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Interview To Siobhan Reddy AND MORE... - from IGN

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Here's the link to the IGN (http://uk.ps3.ign.com/articles/114/1145051p1.html) article.


Now that LittleBigPlanet 2 has arrived, expect your creatively-minded friends and family members to tinker away with the sucker for hours on end. Certainly, Siobhan Reddy, Studio Director at Media Molecule, is hoping that the highly anticipated sequel drives a whole new set of players to start innovating and creating and contributing to the ever-growing LBP community.

In this interview, we get a taste of the creative potential behind the sequel's expanded toolset, practical ways to get into game development and even a glimpse of things to come for one of the PS3's most treasured franchises.


IGN: Online play and content distribution is so critical to LittleBigPlanet's booming community of designers and players. Yet, at the same time, there are all kinds of constraints you have to take into consideration ? connection speed, file size, location and more. Is that kind of technical tightrope present a lot of design challenges?

Siobhan Reddy: One of the areas with the single player that we obviously had to work hard on was making sure that four players stay in synch ? and we handle that with network predictions. We also have a fully enabled physics system at all times, but our network prediction is super clever?it really, really is amazing and it works in the first place. But when we were finishing up the game, we spent a lot of time playing the game over four player with some of the worst connections possible.
Initially it's quiet disheartening, but slowly you get it to a stage that everybody's happy with. But that's definitely one of the things we have to take into consideration; four players on a slow connection all having to stay in synch ? with someone on a terrible connection in the US playing someone on a terrible connection in the UK or Japan or Australia.

IGN: And then there's also the question of user-generated content and file size cap. How do you determine that? And does the benchmark change?

Siobhan Reddy: It's trial and error, basically. We have these conversations at Media Molecule which are very different from other studios. At Criterion Studios, where I worked on Burnout, we'd have caps the artists would have to stay within. It'd give you a really good idea of what it would 'cost' for a car, for a track and so on. But because we're trying to allow for the fact that people like to create different things, the thermometer has to work in such a way that it's not tied to just one type of creation. So, really it does become a trial and error thing.
When we're doing performance testing for online and for just general framerate, it's a level-by-level case. We have talked actually about releasing a video that's actually a guide for the community about the more technical aspects ? and I'm sure that'll be something we'll release on the MM site this year. As people are able to create more and more advanced things, I think people are going to start running into some of the problems that we run into as a professional studio!

IGN: Well that's the crazy thing ? we're talking about mid-level programming software here; that's a massive undertaking for a 14 year old, for instance. Where do you draw the line between catering to the hardest of the hardcore (and the business investment that takes) and the casual player who simply won't try anything beyond the most basic functions?

Siobhan Reddy:I think that, number one, people are smarter than they think they are ? and two, it's better to provide a broad range of tools, rather than small and simple. And the results have spoken for themselves. With LBP2, we've really tried to retain the modularity of the different tools and we've also tried to ensure there's an entry level ? and you'll still be able to hop in and create something very simply. And you'll still have to take the tutorials ? like anything in life. If you want to start drawing, there's a period of trial and error. You do need to practice ? and practice will help make you better.
That's also where the community is so great; people will be inspired by other members of the community. And we want people to share more. With the new microchip, you can actually share that ? so if you're really great at microchips and I'm not so great at them, maybe we can work together or you can send me a copy of your microchip.

IGN: That's brilliant.

Siobhan Reddy:We'd like to encourage a lot more of that.

IGN: It's a game development microcosm; people can really cut their game design teeth in here, knowledge swap and even create portfolio pieces. It's pretty amazing.

Siobhan Reddy:Absolutely. And we're starting to see more small teams starting to work together ? and that'll be interesting because these will end up becoming the teams of the future, making the games we'll all be playing. And it's definitely a great portfolio tool. I mean, we've hired several members of the community ? two of our level designers ? and our community team. Two of them were running a website called LittleBigPlanetoid ? and we needed a community site, so we hired them!
But then, countless of our videos, our tutorials and our press events and community events are all staffed by members of our community. So I mean, there are already a lot of members of the community that are already working through the game. But now we also get showreels that, including pieces of their work, there'll be a LBP level! So it's there ? it's a game, definitely ? but it's also a tool that will allow people to try out there ideas. If you've got a game idea and you haven't got any other platform to use, use that! Try it. I think it's very capable.

