Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Everything Else LittleBigPlanet 2
#1

What stories have you told in your levels?

Archive: 18 posts


After my first two years in LittleBigPlanet, I found myself wanting to make a story level. With a story, oh my! I got going instantly and about three months later I had made a level about finding a diamond in order to pay a dept. Turns out the diamond is powering a big city, so you can't steal it. However the mayor sends you on a quest to get the recently unstable sun going so that they could just use the sun power like always. You then proceed to travelling to the center of the sun. Turns out there's a CITY inside the sun filled with corruption that is sucking out the power of the sun, and you need to somehow..uh..kill the sun-suckers.
Oh, and you would also get to play as an assasin in the sun city that is later convinced that what he's doing is wrong and joins Sackys side.

I quickly realised the crazy stories wasn't really suitable for LBP, at least not in my levels so from then on I tried to make short stories where the story could be told in under five minutes. It's kind of writing a twitter message; it needs to be short and over soon or the ordinary player will get bored. There are other solutions to implement a story, sure. Like an optional story or a story told in the background of the level.

Uh, so anyway! What I am TRYING to make a topic about is what kind of stories you have told in LBP, want to tell and so on. Especially hearing what kind of messages you want to send o the rest of the LBP community would be interesting. You see, if you are highly popular you get at least 10 000 plays per level. Now that is a big audience! Imagine a level going on about global warming or something else fancy and important, you would spread a message.

I for one have tried to implement a bit of gender-equality in my LBP-levels, where the women often are somewhat strong and independant. Not entirely sure if I have succeeded paha. It's small things..

> Like making the kidnapped child a prince in SackTracking, instead of a princess.
> Like making the huge cat in Mission Impawssible a feminine cat.
> Like making the teacher in that weird homework level a..uh..cat-giraffe-thing, but still some sort of woman.

So tell me LBPC, what kind of stories have you told in LBP? And have you tried to spread any random messages or do you stick to simple stories without anything else?
2012-06-01 08:25:00

Author:
Mnniska
Posts: 531


Tenement is probably my most story driven level. I never actually explain the story to the player, but instead leave them to piece together subtle clues and identify recurring themes and motifs in order to form their own understanding of what it's all about. However, the basic story I had in mind as I made the level was this:

A sack commits suicide after his wife and son die in a tenement fire. His soul embarks on a transitional journey between life and the afterlife, travelling through a nightmarish version of the old tenement building where he and his family lived and died and facing a series of "inner demons" that represent emotions such as guilt, loneliness and isolation...the same fears that hold him back from finding his peace moving on to the afterlife. Eventually the sack discovers a dark, twisted underworld deep below the tenement and must survive it's perils to either reunite with his family in the light or burn for eternity in the fires of hell. (There are two endings)

Throughout the level the character encounters the ghostly versions of his wife and son, but are they the true spirits of his loved ones or just apparitions conjured by his tormented mind? Well, that's for the player to decide.

Sadly the level was too (insert random negative here) for most players and few ever followed the story to it's conclusion.
2012-06-01 09:41:00

Author:
Ungreth
Posts: 2130


In the last I published, you play as a character named Steve the Snake. Steve has an eating disorder, in that he constantly has to eat berries in order to feel satisfied with his existence. He also has a rare skin condition where if he makes contact with himself, he dies!
Steve also occasionally comes across another snake with the same conditions as him, but Steve finds it very difficult to interract with other snakes, so instead of working together to get the berries, they have to fight each other.
It's a real character study about how far someone would go to achieve his goals in life, no matter how shallow those goals are.
2012-06-01 09:46:00

Author:
Ali_Star
Posts: 4085


In the last I published, you play as a character named Steve the Snake. Steve has an eating disorder, in that he constantly has to eat berries in order to feel satisfied with his existence. He also has a rare skin condition where if he makes contact with himself, he dies!
Steve also occasionally comes across another snake with the same conditions as him, but Steve finds it very difficult to interract with other snakes, so instead of working together to get the berries, they have to fight each other.
It's a real character study about how far someone would go to achieve his goals in life, no matter how shallow those goals are.

That sounds awesome. I'm gonna have to play it now.

Edit: That's so moving and profound!

I actually cried at the end when Steve died
2012-06-01 09:49:00

Author:
Ungreth
Posts: 2130


The only thing even vaguely resembling a story in my non-musical levels is an unoriginal narrative about Craftworld being taken over by evil rotating sponges, put there somehow by unintelligent creatures known as Numpties. You and your allies (a sackboy who's constantly on fire and a block of concrete with a face on it) destroy the Meganumpty and everybody lives happily ever after. I suppose you could call it "postmodern", except it isn't postmodern at all.

