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LittleBigPlanet

 
 
Kirin? Who the heck?
21:51 / 07.03.07
Article on Kotaku, video
.

Gosh.

This is the kind of stuff (user-generated, shareable) we've been told is the 'future of games' for the last couple of years or so, but this actually looks fun. My only question is, will it be as pretty and nice to play when it's not been carefully crafted, as this demo level probably was? Will it be as great as Sony would like you to think, or will shared levels degenerate into something akin to Second Life's flurries of flying phalli? My guess (and my hope) is that, while there'll be some crap, the rating feature will help the good stuff bubble to the top.

Now I've just got to find £400 for a PS3...
 
 
iamus
02:20 / 08.03.07
Saw this a few hours ago and you beat me to the thread. This is the single best excuse I've seen for the PS3. It looks beautiful and so much fun.

Not read the full article yet, but the guy who showed me it said that's all AI controlling th wee guys. Is that right? If so, that's pretty damn impressive.

Love the scarf.
 
 
Kirin? Who the heck?
15:31 / 08.03.07
Depends on whether you count Phil Harrison and other Sony VPs/developers as AIs. Most wouldn't, so I think the guy who told you that was misinformed.
 
 
iamus
01:36 / 09.03.07
I had my suspicions.

He shall be summarily pointed and laughed at.
 
 
Elijah, Freelance Rabbi
03:36 / 09.03.07
It looks very pretty, but based on that demo the physics engine seems iffy. I am in no position to purchase a PS3, but even if I were a pretty and unique came that is super frustrating due to physics issues is not my scene.
 
 
Triplets
10:35 / 09.03.07
How do you mean iffy, Elijah?

It seems more like the game uses stylised physics to move the gameplay along, Elijah. I wouldn't call the physics on show in the video more iffy than, say, those found in a Sonic or Mario game.
 
 
Spatula Clarke
16:34 / 09.03.07
Different things, Tips. Mario and Sonic games don't have physics engines. There's a very basic set of predefined responses to certain situations in them, mainly based, as I understand it, on the animation routines. That's how they handle things like slippy surfaces - stop moving on *this* surface and one animation routine kicks in, stop on *that* one and another takes its place. Animation routine 1 stops you dead, #2 produces a 'skid', which is just a pre-animated movement routine that carries the sprite forwards by a set number of pixels after the player's taken hir thumb off the d-pad.

In contrast, this has a full-on physics engine behind it, which gives items within the world mass, weight and friction. The animation on the player characters is probably still all pre-defined, but the movement of the items they're interacting with isn't - those things (the rock, the football, the ropes) are moving according to their 'physical' properties. It means you're unlikely to get the exact same response in repeated games, but you can make a fairly accurate prediction as to the kind of response you'll get on a first glance, based on how items of those sorts would interact with each other in the real world.

Which might be why Elijah describes it as 'iffy', I suppose. A better description would be 'natural', but if you're use to the very unnatural responses in most other 2D platformers up until this point in time, this is going to look a bit odd. It's not precise, not mathematical.

What it is, is about play and experimentation. I love the increased use of engines like Havok in newer titles, precisely for this reason. It means I'm also looking forwards to this game, although not £450's worth of looking forwards. I'd also promote caution, because it's going to take a lot of work and a lot of imagination for the designers to keep things fresh throughout an entire game - LocoRoco showed a similar kind of inventiveness and freshness during its first batch of levels, but ultimately disappointed due to having too few ideas spread too thinly.
 
 
Elijah, Freelance Rabbi
17:57 / 09.03.07
Thanks Randy, saved me some typing.

Like you said, things are more 'natural' if you have a full on physics engine running on the back end. What makes me think the game could be frustrating is that 3d games running full on physics (Oblivion, HL2) can tend to an over the top rag doll model. Look at some of the Halo Jump videos google vid which are, admittedly, 5 years old, for examples of a realistic and natural physics engine that breaks when certain things are done.

In the video there are moments where things seem a little 'floatyer' then they should. The rocks moving under the characters and the huge soccer ball rolling with what seems like the same weight as the smaller balls are the two most striking examples.

This is not, as suggested, items in the game acting they way they would in reality, this is all the items in the game responding the same way with different textures mapped to them.

Ahh, I feel nerdy.
 
 
w1rebaby
22:18 / 09.03.07
This whole combination of "Sony" and "user-generated" is giving me grief here. This sort of thing may be fun for a while when it's just you, but collaborating with other people is the important part, and, well... Sony. All indications are: high technical competence, will fuck you at the first opportunity.

Just like with their world thing, I am so cynical about the permitted collaboration opportunities it's not true.
 
 
w1rebaby
12:20 / 10.03.07
Actually, I think I got a bit mixed up there.
 
 
Mug Chum
06:53 / 27.03.07
I miss games like this in the next gen. And LocoRoco, Katamari etc...

I'm kinda feeling F'ed in the A for buying a 360 a few months ago (even if they would continue to go for the unimaginative games, GOW for instance didn't have the same graphics, physics or interaction as this one, or 1/100 of the ability to poke around -- it could be pretty, but only because you were handling a pretty mechanical linear stiff, and STILL wasn't as pretty or texture-realistic as LittleBigPlanet).

I'm waiting for more games like this (that unlike Viva Piñata, doesn't go "so, you don't want to 'unrealistically shoot someone for Nth time'? So you like cute retardness, little tardy?" -- not that it wasn't cute and mildly fun for 20 minutes, but you could feel the artificial overdone cuteness into it while someone behind the game goes "there you go, tardy!", and saying afterwards with a straight face that it was aimed for kids all along).

And the Sixaxis might be actually immensely enjoyable with this game in particular (I can't even imagine how they could use it for games like LocoRoco and Katamari -- just know it'd be beautifully fun).
 
  
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