IGN: In studio, tablets and dedicated tools are the norm. Have you ever considered creating a LittleBigPlanet tablet or shortcut/hotkey device that could come as a pack-in? Has there been demand? Or are people satisfied with the controller?

Siobhan Reddy:We haven't, actually. We announced mouse and keyboard support back in development, but it needs more work ? and it needs more work because the designers still use the controller! In LBP2, and almost like another answer to your question before, the story mode was all made using the controller. From the cutscenes and cinematics to the levels ? our animators and art team had to stop using their tablets and start using the controller for everything. All the audio was even added using the controller. You can literally remake the story mode using just the controller.
So we haven't got any plans for dedicated hardware. It did come up during the mouse and keyboard discussion, but then ? with the PlayStation 3 comes the controller. And what we wanted it to be was, whatever we make, everybody who has a PS3 has the ability to get on with it. Whatever we did, it needed to work with the controller.
As the franchise grows, it'll be interesting to see what the community actually want. With LBP2, we really have listened to the community to give them what they want.

IGN: With the PSP edition, I'm curious about your gauge of success on that and some of the takeaways since launch. Did it work? And did you discuss making it compatible with LBP2?

Siobhan Reddy:Yeah ? we were really happy with what the Cambridge team did with the PSP. It was such a big challenge and we're really happy with what they did. With LittleBigPlanet 2, we have the added complexity of backwards compatibility with the original game. That was one of our huge challenges. And if we tried to add in the additional challenge of making LBP2 compatible with the PSP as well, it would've been simply too much ? spreading ourselves and the game too thinly. It just would've been too many things ? and we're already overly-ambitious as it is!

IGN: Since Sony more-or-less acquired your studio, has your day-to-day operation and tone changed? And do you fear never being able to separate your brand away from LBP if you wanted to work on a new franchise?

Siobhan Reddy:Well, we got a fabulous, brand new studio to live in! And that's been the most significant change, to be honest. And our old studio ? well, I loved that place and I was a bit emo about the whole thing. But then, when we actually found the new space, I was like 'yes ? this is perfect!'. And Sony have a great track record with the studios they acquire, so there haven't been any issues.
On the question of being tied to the franchise ? we're really lucky! I think, for one, we're not the only studio working on it either. We lead the creative direction of it, and LBP 1 and 2 are our babies ? but we actually work with a lot of people on it. So, no ? it doesn't scare us; there's still so much more we want to do with it. I do think there comes a point when you are done with it ? but LBP2 was so easy for us to begin... there were just so many things that we could've put in there and hadn't yet. So at the moment, we're all busy on the Move project ? and that's really cool so far. And if the day comes where we can't innovate anymore, then... but we're so far away from that right now.

IGN: So lots more LittleBigPlanet to look forward to! Thanks for your time!

Siobhan Reddy:A pleasure.
2011-01-20 15:11:00

Author:
OmegaSlayer
Posts: 5112


More from IGN (http://uk.ps3.ign.com/articles/114/1145248p1.html)


Last week IGN AU threw open a call-out to the community for questions about the LittleBigPlanet series, Media Molecule and gaming in general. Naturally, our awesome IGN readers worldwide delivered. With thanks to the wonderful chaps and lasses at Media Molecule, we have answers direct from David Smith, Technical Director, the QA department and Siobhan Reddy, Studio Director.


James Kerbel asks: Can you use emitters to shoot water?

Media Molecule: In LBP2 we've introduced 'projectiles', these are based on the different lethal types. So not only can you shoot Water, but you can also shoot Fire, Electricity and Plasma too. The Eve's Asylum theme in the Story mode makes great use of the Water Projectile!