Anyway, I started making sequencer music not long after that.
2012-06-01 11:30:00

Author:
weirdybeardy
Posts: 123


I'm gonna try to come up with a bit of a story for the level I'm creating now. The main problem is coming up with a story that matches the theme/style of the level, it is a puzzle/platformer afterall.


That sounds awesome. I'm gonna have to play it now.

Edit: That's so moving and profound!

I actually cried at the end when Steve died

If you're good/patient enough, Steve will live!!!
2012-06-01 13:28:00

Author:
Ali_Star
Posts: 4085


In my first ever LBP level (3 or 4 years ago), you had to help bunnies recover their carrots which had been stolen by snails. I win.2012-06-01 14:24:00

Author:
PGdafrog
Posts: 277


In the last I published, you play as a character named Steve the Snake. Steve has an eating disorder, in that he constantly has to eat berries in order to feel satisfied with his existence. He also has a rare skin condition where if he makes contact with himself, he dies!
Steve also occasionally comes across another snake with the same conditions as him, but Steve finds it very difficult to interract with other snakes, so instead of working together to get the berries, they have to fight each other.
It's a real character study about how far someone would go to achieve his goals in life, no matter how shallow those goals are.

I'm trying to imagine your level with Morgan Freeman doing the narration. It's fabulous!
2012-06-01 14:34:00

Author:
craigmond
Posts: 2426


I usually pick a rather disturbing narrative but I give none of it away in the beginning. I find, having the player unravel the story as he/she plays through the level is the greatest story that can be told. That or, one about badgers.2012-06-01 15:20:00

Author:
Ironface
Posts: 432


I devised a surreal and complex LittleBigPlanet-esque themed story featuring old story characters, and new ones, all while focusing on LBP1 concept art. But I haven't had the gut to build it, because it would be a several part level-series.

2012-06-01 16:22:00

Author:
warlord_evil
Posts: 4193


Once upon a time, there was a family of giraffes. Mrs. Giraffe got home before Mr. Giraffe ever did, so she had to wait. Mr. Giraffe works two jobs, one as the president of a bacon factory, and another as the janitor at McDonalds. One day, Mr. Giraffe was unusually late. Naturally, Mrs. Giraffe grew impatient. Eventually, Mr. Giraffe burst through the wall, exlaiming, "HONEY, IM HOM." Mrs. Giraffe was very irritable and asked where the milk was. Mr. Giraffe hesitated, and answered, "HONEY, IM HOM."
Mrs. Giraffe grew more irritated and asked more sternly where the milk was.
Mr. Giraffe simply repeated, "HONEY, IM HOM."
Mr. Giraffe was interrupted by Mrs. Giraffe's annoying screaming about how Mr. Giraffe was stupid and forgot to bring home milk. There was an awkward silence, and after thirteen seconds, both were shot down by a laser blasting through the sides of the house.
THE END.
Never finished the level. :hero:
2012-06-01 18:07:00

Author:
Sackpapoi
Posts: 1195


My "story" that spans three levels consist of around ten lines and ends with your classic "it was all a dream DERRRRP!". It's fantastic.2012-06-01 20:30:00

Author:
BasketSnake
Posts: 2391


I for one have tried to implement a bit of gender-equality in my LBP-levels, where the women often are somewhat strong and independant.
Never has political correctness gone so awry on a creator's part. Remember Vera from Flowerbucket? She was so independent that she took away the jumping guy's (I don't remember his name) heart in a rather heartless (ha ha ha) way just so she could create better! Oh, and the cat you mentioned? She was so strong and independent that she tried to FREAKING KILL ME WITH HER GIANT NOVELTY OVERSIZED PAWS! (I hate that cat. It's the only reason why I can't ace mission imPAWsible, which is funny; by trying to put females in a better viewpoint, you made me furious at them).
Oh well, I guess you'll make up for all that in Ponies.

But I'm-a digressing. I have made attempts at telling stories in LBP1, though it never ever worked out. With LBP2, however, the possibilities became almost endless. I the proceeded to squander those possibilities by making a bunch of stupid humorous films, one of which got me onto the cool pages, making me make even more stupid humorous films. I've only tried to tell stories twice in LBP2. One was in When Geometry Attacks, a movie I published (which was my very first movie by the way). It was meant to be the start of a series about alien shapes attacking the earth, and you had to destroy them. The gameplay was tower defense, so it was quite ambitious. However, I never got past the intro and I doubt if I will ever continue work on the series. Mah second attempt is one that I am just beginning. It would be a wondrous storytelling series spanning across multiple levels, and it would probably be Mm picked and would give me a crown and the awesomesauce randomness pin and would be so great that all the great creators in the world (including you, Mnniska) would all cry in the corners of their rooms. Keep in mind that this is an optimistic viewpoint for my series, as I've only started work on the intro. Anyway, here's how it goes:

