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#1

Talking sackpeople in cut-scene's?

Archive: 29 posts


The more levels I play, the more often I come across authors that make their sackboy's talk (with use of the magicmouth's/cutscenes).
And I wanted your opinions on that!

Sure it depends on the occasion/level but are you guys (and girls) bothered by this or do you like to see your sackboy "communicate" with other creatures?

I wanted to know because I made a poll (https://lbpcentral.lbp-hub.com/index.php?t=p=346107#post346107) for my upcoming levels,
And I am 50/50 on the whole sackboy talking stuff.
It could really add to the story, but would result in more talking overall.

Oh, and are you willing to answer this poll: Link (https://lbpcentral.lbp-hub.com/index.php?t=p=346107#post346107)
2009-12-08 14:17:00

Author:
Luos_83
Posts: 2136


Not bothered at all. I rarely read speechbubbles, though.2009-12-08 14:21:00

Author:
Syroc
Posts: 3193


But there are levels that use the speechbubbles massively,
how do you react if there is a lot of talking done?
2009-12-08 14:40:00

Author:
Luos_83
Posts: 2136


I don't like a ton of talking, but I do enjoy a good story. So it depends.

For example, I easily read and enjoyed all the speech bubbles in JulesyJules Star Wars Dagobah level. ...I might have skimmed a bit the next 20 times I played it, though some parts still made me smile.
2009-12-08 15:27:00

Author:
jwwphotos
Posts: 11383


I want full control over my sackboy, so I don't like it when he talks or thinks. Doesn't mean I will quit the level or rate it lower, and I can understand its use, but I'd prefer the creator to find another way to get the information across.2009-12-08 15:48:00

Author:
Rogar
Posts: 2284


I love it that Link didnt talk in zelda (besides swinging his sword),
same for the "Breath of fire" series (besides BoF5).
But I do think that a new "zelda" should have a talking link..
This might enhance his emotions and he would actually be able to talk to zelda for the first time.

Obviously you are your sack, should he talk?
I mean.. if your sackboy drops from great hight in an action based moment..
you might go wow yourself.
should your sackboy also let you know he said wow?

/me ponders on
2009-12-08 15:57:00

Author:
Luos_83
Posts: 2136


I personally don't care a whole lot, but if they make your sackboy say something stupid, then it's a problem.2009-12-08 16:27:00

Author:
Sackwise
Posts: 305


Personally I have no issue with large quantities of text in a level. As long as the text is well written - interesting / funny / insightful / whatever. Essentially if it's done well.

With regards to conversations with NPCs, it makes sense for your sackperson to talk. You don't have a "conversation" with someone you meet by just staring at them, do you? Why would sackboy? Is he some kind of angsty teenager? Or too aloof to converse with others?

I'm also happy with self-narration, it's a nice little device for giving subtle hints to the player. There are times when text is the best way to get the message across. I'll use a number of different devices to lead the player. Mostly cameras, points and checkpoint locations, but some some ideas are best conveyed with text. I'd like to think that the magic mouths in setbacks actually help with the immersion of the level, but then I'm biassed NinjaMicWz's jailbreak level (the name of which I always forget) has some nice self-narration as well.

My biggest pet hate is a magic mouth that says:

"You need to do this now"

That is just the height of laziness and will annoy me as much as (if not more than) reams of badly written dialogue.
2009-12-08 16:39:00

Author:
rtm223
Posts: 6497


/stares at rtm2009-12-08 16:53:00

Author:
Syroc
Posts: 3193


With regards to conversations with NPCs, it makes sense for your sackperson to talk. You don't have a "conversation" with someone you meet by just staring at them, do you? Why would sackboy? Is he some kind of angsty teenager? Or too aloof to converse with others?

White sackboy with black hair/eyes, sad face and maybe even some leather clothes, walks towards an npc, npc starts talking "Hello I am this, and that, lets go there".
Sackboy: ....
npc: Uhm.. is there something wrong?
sackboy: ......
npc: ..Are.. are you allright there little sackadoodlydude?
Sackboy: .....
npc: Dont you want to proceed?
Sackboy: ......
npc: Yea... I am gonna go now..
<host> npc is now offline.
Sackboy: .... .... Sigh...
2009-12-08 16:57:00

Author:
Luos_83
Posts: 2136


I'm not much a fan of stories and too many text bubbles in LBP but I came accross some levels where this was interesting and well done nonetheless.

As for the sackboy talking, I prefer him mute. It feels better for me because Sackboy is no one, he's everyone. He can't really have a personality of his own. Its like it would kill something nice about him. But then again, the dose at which you make him talk is the main important thing. IT CAN be well done and not intrusive/annoying. I am guilty myself in one of my upcoming levels to make Sackboy talk a little...

