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#1

Platforming - a LBP mainstay?

Archive: 11 posts


To platform or not to platform? That is the question.

Before the beta, I'd intended on carrying on making platform based levels but using the new tools to find spiffy ways of getting sackboy bouncing from A to B. A few LBP months on, and plenty of boundary-pushing beta concepts later, I'm finding it hard to get inspired - whenever I go into create there's a faint whiff of retreading ground well covered in LBP1 that no amount of nifty camera angles or sackbot sidekicks can shift, yet I've no desire to make anything else. Maybe it's just some beta limbo rut, and nothing that a new CaptainCowboyHat level wouldn't fix.

I'm curious now many of us have spent a fair bit of time with the beta, if the potential for so many other genres has made the traditional LBP1 platform type level feel old hat to you, or just a genre in need of updating with fresh elements. As creators (that's you lot), does the idea of making a traditional platforming level still get the ol' juices going??
2010-12-07 20:44:00

Author:
julesyjules
Posts: 1156


To me, Yes. I like the idea of still making platform levels in LBP2 with updated and more powerful tools. Plus with the new story levels to get inspiration from, I think that platforming levels will flourish.2010-12-07 20:55:00

Author:
fruitmanlolli
Posts: 151


I never really liked making platforming levels, tbh. I think there's more than enough people willing to go that route, so I'd rather take my efforts in another direction. And with the tools LBP2 has to offer, it's really been a godsend. Still though, LBP is a platformer at the core so there's definitely nothing wrong in staying to its roots.2010-12-07 21:18:00

Author:
gevurah22
Posts: 1476


i know what you mean, im not sure im ready for the change into high tech lbp2. i enjoy good old platforming but lbp2 is scary almost2010-12-07 21:27:00

Author:
Distinct-Creator
Posts: 198


Good thread.

I'm a bit torn.... obviously I've always avoided "direct" platforming and tried to create new experiences. LBP2 definately gives that ability.

So.... about platforming.... The thing is, when you do platforming you're basically adding a wrapper around an existing game, namely, LittleBigPlanet. When you use the tools to build new mechanics, you're not just creating a level... you're creating a game. I've always been proud of "Vertigo" and "Sea Dragon" because they felt different. LBP2 really takes it to the next level.

However, which is better? That's a bit more difficult to answer. Some creators have a knack for making platforming levels FEEL different and fresh. Considering Mario games still manage to be a lot of fun, I think platforming is here to stay. Combining the new tools into platforming has almost unlimited appeal. I think there's still quite a bit of ground to cover there. The great thing is, the games in LBP2 will be more diverse so after a bit I think the magic of the 2-D platforming will return.
2010-12-08 02:29:00

Author:
CCubbage
Posts: 4430


I can tell I'm going to get sick of shooters and top-down racers within the first week.

That being said, I'm crossing my fingers that people won't stray too far from the platforming heart of LBP.
2010-12-08 02:36:00

Author:
Frinklebumper
Posts: 941


I can tell I'm going to get sick of shooters and top-down racers within the first week.
That being said, I'm crossing my fingers that people won't stray too far from the platforming heart of LBP.
Exactly my thoughts.
Shooters/racers isn't exactly LBP's strength. I would play Resistance if I felt like shooting stuff, and Modnation if I felt like a drive, because there is no way LBP2 can match them.
Platforming is the core and biggest strength of LBP. LBP is my go-to game for platforming fun.
The new tools can be used to make other genres, but they also can be used to improve platforming levels.
For example, I have always wanted to make a light that follows sackboy throughout a level, and now I can do that easily.
Want a Clank bot following and helping you through a Ratchet & Clank style level? No prob.
"Unrealistic" cutouts will be replaced with sackbots, powerups/abilities on the fly thanks to holo/follower, etc.
LBP2 will take LBP platforming to the next level.

Plus I have noticed "new genre" levels in the beta are poorly designed, not getting the basics right (clear goal/direction/controls, etc), just like some of the first LBP platforming levels (poorly placed/value checkpoints, one use ziplines, etc).
Ugh.

Anyway, LBP2 platforming is going to be awesome!
I wonder how much MM will mix up the platforming elements in the story levels...hmm..
2010-12-08 04:05:00

Author:
midnight_heist
Posts: 2513


i like to jump, so yeah... i'll only replay and actively seek out quality stuff, regardless of genre.

anybody that makes a lockstitch level of quality platformer using the new presentation, powerups, and pads is ok in my book.

brain ape jumps, and it's sidescrolling... even if he's got powers and puzzles. take it or leave it. at the same time, a fancy tech demo of unorthodox movement and display styles does nothing for me without being a game or level i actually want to play.

my stance on it, for my own stuff... i feel like if i spent a week ironing out a gameplay style, user interface etc etc it's a waste for me to make one level and publish and forget about it. i made a mini tank battle and an area to fight in using only 3 bars of therm, i feel like i'm ripping people off if i don't at least make a companion mission where 4 players go through 1 therm killing map. for me, i want to only build to gameplay specifications i've designed, but i'm down to play whatever's good. in short, i can only build what i'm excited about, and now that i can get excited about gameplay ideas, that can excite me to build 'levels' for it. no matter how good your ideas are, it's that basic knack for fun design and quality looks in our years of LBP1 that will that makes whatever we think of into rewarding experience. so if you're going to do a crazy new mechanic, you'll still be doing the same 'build' process for the playground. halfbaked ideas in badly designed levels still won't be better than a no-frills platformer that's polished to perfection.
2010-12-08 04:20:00

Author:
Unknown User


OooOOoo cool thread! Thanks J!

I think it is too cool some of the nifty stuff we are getting. It is quite easy to do a quick top down something or other game and if done really well, they can be amazingly fun. The nice thing is that some of them don't take that much thermo. On the other hand we are getting some really cool platforming devices as well.

So I was thinking of actually doing a bit of both in the same level. I don't have any specifics in mind, but rather than just enabling an elevator by solving a puzzle, what if the puzzle is competing on a mini game of sorts. ..or if you would rather have something that more matches the instance? Lets say instead of an elevator it is a lander from point A to B and you have to fly it via DCS and your progress is shown only on control panels. More realism? Then actually do a top down space ship game to link to the next bunch of platforming.

Hope that all makes sense!!! lol
2010-12-08 05:29:00

Author:
jwwphotos
Posts: 11383


Yeah, I am optimisitic about mini-games in platforming levels also.
For example it works well in platformers like Ratchet & Clank where you need to solve those lock puzzles.
I tried to do that in my R&C level, but it was fairly basic. With LBP2 I'd imagine you could do lots more.
2010-12-08 06:11:00

Author:
midnight_heist
Posts: 2513


I'm stuck on this one. Platforming, while clearly the heart of LBP (And my most common way of creating) has come to get pretty tiresome when no new experiences can be created. If a platforming level comes out that has something really innovative, I fall head over heels for it. But most platforimng levels just don't reach that standard, and I have a feeling that most people subconciously realize that and are going to stray from platforming as the main level source.2010-12-08 06:35:00

Author:
nitewalker11
Posts: 222


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