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#1

The Biggest Problem with LBP

Archive: 22 posts


There is a thread a lot like this, but it's more with the community than with game mechanics.

So, what do you guys think is the biggest problem with LBP.

I've noticed I loved creating, but not the playing side so much, and I think I know why. I know this game is supposed to run on real physics, but sackboy's jumping is awkward. I know it's kind of a petty issue, but the jumps don't feel satisfying because they're floaty and weird. It's not as satisfying as a jump in Mario. To me, simple things like this are what makes platformers fun. The satisfying jumping feeling, to me, is missing.

So what do you think is LBP's biggest flaw. And I mean LBP's mechanics, not its community.
2009-12-10 21:05:00

Author:
qrtda235566
Posts: 3664


I prefer it honestly. What's so special about Up, then down.
I like jumping and raising my arms in the air while having the job of timing myself and the length I jump.
2009-12-10 21:11:00

Author:
KQuinn94Z
Posts: 1758


I know this game is supposed to run on real physics, but sackboy's jumping is awkward...but the jumps don't feel satisfying because they're floaty and weird. It's not as satisfying as a jump in Mario.

This is just part of the game. The jump is different compared to a lot of other platformers, but does that make it worse? Not necessarily. I think it comes down to more of what people are used to. They're used to the Mario style jumping that when you land you just stop dead. That's just not possible in LBP.

As you said the game is governed by physics and this is what makes it feel a little floaty. Everything in LBP has a mass that is affected by gravity, and Sackboy is no different.

It definitely takes some getting used to, but I don't think the game suffers from being different.
2009-12-10 21:24:00

Author:
jackofcourse
Posts: 1494


The biggest problem is indeed in the design of the game but to me it's not sackboy jump. The jump feels great and fit in the physics of LBP. When you "click" with it you can't go back.

I've been starting to play NSMB Wii and it took me a good 10-15 mins to adapt back at "non-physic controls" for a platformer. At first it really felt "backed in" and stiff. After a while it's ok though.

The real problem with LBP is total crappy community design (no good promotion of levels, not exposing creators enough, not rewarding good creators enough, abysmal interface, etc).

...aaaand I won't even start to rant about the fact this game is freaking P2P instead of server based. This was the basic and main mistake Sony/Media Molecule made.

.
2009-12-10 21:29:00

Author:
RangerZero
Posts: 3901


Well going by playing, I have lots of problems with it. It makes most of my deaths in extreme platforming not skill related, but rather the faults the game has.

Examples . . .

There is a randomness to the sensitivity and response of the controls. An example would be that I know how to light jump, half jump, normal jump, and super jump, but even if you know how to do them and do them right, it won't always jump the way it should have.

Sometimes controls don't respond at all, like jump won't work, or grab won't work.

Another problem is with the game's use of 3 playable planes. While the idea is good, it poses camera problems and makes the landing of a jump sometimes appear farther away than what it is. So here you think you should have landed on that platform and don't see how you missed it, but the cam angle made it seem that way.

That brings me to the cam problem in general. The camera in this game (referring to the game's cam, not one someone placed in their level) would work fine if it always stayed exactly from the side of your sack person, but the camera's positioning is random. So sometimes it will tilt at a left or right angle looking at your sack person. It's very weird.

Also, when you attempt certain types of jumps while the cam is at an angle, like a super jump, it just stops working, which is weird.

It helps being an expert player (referring to expert players in general), but even then because of all that buggy randomness, no player can ever be so good that they can get through hard levels without dying.

So no amount of practice will really help much.

Because of these reasons I have questioned whether I should bother practicing anymore, or even bother organizing the LBP World Championship courses.

I mean I might still go through with it since aside from all those issues there are still better players based on the fact that they know what they're doing and the game mechanics and techniques like the back of their hand, so regardless of the luck factor associated with the bugs they still stand out as exceptional players in a game they love regardless of those flaws, or a lot of people would be upset if I cancelled, but lately I haven't felt the urge to play LBP much because of all the stress I endure from it's many problems.

So that's my view on the play aspect, and I am forgetting some things as there are a few other issues, but that's all that's coming o mind right now.
2009-12-10 21:29:00

Author:
Unknown User


For me, the biggest problem is that bolt and piston strength is directly relative to the weight of materials involved. Creating would be so much easier if they had an absolute strength instead.2009-12-11 01:56:00

Author:
Gilgamesh
Posts: 2536


The largest problem for me are the pointless statistics (ie hearts, rating, plays, trophies, ect...). Im not going to elaborate for we have several threads about these. My largest gameplay complaint would be the fact that the motor (forget which one) angle is never actually IN SYNC with the angle it's supposed to be.2009-12-11 02:37:00

Author:
bonner123
Posts: 1487


The fact that in online create people can steal your objects instantly.2009-12-11 03:20:00

Author:
Incinerator22
Posts: 3251


The fact that in online create people can steal your objects instantly.

