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PSM interview with Alex Evans

Archive: 10 posts


http://www.computerandvideogames.com/290886/blog/get-your-littlebigplanet-2-level-noticed/?site=psm

Alex shares some tips on how to get your level noticed in LBP2 and hints at DLC to come. Enjoy!
2011-03-03 13:21:00

Author:
Thegide
Posts: 1465


Thanks man! And for the laziest people...

If, like us, you're tired of sinking weeks into your LittleBigPlanet 2 levels only to finally, gloriously publish them and then... no-one plays them - read on. We've spoken to Alex Evans from Media Molecule about how to get noticed, what the team look for when selecting MM Picks, and how you can make your levels much, much better.

PSM3: So, 3.6 million user levels - congratulations. When you started making LBP, did you have any idea the community would embrace it like they have?

AE: Not exactly! We had hoped, but you can't really guess. Over the course of 3 years (for the original LBP) you have ups and downs. When the private friends & family only beta ran, the best level was, I think, a couple of cardboard boxes and a crap version of the millennium falcon. I was overjoyed that ANYTHING had been uploaded. But when the public beta trial ran, within 24h, there were levels to rival the best that we'd made up to that date. It was really inspiring, and led directly to the choices we made in extending create for LittleBigPlanet 2.


Get Creative - Try to make levels that stand out from the crowd.
PSM3: For you, what separates the good community levels from the great ones?

AE: I think the same thing that separates great games from good ones: a good idea, often a simple one, brilliantly executed. The execution of a game has to include visuals, sound, and 'feel' - and some levels really do nail that. It's hard though, and takes a lot of talent. Tools like LBP give you everything you need, but just like a musical instrument or a sport, a certain amount of time, practice, and skill really pays off.

PSM3: Are there any specific things you look for when you're choosing levels from MM Picks? That's where every serious creator dreams of being.

AE: There aren't particular criterion. Mark Healey (creative director) has a copy of LBP2 on his desk and pretty much all day he just dips in and out. I just asked him what he looked for and he said 'stuff that's entertaining'...

PSM3: We know you hired John Beech after seeing his exceptional levels made in the last LBP - any chance you'd consider expanding your team from the community again?

AE: Absolutely!

PSM3: What's the most creative level you've seen produced with LBP2's tools?

AE: That's a really tough one. One man's creative is another man's snore-fest. We're particularly excited by groups of people in the community coming together to make things together; I love the fact that quite often you'll go into a level and it will say stuff like 'music by ' and you know little teams are forming. The Hansel and Gretelbot series is another example; and Kareem (Art Director) just told me that 'I had to mention the level inspired by Lost'. There you go Kareem!


LBP2 - Get out there and play with others. Then bring them back to your level.
PSM3: Say you're a good, but not exceptional creator. What tips could you offer that person for getting their levels played by a wider audience?

AE: Ask for honest feedback and critique, and don't get disheartened. Amongst all the clamour, someone might say something that really helps you. At MM, we're constantly critiquing and playing each other's levels. It gives you perspective, even if sometimes it can touch a nerve! It's a great skill to learn: to give & take criticism, constructively.

That, and don't forget that lbp.me is a great tool to use the might of the internet, to 'get your level out there' - post lbp.me links, put up a youtube with a link, tweet and email and facebook it; if you are lucky, you might 'go viral'. Even reaching 100 people is a huge achievement: try to visualize 100 people in your front room, enjoying your game. For me, it always blows my mind, and motivates me to try and create even better stuff.

PSM3: Finally, can you tell us anything about the more substantial DLC you have planned? We've love a weather effects changer to give our cut-scenes extra depth...

AE: That's a good idea. I'm afraid I can't, although I will say that substantial Move support is on the cards.... And it's not JUST move, there are some features coming that will appeal to all types of creator - artistic, musical, gameplay-ish: we have stuff for all of you coming!