Jacob Ryan asks: is the thermometer in Create Mode bigger, and able to handle more complicated designs?

Media Molecule: We've changed the way the thermometer calculates what's in your level, this is mainly apparent with Emitters. Previously the thermometer would fill depending on what 'could' be emitted during the level based on the emitter's tweak settings. This also meant that if the user had multiple emitters in a level, some of which wouldn't even be activated (e.g. in a level where the user can choose which vehicle to use) they would still cost thermometer space.
Now in LBP2, emitters are calculated differently, and so only emitters that are used cost thermometer space. This makes creating levels that are procedurally generated a lot less heavy on thermometer. Although we've made improvements, it's still possible to max out that thermometer in your level (you guys do like to push the boundaries! , but don't fret - with the new 'Level Links' that we've added in LBP2 you can split your levels up. So if your level reaches the top of the thermometer, then finish it off in another level and link the two together!

Jesse Sesler asks: What features specifically will come in the title update that has PlayStation Move support?

Media Molecule: Well, the exciting thing to do with Move is, we're working on a play-create-share pack. We're still in the R&D phase and working out what the features will be, but it will be announced in a little while and we're really excited. In the same was as in LBP2, you have the Controlinator and you can remap the controls, you'll be able to do the same thing with Move. It'll also allow the community to make their own Move games and that's very cool.

Eric Whitesell asks: Okay, I'm sure this is a common problem: I'm getting LBP2, but I've never had LBP1. Will the paintinator be available for use in creating stuff in LBP2? If not, can I download the MGS pack for LBP1 without having LBP1? And if not, will this be remedied in some way?

Media Molecule: If you have LBP2 you are able to purchase all of the DLC for LBP1. So in answer to Eric's question - yes, you will be able to purchase the MGS DLC from the store in LBP2. However...there is also a fabulous new tool called the Creatinator, which works the same way as the Paintinator except...you can choose what to emit from the object!

Sean Steele asks: In create mode can I make score bubbles spendable? Example: player picks up a few score bubbles for a total of 500 points. Player proceeds to go to a shop and use points to buy something that costs 200 points, reducing his score to 300 points.

Media Molecule: Yes you are able to make score bubbles spendable. This is achieved by using the new score giver and score sensor gadgets. To set up the scenario of spending points you will need to make the score giver award minus points to the player. Yes that's right - you can give positive or minus scores using the score giver! The scores in the story mode work in a similar way where there are vending machines at the end of the level.

What this means is the player has to achieve a score of XXX for the vending machine to give the collectable to the player.

Mark Walton asks: Will a custom level be able to hold an infinite number of stickers this time around, and will there be a more refined/accurate way of placing stickers on your Sackboy for better customization?

Media Molecule: The number of stickers used in custom level depends on if the player is using the same sticker across the level or using loads of different stickers. If the player uses the same sticker across the level then yes, they will be able to place more stickers than LBP 1 (although not an infinite amount!). As for placing stickers on Sackbot, in LBP2 there is now the ability to tilt the camera to get a better view of below and above your Sackboy whilst decorating him.

Matt Szalkowski asks: Can you Online Co-op create a level and publish it together, thus sharing the hearts and plays?

Media Molecule: No, the publishing works the same way as LBP 1, so which ever player has the level and publishes it, will receive all the hearts and plays.

Timothy Werner asks: Why does "Longest marathon playing LittleBigPlanet 2" qualify for the Guinness World Records - Gamer's Edition?

Media Molecule: Well, it's valid, isn't it? We actually got involved with The Guiness Book of Records when they asked us to do the cover for them ? and who doesn't love the Guiness Book of Records! I'm happy that we're in it!
2011-01-21 11:28:00

Author:
OmegaSlayer
Posts: 5112


Doesn't sound like they are implementing any way to share the credit (when it comes to multiple builders) any time soon. :/2011-01-21 19:43:00

Author:
midnight_heist
Posts: 2513


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