That's why I don't let strangers into my levels.
2009-12-11 03:38:00

Author:
comphermc
Posts: 5338


Most of my problems with lbp have to do with the Community side. The only thing that I can think of for what is asked in the op is the physics. Now they aren't bad but can get in the way of doing certain things when creating. Would be kinda cool if there was a switch that turned off physics.2009-12-11 03:43:00

Author:
TheFirstAvenger
Posts: 787


My friends aren't trustable, thieving mongrels. It's not my fault I only have like three trustable people on my frineds list lol. Oh well, I text bombed them until they had to turn their games off and never will go in online create with them again.

()

BTW, WOBBLE BOLTS :eek:!
2009-12-11 03:43:00

Author:
Incinerator22
Posts: 3251


This isn't the biggest problem in LBP, but I really dislike that 160 hours bug. I almost never unpause my levels ever since I heard of it. Bugs/errors/bad glitches, they seem to be the biggest problems.2009-12-11 04:40:00

Author:
warlord_evil
Posts: 4193


I think it's the publicity of creators also. As a creator who will throughroughly draw a sketched cross section of my level beforehand and can spend up to 2 months on a single level (i'm probably speaking for alot of people here), I feel like I don't get as many plays as I should get. Sorry to be frank and somewhat big-headed but I think the little known creators who put alot of effort into their levels simply aren't being done justice.

And that's my two pence.
2009-12-11 07:38:00

Author:
The Gentleman
Posts: 360


Yep, community side. Although the original post asks about problems with game mechanics, I don't have any issues with the mechanics comparable to the issues I have with the design of the community (which is the main reason I all but stopped using LBP).

They need to fix more of the annoying creation bugs too. Nobody should have to experience the 160-hour bug.
2009-12-11 10:31:00

Author:
zabel99
Posts: 179


I know this game is supposed to run on real physics, but sackboy's jumping is awkward. I know it's kind of a petty issue, but the jumps don't feel satisfying because they're floaty and weird.

Sackboy's jumping is based on physics. He follows a nice parabolic arc, how more real do you want? The problem is our conditioning to games that don't follow real physics at all. The jumps on ratchet and Clank are rediculous but they are far more typical gaming jumps.



For me, the biggest problem is that bolt and piston strength is directly relative to the weight of materials involved. Creating would be so much easier if they had an absolute strength instead.
This is probably mine. I all but gave up on complex mechanical structures because of this. At some point I'll likely go back, but it really, really put me off. Also the reduced stiffness as you go down the chain - which is probably more of an issue to me.
2009-12-11 10:49:00

Author:
rtm223
Posts: 6497


I love platformers, and next to maybe, the Belmonts, the Ice Climbers, and the pre-Super Mario Bros. Version of Mario and Luigi, Sackboy has one of the worst Jumps I ever saw on a platformer hero, but I think that makes the workarounds much more fun. I practice on ,y "jumping" portion of my work in progress, "Become a Better Player" and pretty much mastered jumping ( provided a lag caused by online play doesn't sink you like a stone mid jump ).

In my opinion, the biggest problem is how fast thermometers fill up. It's like, god forbid you use anything but Iperfect circles and squares in your levels design.
2009-12-11 11:45:00

Author:
Unknown User


The fact that in online create people can steal your objects instantly.

That is not to much of a problem really. Simply only show friends what you are making OO DOn't let noobs go in to your'e game and steal your'e ideas..
2009-12-11 14:19:00

Author:
Unknown User


Oh, man the trees.... they won't stay glued to grass.... THE TREES ARE MOCKING MEEE!!!!!! T_T2009-12-11 14:21:00

Author:
Joshofsouls
Posts: 1569


My views on sackboy physics:

1. Sackboy physics are perfect. Sackboy is supposed to be a sack of potatoes, and if I were to imagine how jumping physics would work if a sack of potatoes were a living thing, THAT would be it. Exercise: Take a sack of potatoes and push them off a table. You'll see what I'm talking about.

2. Sackboy physics work great, but not for all gaming types. I get frustrated when trying to perform long jumps with precision landing... so, I try to base my platforming around when sackboy does well - he does big, fun, long jumps well... but you have to be extremely skilled to then land on an unforgiving small platform. So, try basing levels around the positives of sackboy movement instead of negatives.
2009-12-11 15:02:00

Author:
CCubbage
Posts: 4430


Potatoes? That's not right! They're supposed to be filled with fluff and icecream!

Can't say I've ever seen a sack of fluff and icecream drop from a table though...
2009-12-11 16:09:00

Author:
Rogar
Posts: 2284


@Ccubbages point 2: Jumping on pegs. Why, oh why would you do that?2009-12-11 16:10:00

Author:
rtm223
Posts: 6497


The biggest problem for me is switching layers.

It's perfectly fine to create with, but with some levels I find that if I have to jump to a platform in front of me, I instead end up on the next layer on the same area and sometimes it's a matter of life and death.

However it is quite exploitable (Endurance Dojo pillar race anyone?).
2009-12-11 17:05:00

Author:
Grimdour
Posts: 142


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