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#1

Gameplay genre setting

Archive: 6 posts


This would be a new addition to the last page of the Tool box, located near the Cooperative-Versus-Cinematic setting. Currently, Little Big Planet functions as a platformer that allows you to simulate other types of gameplay using the various tools at your disposal. But what if there was a setting that changes the core gameplay itself? Instead of simply jumping with X and grabbing with R1, you can choose other gameplay options such as a fighting level where you gain punch, kick, and throw commands, plus possibly special attacks or weapons.

You may ask "What's the difference between this and the Controllinator?" The difference is that the Controllinator changes gameplay in the middle of a level. This option changes the gameplay of the level altogether, along with the perspective if necessary. For example, a racing level can be top-down without having to bother with Movers and Gravity Tweakers. You can also get power-ups unique to such gameplay genres.

You can think of this as choosing the genre for your level.
2011-07-03 20:59:00

Author:
Brandon
Posts: 106


I like this idea, but...

then you'd have to make different purposes for EVERY object in each mode that comes out. grabinators wouldn't work the same, probably. and what if you pkaced one, and switch modes? you ight run into a problem where the powerups behave differently than the gameplay style.

in the case that would be fixed, then awesome!
2011-07-03 21:06:00

Author:
LBNinja
Posts: 204


Well, one way to work around that would be if you chose the genre before creating the level. Then the tools you are presented with change depending on the genre. For example, in a racing level you have access to different weapons and turbo, while the Grabinator and Grappling Hook aren't available. The racing power-ups aren't available in platforming or fighting levels. However, there should be a way of seeing all the tools you have regardless of genre.

Why not suggest some genres?

Platformer: The default setting.
Fighting: A sidescrolling fist fighting mode. Can work as either a versus game or a beat-em-up. Popits are disabled in this mode.
Racing: Provides a top-down view of the level theme. Players can race on foot or in vehicles. Popits are disabled in this mode.
Adventure: A top-down Zelda-like mode. Supports save files.
RPG: This brings you to a file screen when you load it, where you can start, save, and delete files. The rules for this mode are pretty malleable, including settings for real time or turn based battles. Creators can also set limits for stats, experience, items, and currency. Popits can be disabled.

Though talking about genres like this makes me wonder if MM shouldn't create Little Big Planet spin-offs outright, such as the aforementioned Adventure and RPG style games. A Little Big Planet racer could also be really good, though ModNation Racers might give it competition.
2011-07-04 21:34:00

Author:
Brandon
Posts: 106


Don't expect them to do ton of physics models this game is always be platformer.

Besides locking things to genres is a bad idea, it cut the freedom, all features should be avable are elements that you can off and on so you can mix things around. We already got example of such freedom locking with online camera in versus mode, you can't do that in co-op, but separate cameras would work in any mode
2011-07-05 14:50:00

Author:
Shadowriver
Posts: 3991


I think that LBP is fine the way it is. You can use what they have given us to change, so it kinda renders all the stuff they put into LBP2 redundant.2011-07-05 22:08:00

Author:
Captain_Dinosaur
Posts: 214


It's not so much that I'd want to render the fantastic new tools redundant as wanting an easy way to change Sackboy's core gameplay abilities to make certain level ideas easier to realize. For example, revisiting the fighter idea, it's true you could always create hologram objects to represent different attacks, but what if Sackboy could actually punch and kick like in Street Fighter or Super Smash Bros.? Then you mostly just have to focus on designing the level itself.

It's true the tools in LBP2 allow you to simulate different genres, but why settle for simulating them when you can use tools designed specifically for those genres? And a lot of the tools could easily adapt to different genres, such as the movers and rotators.

But if this proved too much for a single game, again I say they could always make spin-off titles that adapt Little Big Planet's unique brand of creativity to genres besides platformer. You could get an RPG with a story mode that grants you prize bubbles as treasures or as rewards for defeating bosses, and then you get to design your own RPG maps and characters. ModNation Racers admittedly already beat LBP to the punch as a custom design racing game, but surely LBP could do just as good of a job?

Or maybe LBP is destined to be the custom platformer, MNR the custom racer, and other future IPs to be Sony's personal custom approach to other genres. Encouraging original IPs is a good thing after all. Besides, one worry I had when I first learned of LBP2's "platform for games" motto was that it would result in LBP losing some of its identity. Obviously that wasn't the case, but releasing spin-offs instead of developing fresh new IPs would be pushing it.
2011-07-06 08:49:00

Author:
Brandon
Posts: 106


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