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#1

I'd love a more engaging Story.

Archive: 6 posts


*This thread may contain several spoilers for different LBP games*
I was not really sure where to put these as it involves many different LBP games, but I think this place is fine.

How can I know if I liked/am interested in the Story of a game? I imagine how mad I would be if somebody spoiled the ending to me. If my friends spoiled the ending for games like Halo 4 or Assassin's Creed 3, I would kill them. Maybe literally. If they spoiled the ending for games Ratchet & Clank or CoD, it would be frustrating, but after a few hours I'd say meh. But if they spoil the ending of an LBP game... Well, it would be no surprise: The bad guy gets defeated and probably becomes friend of Sackboy -Uhmmm... The Collector. Uhmmm... The Pupeteer. Uhmmm... The hoardlings-. You see?

If you don't believe me yet, let's "analize" recent LBP Story Modes. We have, LBPVita.

We have no real engaging background for Carnivalia. Where does it come from? How was it formed? Who does really live in that huge planet? Etc. Are questions we may never answer. Then we have the actual Story mode. The first zone was OK, pretty boring but the character was good and it was a tutorial after all. But then we find weird stuff from beginning to -almost- the end. From an ABSOLUTE RANDOM mix of a garden and a clockwork themed zone, to an ABSOLUTE RANDOM "Coaster Valley". The name tells it all: Randomness at its purest form. Ok, you'll be saying. It is Carnivalia, so a "Coaster Valley" isn't that weird. Anyway, this Coaster Valley only had one level that involved Coasters. From garbage monsters to magical triangles, even though this were some of my favorite levels gameplay-speaking, their story relevance is almost nonexistant. I only really liked the last zone, Spooky Mansion. It was the only zone it felt extremely well fit in this Story, the levels were beautiful and really fun, and the Creator Curator wasn't something totally unrelated to the Story. Maybe that's why many people seem to love Ms. Sunshine's levels. And even though, I think LBP Vita's is by FAR the best designed plot for an LBP game.

For Karting is basically the same. I won't make its full-depth analysis, but the Story lacks of coherence. You go from Monster Islands to that horrid world that I don't really understand if it was the city of the future, a rotten-food land, or some kind of amusement park.

Last commentary. I know the Story Mode is just an excuse to go on score-bubble hunting. And that the "magic" of LBP radicates in the Create mode, the simplicity of its Story Mode, etc. Anyway, I do think game writers could make a much better and much more engaging story for next -if ever- LittelBigPlanet game. I was especially disappointed with Karting's Story Mode. The levels themselves were quite beautiful, but the story was a total waste of pretty good plot.

Please leave your commentaries !
2012-11-13 04:42:00

Author:
yugnar
Posts: 1478


whilst I agree to some extent, I think that a more focused plot isn't neccessarily better. Lbp's story mode was, to me, miles better then that of lbp2 as it felt charming, wierd, friendly and creepy all at once. the levels were focused on fun gameplay and prize hunting over telling a story with infinite un-skipable cutscenes and whilst the ending really came out of no-where it still managed too feel like a fun journey around the world. visiting the imaginations of other countries was certainly more fun then knocking about in a robotized rabbit or atop a bumble bee in lbp2.2012-11-13 15:46:00

Author:
Smudge228
Posts: 533


This is true. I assume the LBP2 story would have been much better if they had kept the Evil Avalon story (Possibly creating the Negativitron to neutralize any threat to his scientific genius).
The LBP1 story was only the first game and I doubt Mm wanted to start with anything too complex, so basing LittleBigPlanet on the Earth's 'cultures' and stuff would be enough to create a story mode where all the possibilities of create mode were visible.

However, that's primarily what they are -showcases for what you can do in create mode. Mind you, I would love a truly engaging game for the inevitable LBP3.


visiting the imaginations of other countries was certainly more fun then knocking about in a robotized rabbit or atop a bumble bee in lbp2.
The two games are themed around different things; the LBP1 worlds were based on Culture and Geography, while LBP2's were based on Science and History. (Da Vinci's world is obvious, Avalonia is based on advanced technology and a utopian future, whereas the Cosmos is a futuristic dystopia.)
I think the LBPK worlds were actually based on rooms you would find in a house or other building, i.e the garden, the kitchen (for the Emporium), a bar/club for (the Space Bass).
2012-11-13 15:49:00

Author:
Jakest123
Posts: 319


Right. What I only ask for is a story that makes you play Story Mode to hear and get excited by the actual story, not only to collect przies while avoiding and skiping all the cutscenes.2012-11-13 21:03:00

Author:
yugnar
Posts: 1478


Right. What I only ask for is a story that makes you play Story Mode to hear and get excited by the actual story, not only to collect przies while avoiding and skiping all the cutscenes.

Yeah, true. I'd love an LBP game with a proper, deep story. LBPVita had the deepest story, with proper reasons for going from theme to theme, but even so it was a bit randomly mad.
I'd love a game where the story is properly written out.

Someone should do that, a story that captures the essence of LBP while being vaguely comprehensible. I can't because right now I'm engaged in a sci-fi series.
2012-11-18 14:20:00

Author:
Protoraptor
Posts: 960


Right. What I only ask for is a story that makes you play Story Mode to hear and get excited by the actual story, not only to collect przies while avoiding and skiping all the cutscenes.
I was actually more excited by the story than the create mode, from what I remember.
2012-11-19 14:45:00

Author:
Jakest123
Posts: 319


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