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#1

Suggestion - Gameplay themed packs/dlc

Archive: 6 posts


Personally, Im not superduper-fond of most dlc available for lbp1,
Now I am not saying that the stuff you get in the dlc (potc/mgs etc) are bad, I loved most stuff of it.
But what I mean is,
since lbp2 is a platform for games,
they should have gameplay related content.

ie. "rpg pack" which could offer a lot of top down related materials, objects, building/flora/fauna parts and maybe even rpg-related weapons and armor.
now I know that with some care and love you could make your own exp-system, but if there is rpg-related logic i.e. adjustable exp system it might save on complexity of self made logics and that will result in just that little more oomph for the rest of the levels.

on that note, it would be nice if they added a "tranferable variable logic" set,
with specific settings that you can tranfer between linked levels instead of "cheating" with the scorebubbles.

but there could also be packs specific for top racers (with i.e. car parts, buildings) and.. well spaceshooters for instance with lots of space-related themed objects etc.

get my drift?
2010-10-19 18:44:00

Author:
Luos_83
Posts: 2136


Well exp system can be build on timer+counters or on score system, better will be some kind of multi score system. Imo more useful for RPGs would be cookie/save data system and native implementation of data transferring between levels, it could be build on top of current state elements like toggles, selectors, counters etc. just to keep there state

But idea of game type DLC for materials sounds and such is neat but don't forget that theme DLC (history pack for example) are also needed, games need a style
2010-10-19 18:58:00

Author:
Shadowriver
Posts: 3991


What if logic objects could be labeled to share their states between levels?
Though I don't see the score transfer system as a cheat, but a clever way to push the boundaries and create something Mm never thought of.

And like the idea. Need more decorations! And materials! And cake!
2010-10-20 17:31:00

Author:
Unknown User


See, my take on this would be that "gameplay - oriented" packs, would be the ones that come with tools of some kind, whereas the medium sized packs would be held together by visual themes. I don't see much point in a RPG pack, that has RPG-esque scenery, but no tools to facilitate an RPG, is you get my drift.2010-10-20 17:50:00

Author:
rtm223
Posts: 6497


on that note, it would be nice if they added a "tranferable variable logic" set,
with specific settings that you can tranfer between linked levels instead of "cheating" with the scorebubbles.

Have you seen this (https://lbpcentral.lbp-hub.com/index.php?t=34623-Profile-saved-variables-and-why-LBP2-needs-them.-Updated)?

(i'll be updating it again soon)

Just that that idea should cover almost every probable situation for the need of storing persistent data.
2010-10-20 17:54:00

Author:
Fishrock123
Posts: 1578


I like the idea of gameplay packs, but I would wonder the idea of them, the beauty about the current setup is how customizable they are, to keep on the RPG theme if there was just an EXP switch would it not standardize levels too much, as stated above making a good counter system isn't too difficult. Also if all else fails there is always the score switch idea that can simulate XP gain.

However time and time again the idea of cookies going through levels keeps popping up, it is an incredible idea and it will probably happen, but it will be DLC (probably)

However rtm states that he doesn't think a gameplay pack should have visual design, I agree with him, not all RPG's are medievil and if Mm made a pack like that it would flood the comunity moon with hundreds of top down medievil RPG's and we wouldn't want that now would we.
2010-10-20 17:59:00

Author:
robotiod
Posts: 2662


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