies. That's got to be a whole fuckton better than what Sonic has managed these past few years.

LBP 3 is the outlier. It flopped because it was rushed out, released at the same time all the annual big-hitters were coming out, and it reviewed substantially worse than previous installments.
 
I never liked the physics. Too floaty for what I was looking for. Mario Maker already looks like what I had hoped LBP would be, something that looks fun outside the level creation tools.

Also: 30fps for a sidescrolling platformer? Just goes to show how wrong their focus was.
 
I've said it before, but what Sony SHOULD have done is gone all out and embraced sackboy as a Sony mascot, and installed LBP without the campaign / story on every PS3 instead of Home, and every feature they experimented in with Home been a LBP feature instead.

Let you customise your sackboy cardboard box better, award you new stickers / avatar features as trophy rewards, sell content packs, let you make your Home room your own personal LBP levels hub, etc etc etc.
 
what went wrong?

for me: the storyline/character bullshit. the original lbp was a zen experience, an exercise in minimalism, & felt magical for it. ever since, it's been 'witty' narratives/characters that are both seriously unfunny & uninteresting. don't know why they opted to go in the direction they did, but, imo, it's effectively killed the franchise...

This and the floaty physics. I was excited to try LBP2 since it was on PS+ for free but got annoyed. Single player had its fun moments I guess.

The online was "waiting to connect" muffled little kids yelling and disconnecting randomly. Didn't care about the level creator since 1) it seemed too complex to easily get into and make an interesting level and 2) the physics being crap.

Tried Little Big Planet Karting since it was on PS+ too later and rage quit since it was about a half hour of "witty" characters talking and no racing. Deleted from my PS3 HD to make room for other games.
 
did you read the OP?

The OP says that LBP didn't hit the masses like Mario and Sonic.

Mario is the most popular, most critically acclaimed, and best selling game franchise of all time.

Sonic is a mangled and deranged parody of the 90s mascot platformer. It's the shame of the industry, limping along on the crutches of perverse nostalgia and perversions of other kinds.

I'm not really seeing why LBP would ever need or want to be compared to either of those. If it remained a game that scored ~9s and sold 3 million copies each, I think everyone would be content with that.
 
3 came out, that's what went wrong. The series was excellent prior to that.

this 100%.
an absolutely disgusting way to treat your growing fan base, make an unfinished short mess of a game and then charge £60 for it and release it alongside far cry 4 and gtav which were both cheaper and finished products.
 
The OP says that LBP didn't hit the masses like Mario and Sonic.

Mario is the most popular, most critically acclaimed, and best selling game franchise of all time.

Sonic is a mangled and deranged parody of the 90s mascot platformer. It's the shame of the industry that limps along on the crutches of perverse nostalgia and perversions of other kinds.

I'm not really seeing why LBP would ever need or want to be compared to either of those.

probably a good point, but he went there
 
It got a little too weighed down by its legacy, its great being able to bring all the old assets into 3 but maintaining compatability with the previous 2 games community levels feels like more trouble than it's worth.
 
Interesting. Is this a common issue with Euro-dev'd platformers?

(For my money, I think two big parts of the lack of mainstream appeal w/ LBP are that (1) Sackboy isn't super visually interesting or distinctive and is designed after brown cloth, and (2) the game is so widely marketed/considered as a level maker that that holds more niche appeal; I think if people talked more about SP content (is it extensive? I honestly have no idea) that it would have helped buzz about the game.)


Well Rayman Origin and Legends are not "floaty"
 
The physics was terrible. I could never get pass it.

User created levels felt so cut and paste and disjointed.

Enemies never felt like enemies, just stuff moving around to avoid.

....but don't worry, we have Yoshi Wooly World for the beautiful craft aesthetics, "real" enemies and creative level design.

Mario Maker for user created content and classic Mario gameplay.
 
Another vote here for floaty physics being an issue. I like the art style and really tried to get into the first game, but as a platformer it left me fairly cold.

This. I bought a PS3 for LBP and was disappointed with how it felt to play. The framerate was also too low for a 2D platformer even though it was rock solid.

It's a cool concept and charming as hell. But they didn't nail the fundamentals.
 
I honestly had no idea LBP3 actually had so much negativity towards it.

As a newcomer to the series when I get a PS4 in June, is it really something to be avoided completely? I was kinda looking forward to that Adventure Time DLC they're releasing soon.

I haven't tried it in a while but it was broken for all of my friends and I. It's not the typical broken game hyperbole on GAF, it was a legitimate mess. It wiped out my save data once, it was difficult to get all of us into a room together, the actual netcode was awful, and there were bizarre visual glitches like the world turning orange for one player but no one else. I'm sure there's more but those are just a few of the bugs I experienced.

The games have always had kind of a subpar online experience (netcode has always been weak and LBP1 took some time to work properly online) but this was a new level of bad. I was extremely disappointed and I'm a pretty big fan of the series.
 
3 came out, that's what went wrong. The series was excellent prior to that.

Pretty much this. I loved 1 and 2 but LBP3 killed my interest in the series (at least until a better game comes out). It's not that LBP3 was that bad, but it was flawed, bugged and incredibly short, had poor technical performance (at least on PS4) and was generally far less inspired than the first two. On top of that, things like not offering a way to play the campaigns from 1 & 2 within LBP 3 didn't help.

Also, the franchise didn't evolve enough. At some point, a clean cut with the past and a substantially new game should be made, on current gen consoles only. And they should do something about the floaty controls. I didn't bother me but it sure bothered a lot of other potential customers.
 
Fascinating.

