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#1

Dialogue for sackboy

Archive: 5 posts


I've noticed this in a lot of levels, most of them heavily story-based. The creator places a hidden magic mouth written from the perspective of the advancing player. A lot of times this is because there is no one else around to make observations:

"I wonder what that was?"

"Looks like the way is blocked, I'll have to go around."

"Ten dollars for soda!? That's an outrage!"

Personally I don't like this, because it sort of assumes solo-play and in every case the dialogue would be better served by an NPC or simple narration

But I'm curious about your thoughts. Do you like to see dialogue coming from the mouth of the player?
2009-03-16 15:46:00

Author:
Lokno
Posts: 68


Considering that his happens with most characters in any story-driven video game, I really have no problem with it. It does look a little weird sometimes though, and probably seems odd with 2+ players.2009-03-16 16:02:00

Author:
Gilgamesh
Posts: 2536


Personally, I think it's fine, because it makes sense that one of the players could make the observation. Also, I think well over 90% of people playing user-created content play solo, since most user levels aren't busy enough to get a random multiplayer game going.

I see a lot of people nitpicking things in levels without actually taking the time to consider whether limitations of the game mechanics might have something to do with it. So I ask you, fairly, what do you propose is a better way of doing things?
2009-03-16 17:44:00

Author:
Thegide
Posts: 1465


Personally, I think it's fine, because it makes sense that one of the players could make the observation. Also, I think well over 90% of people playing user-created content play solo, since most user levels aren't busy enough to get a random multiplayer game going.

I see a lot of people nitpicking things in levels without actually taking the time to consider whether limitations of the game mechanics might have something to do with it. So I ask you, fairly, what do you propose is a better way of doing things?

Well, personally I wouldn't go about it that way, but maybe that's just me. Even if the level creator could actually put words in a sackperson's mouth, I wouldn't want to see that. The way I see it, a sackperson is simply an avatar, and not a story character. It seems forced, and the first reaction is confusion, because the player sees their sackperson as a extension of themselves, and not an independent body. It's different in a story-driven game where the player character is defined, and so its assumed they have an independent personality.

I see your point though, given the current tools, really the only correct use of a magic mouth, invisible or not, is NPC dialogue. Mm should add narrator speech boxes, which wouldn't have arrows pointing to the source and would be distinct from the look of the magic mouth bubbles. That would really help when people are creating billboards and such. I think I'll make a post on the suggestions forum about it later.
2009-03-16 18:59:00

Author:
Lokno
Posts: 68


Personally I perceive Sackboy as that mute hero and I would prefer the stories told without dialogue with him.

I'm yet to see a level where I thought the dialogue with Sackboy was cool.

.
2009-03-16 19:03:00

Author:
RangerZero
Posts: 3901


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