.
2009-12-08 17:08:00

Author:
RangerZero
Posts: 3901


Really? well im not quite the guy to ask because my latest level has a lot of speech both from sackboy and characters but it was completely necesary because the sackboy wants his revenge and has to express his anger and he goes insane in the process and that would be really hard to express on a silent character and he keeps talking through the whole level, not narating but expressing out his thoughts
and theres just a couple of speech bubbles telling you: "you have to die to teleport"(sorry rtm )
if you wanna see what i mean heres the level https://lbpcentral.lbp-hub.com/index.php?t=t=19632
not trying to make publicity but for the sake of the argument
2009-12-08 17:16:00

Author:
Racroz
Posts: 406


I don't like it when a level controls my character. As in, they make him talk and seem like someone else my sackboy isn't.2009-12-08 22:43:00

Author:
warlord_evil
Posts: 4193


It all depends. For example, I'm working on a rather story-driven level where Sackboy does talk. However, you're not really "Sackboy", but a specific & key character in said story. It's mandatory this is done, else the story changes completely.

I guess you just have to consider the situation.
2009-12-08 23:38:00

Author:
aer0blue
Posts: 1603


Hmm. Personally, I really don't mind talking sackpeople, mainly because I use it so much.

Also, whenever I play a level, I always imagine my Sackboy as someone different. Not my own personal sackperson, but the main character of the level. For example, I've played a LOT of Bank Robbery levels in my time, and I always imagine my sackperson as a ruthless and heartless criminal-sack, instead of my happy-go-lucky sack. On the LittleDeadSpace levels, I always imagine my sackperson as Issack. I think more people should do this, as it helps me put myself in my Sackboys shoes (well, his zip, since mine doesn't wear shoes), and get a good feel for storys.
2009-12-09 04:23:00

Author:
Drakora
Posts: 392


Not bothered at all. I rarely read speechbubbles, though.

Wow! miss the point often I guess


As for the sackboy talking, I prefer him mute. It feels better for me because Sackboy is no one, he's everyone. He can't really have a personality of his own. Its like it would kill something nice about him.

NOOOOOO!

All the sacky-souls I've laid to waste with that personalizing DLC....NOOOOOO!

It all depends on the level/creator. It can be done to great effect or done to death. With that said, If a creator put it there... I'm reading it unless I absolutely dis-like the level.
2009-12-09 16:14:00

Author:
Gravel
Posts: 1308


I'm little picky when it comes to Sackboy talking. I don't mind it if it isn't stupid or written in leet or using smileys and crap like that. But at the same time, I kind of prefer they don't use it unless absolutely necessary. If not necessary, in my opinion, it's better if they use a recurring NPC to convey the information- kinda like Navi in Ocarina of Time.But with conversations with NPCs, it's kinda necessary.

@Drakon: When playing levels, I have many Sackboys with personalities for every different occasion. That way, I can still have my own Sackboy with his own personality.
2009-12-12 22:39:00

Author:
MegaRock35
Posts: 80


I dont mind a bit of talking, however I lose interest if there is bubbles and bubbles of it. I made my Bad weather level with no speech bubbles, no score bubbles etc as I liked the style2009-12-13 21:11:00

Author:
turnipeater
Posts: 83


In my last level, which will be finished in a few days..
I kinda went over the top with both prices and speech.
IT doesnt take away that the level is massive and filled with stuff that make people go "heh" or "aww".

If people dislike all the talking, ill be sure to take it into consideration for the next level of this 11-ology.
2009-12-14 12:07:00

Author:
Luos_83
Posts: 2136


I don't like textbubbles at all, infact I find them really annoying!
There are so much better/original ways to display text, i'm wondering why hardly anyone does that...

cheers,
misty
2009-12-14 17:29:00

Author:
Mother-Misty
Posts: 574


Personally, I actually hate it when people make sackboy talk. I have my own special way to make my sackboy talk, and I don't want him talking like a prick like in most levels. I like it when people imply that he has talked, like saying "Hmm? Oh, no I don't have any peanuts for your hippo. Sorry" It cuts down on speech, and I just like it, cause I can then imagine how I said it.2009-12-19 01:49:00

Author:
srgt_poptart
Posts: 425


talking like a prick?
all I can imagine is hooligan-sack
what do you mean?
2009-12-19 11:33:00

Author:
Luos_83
Posts: 2136


Well I mean like they talk kinda different from the way I would imagine. I just used that word cause that's how I feel sometimes, cause I live in Cali, and we have a totally different way of talking from someone living in the UK. That's not just accent, but the words they use as well. I like when, as I said before, they imply you said something. like in Pokemon and Link. I hate to use those as examples, but they are good ones.2009-12-19 17:10:00

Author:
srgt_poptart
Posts: 425


I like what Aer0blue said. In the Test Subject series by [I]steve_big_guns[I], you become a test subject trying to escape being tested on. There are some other good ones that I can't name at the moment...
(Add me! PSN: JohnnyXman)
2009-12-22 21:39:00

Author:
shaymin13
Posts: 18


Test Subject was made by TacticalGunner 2009-12-22 23:46:00

Author:
Incinerator22
Posts: 3251


I get mixed up.2009-12-23 16:28:00

Author:
shaymin13
Posts: 18


What I think would be cool, is that when you talk with your mic the sackboys mouth would move and say the words which you are saying.2009-12-23 22:27:00

Author:
nero677
Posts: 7


I think I am gonna keep Sack talking for now,
you people did give me a lot to think about though
2009-12-27 11:19:00

Author:
Luos_83
Posts: 2136


i dont mind speach unless its really boring and long and hard to understand2010-01-10 21:40:00

Author:
buddy_hamster123
Posts: 376


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