;p

I was basically just pointing out that the ceiling for sales of a 2D platformer on a Sony console is lower than that of a Nintendo console and ::time travel:: a Sega console.

the OP was kind of loaded in that regard because like someone already pointed out the series has done relatively decent and comparing it to something like Mario or Sonic is kind of unnecessary.
 
They never fixed the physics. All of the user creation stuff was nice, but who wants to play a platformer that doesn't feel good to play?

This is the major issue. Plus I would add that people overestimate the value of the user-creation aspects. The vast majority have no interest in creating their own levels, and if you want to casually play a few user levels at random, you will find that most of them are simply not that well made. Most people will just quit trying after a few stinkers. Finally, while sackboy is certainly cute, he really has no "character" per se. The first two are good games but if you're not creative, it gets old. The whole arts and crafts aesthetic got old too.
 
I don't think anything went wrong. The first two games were really successful, considering they weren't typical AAA content. Not sure about LBP3 though - I don't think a third game was even necessary.
 
The physics sucked, the level design in the campaign was boring, the layers thing was stupid, and I don't have an inclination to sift through mountains of shit to find a handful of nuggets in any game's community.
 
This is the major issue. Plus I would add that people overestimate the value of the user-creation aspects. The vast majority have no interest in creating their own levels, and if you want to casually play a few user levels at random, you will find that the majority are simply not that well made. Most people will just quit trying after a few stinkers. Finally, while sackboy is certainly cute, he really has no "character" per se. The first two are good games but if you're not creative, it gets old. The whole arts and crafts aesthetic got old too.

Yeah, a good chunk of the community levels are junk. MM did a pretty good job at highlighting the good stuff but it was hard to find good ones and I don't think I played any that compared to the story levels in LBP1.

It didn't help either that quite a few of the online levels were just copy/paste jobs. There were a million Mortal Kombat and shark survival levels that all used the exact same objects and creations except with different colors or music.
 
LBP was never really a great game to begin with. So people forgot about it.

To this day, it's one of the most overrated games by critics.
 
The games are good and are made with a ton of heart. They're appealing on the face of it. But the problem is, the platforming is only "okay". LBP is one of those games that looks much more fun than it is to actually play.

The lack of tight, addictive platforming resulted IMO in a meh reaction from enough people so that on the creation side, it never reached critical mass for a lot of potential fans. It seems like most level creators just make things to show off what they can cleverly hack together, rather than make great platforming. (LBP may also inadvertently demonstrate that being a game designer is in fact really hard. It is not easy to create compelling gameplay people will keep coming back to.)
 
If the question was "why wasn't it a mega hit back in 2008" then the answer is the PS3's price and install base. The console hadn't had its resurgence yet.

On a broader level, I think the game's art style is attractive, but the tactile texture-heavy look can be less inviting and harder to communicate than Mario's cartoon art style.

On the point of it not being a hit back in 2008, I'd like to add that console 2D platformers were still kinda dead in the water at that time. It would take NSMB Wii a year later to really bring console 2D platformers back into the mainstream via its "psuedo-retro" approach.

I think the reason it was never massive is that if you are not into creation, the gameplay and content isn't enough to really grab you and user created stuff is just not worth the trouble to sift through when there are plenty of solid ready made games to play. On the creation front seems like 3D building stuff like Minecraft has really been the preferred avenue for a lot of people who pour time into that stuff.

As a big fan of the series, I think this is also true. I do remember revisiting LBP largely for completing the story and playing some of the user-created levels (usually the popular ones that were mostly clones of a specific type of game, like others have said). As for making the levels themselves, I didn't put much time into that either (and the levels I did make were nowhere near as elaborate as the showcased user-created levels); and that too unfortunately shows in the shared levels-Sturgeon's Law really does come into effect when you truly look into it (though MM Staff Picks does help alleviate that for a bit). And the playtime I put into LBP2 was nowhere near as much as I did to LBP1-compared to completing the story mode 100%, I've only done what, one playthrough of LBP2's mode, and I've spent much less time creating and playing user-generated levels. I've been thinking about finding time to revisit it, but even then I'd also have to stomach sitting through the hours of continuous patches MM usually deals out every now and then.

3 came out, that's what went wrong. The series was excellent prior to that.

I do agree with this part though, when looking at LBP from a critical reception standpoint. MM's first two games were fantastic, the PSP and Vita entries were only a few bars down the ladder, and even LBP Karting, while technically being a reskinned ModNation Racers (which I also love, but haven't really put much time into), was still a good spinoff.

Sumo Digital's take with LBP3, however, seems to be that its design brief was a mission pack sequel to LBP2, with its focus on platforming and refinement of the existing tools, rather than a big leap like LBP2 was (create a level that could effectively be of any game genre), and even then its execution wasn't refined enough (bunch of bugs and glitches galore upon its initial release, and the game design --the implementation of the Sackimals being one of the more noticeable points-- not being up to par with the MM additions). From what I've heard still a good game (and I still plan to get it for PS3), but is really a step back as a sequel to the first two console games.

I'm really going to be disappointed if LBP3 is the note Sony/Media Molecule is going to leave this series on, because I really, really do love this series. Presumably (and preferably in my view), a PS4-exclusive third MM LBP title would give it a genuine leap into 3D movement and controls; it is in my view the obvious (final?) frontier the LBP formula has yet to expand into.

EDIT: As for the bits on the game's physics, it personally never bothered me in most cases (I only remember getting frustrated with how the game could sometimes lag over online connections, upon which the floaty jump physics were REALLY noticeable), but I do remember critics listing it as an inconvenience to the experience. So I take people's word for it that it turned a lot of people off from the game.
 
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