Thanks

PSM3

(This interview was due to appear as part of an eight-page, in-depth LBP2 Creation Guide in PSM3 issue 138, on sale 3 March. Sadly it arrived too late to print, so we've posted it here for everyone to enjoy right now).
I really wished for some deeper stuff on new DLCs.
2011-03-03 13:43:00

Author:
OmegaSlayer
Posts: 5112


artistic, musical, gameplay-ish: we have stuff for all of you coming!
Can't wait. wonder what will be coming? *mew
2011-03-03 15:35:00

Author:
Lord-Dreamerz
Posts: 4261


Artistic? 2011-03-04 11:27:00

Author:
Bremnen
Posts: 1800


Artistic?
I'm guessing additional layers.

Have you noticed how the floor in a blank LBP2 level has more depth than LBP1?
2011-03-04 13:50:00

Author:
Ayneh
Posts: 2454


I'm guessing additional layers.

Have you noticed how the floor in a blank LBP2 level has more depth than LBP1?

I had not really noticed this, but I think you're right. It would be nice if they released some additional layers, or made some of the glitch layers part of the toolkit. With these top-down games, it's really difficult to add depth without relying on thack and theck... and they are tedious to use at best.
2011-03-04 15:07:00

Author:
Thegide
Posts: 1465


For all us "good, but not exceptional" creators out there:

LBP1 was out for a little over 2 years. We'll round down to 2 for a margin of error. That's 104 weeks. 12 of those weeks, Ramp was on page 1. The other 90 weeks, there was about 20 new levels on page 1, cycling out every 7 days, and towards the end, every 3 days. That's 90 x 20. 1800 levels were on page 1 in 2 years. Do the math for page 2 and up, and you've got 36,000 levels (probably more) that dominated the cool pages and suffocated everything else including this entire community's output. Of those levels, at the very most, 1 or 2 levels on the cool pages were a quality experience that resulted from the creator's talent, skill, dedication, passion, creativity, and possible utilization of community resources. That's 90 x 2... 180 of those 36,000 levels were hard work paying off. The other 35,820 levels were the exact opposite.

100 plays is only a huge achievement because of that.

You have a thousand times more chance to succeed as a creator by not trying, not getting better, not being skilled, talented, or dedicated, not socially networking, not using LBP.me links, not buying an HD capture card, not reciprocating feedback on message boards for years and habitually incorporating it into your work, and doing nothing but spamming the server with unnammed level duplicates, endless "play my level!" comments, fake DLC, some kind of retarded jump challenge or bomb survival level you could make in 5 minutes, and an empty level with nothing in it and no description. Why? Because you not doing anything you would normally do as a serious creator would allow you to churn out nonsense devoid of meaning or merit at an extremely accelerated rate and exploit a broken, unrewarding online feature. It'd be like spawn camping.
2011-03-04 16:18:00

Author:
Unknown User


That's 90 x 2... 180 of those 36,000 levels were hard work paying off.

I made it to page 1 4 times.... Tiger Woods, Starship Troopers, Splat Invaders III, and Roll out the Barrel. Based on these statistics, that means my levels represented 2.22% of all good levels that made it to page 1....

Wait, that can't be right......

Unless my levels are counted in the 35,820 rubbish levels....

Which, frankly, isn't too big of a stretch.....
2011-03-04 22:46:00

Author:
CCubbage
Posts: 4430


unfortunatly iv'e only been on the cool pages (1/2) once....

....

in the lbp2 beta T_T
ALL MY HARD WORK (crys deeply)
2011-03-06 07:24:00

Author:
a_mailbox
Posts: 416


I made it to page 1 4 times.... Tiger Woods, Starship Troopers, Splat Invaders III, and Roll out the Barrel. Based on these statistics, that means my levels represented 2.22% of all good levels that made it to page 1...

That's actually .011111% of all 36,000. MUHAHAHAHAHAH!!!

I've never been on the cool pages. I can never focus on just one idea. :C

I will say that I have been learning a lot of stuff along the way. Taking in criticism to keep in mind for my next level. My "Diabolical Machine" is the offspring of what I am truly capable of. But It's just a part of a series I'm planning way down the road. Right now it's "Chasm" I'm working on.

It's good to hear Mm is finally coming out with more DLC.
2011-03-06 08:15:00

Author:
Devious_Oatmeal
Posts: 1799


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