It was the 20whothehellcares. Sackbots have finally snapped. After years of being abused by creators, being made to sing and dance, being made to be controlled by controlinators, being silenced, except for the magic mouths they lip-sync to, sackbots have planned to rebel. In the dead of night, they quickly stole Hazbell's Popit Sackbot and soon created many clones of themselves with powers. Quickly overrun, creators had to hide in underground bases. Meanwhile, the Sackbots built a utopia. However, creators still tried to rebel against the sackbots, all while facing permanent extinction (for the sackbots had replaced most normal checkpoints with sackbot ones). The story starts here:

Two sackbots are sitting in a room. One is Leader Yassen, the supreme premier of the world, and the other is his loyal servant Corber. I don't remember all the script, so I shall replace the parts I am fuzzy about with yada.

Leader Yassen: Yada yada.
Servant Corber: Yada yada.

And that is all I have created so far.

By the by, if you want to see some really excellent LBP2 storytelling, look no further than this level:
http://lbp.me/v/9tzz39
The start of a series which you should totally play that has amazing storytelling.
Well, I think I have effectively crapped over the quick reply box, so I better stop now.
2012-06-01 22:14:00

Author:
Kalawishis
Posts: 928


I wrote a narrative for "Girl's Room" with more going on under the hood.

http://lbp.me/v/3f9y86

http://ia.lbp.me/img/ft/cda29c6866339593761edf8d414089cb59fa2162.jpg

You start out in a girl's room and proceed to trash it. Or not. Either way, she catches you and throws you into a series of rooms of her own creation, and taunts you to find an escape.

http://i3.lbp.me/img/ft/3136ed5eb9302058f8497755a5f9fae673f090bf.jpg

There are multiple paths and endings, but they all remind you that you've got a long way to go.

If you get creative and sticker a certain room, it will take you to "The Truth", a room with a tombstone and fire everywhere. The suggestion is that she actually killed you, and you're in purgatory, wandering between an infinite number of rooms, unable to die, unable to progress.

@Mnniska: You nail it with the 5-minute thing. Even players who really enjoy a story tend to expect quick pacing and an easy, breezy development. I design my levels hoping to catch the player's attention and reward them with multiple replays... but the story has to stay short because when you replay a level you get tired of sitting through the same stuff. Short is good!
2012-06-03 13:15:00

Author:
Unknown User


I've come to the conclusion that every level I make with more than a tiny bit of story is terrible, however some of the things I've made include:


Time traveling to stop a bad guy ruining the future.
Stopping an evil scientist who is creating an army of evil Sackpeople.
Crash-landing on an unknown planet and helping some Spirits.
Trying to calm a war between two tribes of beavers.
Switching between the afterlife and the real world to revive yourself from death.
Solving a murder in an old Victorian Inn.
Some Portal-like story where you wander some caves, but it turns out they're not real.
A giant Giraffetopus (a cross between a giraffe and an octopus) is attacking 1950s Britain. Everything is black and white. It was inspired by those really awful monster movies (http://www.youtube.com/watch?v=hOj0nXpRqX8).


All of them are currently unpublished, but most have never left my moon, which is a shame.


Short is good!

If only I'd learned this. The reason quite a few of them failed was because I felt the need to have them span three levels.
2012-06-10 11:44:00

Author:
kirbyman62
Posts: 1893


A giant Giraffetopus (a cross between a giraffe and an octopus) is attacking 1950s Britain. Everything is black and white. It was inspired by those really awful monster movies (http://www.youtube.com/watch?v=hOj0nXpRqX8).

All of them are currently unpublished, but most have never left my moon, which is a shame.

Oh man, that sounds fantastic! Must see.
2012-06-13 05:11:00

Author:
Unknown User


Oh man, that sounds fantastic! Must see.

I never really got that far, just an opening cutscene. I defiantly have the actual Giraffetopus as an object but I'm not sure about the level unfortunately.
2012-06-13 14:57:00

Author:
kirbyman62
Posts: 1893


My story level splits into 4 seperate parts. To summarize, it's about an ancient civilization that was highly advanced. This civilization however met an untimely end by a fellow named 'Spectre'. So you get assigned a mission along with your mercenary friends to visit the ruins of that civilization and find a key. However after you find the key..things don't go as planned..2012-06-22 18:57:00

Author:
Unknown User


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.