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LittleBigPlanet (2008 video game)

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LittleBigPlanet
European LittleBigPlanet box-art, showing Sackboy characters and the game's sticker feature.
Developer(s)Media Molecule
Publisher(s)Sony Computer Entertainment Europe
Platform(s)PlayStation 3
Release

See Release section for more information
Genre(s)Platformer, Action
Mode(s)Single-player, multiplayer, online multiplayer

LittleBigPlanet, sometimes abbreviated to LBP[5][6] and developed under the title The Next Big Thing, is a puzzle platformer and user generated content video game for the PlayStation 3, first announced on 7 March 2007, by Phil Harrison at the Template:Vgy Game Developers Conference in San Francisco, California.[7][8][9] It is developed by Media Molecule, a British company founded in part by Rag Doll Kung Fu creator Mark Healey and published by Sony Computer Entertainment Europe.

The game revolves around the player's control of small avatars, known as Sackboys owing to their appearance, in a variety of platforming scenarios. Though the game features a set of pre-built levels for players to explore, of equal importance is the game's customisable nature, from altering the player's character and personal space, to building entirely new objects and levels, and then sharing and playing them online as part of the LittleBigPlanet community.

Originally intended for a release in mid-to-late October, a last-minute delay involving a song in the game's soundtrack delayed the game's release worldwide.[10] It was released in North America and Japan at the end of October, and in Europe at the beginning of November. Seen as an important title for Sony and the PlayStation 3,[11] the game received a very positive reaction from critics, who praised the game's presentation including its graphics, physics and audio, as well as its gameplay and large array of customisable and online features, including its scope and future potential based on user-created content; minor criticism was reserved for some specific elements of the gameplay mechanics and level creation facilities. The title's overall positive reception sees it as one of the top-rated games for the PlayStation 3 console on video games aggregate websites.

Gameplay

In LittleBigPlanet, players control small characters nicknamed Sackboy (or sometimes Sackgirl[12] or Sack person[11]), owing to their material and appearance, each of which can run and jump, as well as hang onto and drag/push objects.[12] Players use these abilities in a number of ways: to play and explore the environments that come with the game, which feature platforming elements such as jumping, pushing, grabbing and running, and which make use of the game's robust[11] physics engine; to create their own content, such as simply placing stickers into levels, as well as using the level editor to create, destroy, edit and manipulate levels;[11] and, finally, to share creations, by publishing items such as levels and objects with the online community, as well as play these creations online with others.[11] These three modes are described simply by the title's catch phrase: Play. Create. Share.[11]

Players begin inside their own pod, a personal space from which they can access the three modes of gameplay, and decorate the room with stickers and decorations.[12] Initially, only the Play mode is available, from which the player undertakes some tutorials, narrated by Stephen Fry in a style remniniscent of his work on The Hitchhiker's Guide to the Galaxy; once the basics are mastered, the player is free to continue playing any part of the game.[13]

Play

A screenshot from LittleBigPlanet.

The Play section of LittleBigPlanet consists of a number of levels that have been created by Media Molecule, and are based around different themes that draw inspiration from real-world locations, such as Japanese gardens, dry deserts, New York City streets and icy Arctic stages.[13] By completing the levels available to them, the player may then advance the story and play further unlocked levels.[14] The story mode comprises eight areas, with each area comprising three to four main levels, and each level in turn has a collectable key item which further unlocks a bonus mini-level;[15] thus, the main story mode comprises more than 50 pre-built levels in total.[15]

To control their Sackboy character, players move by using the analogue sticks, jump with varying degrees of height depending on the amount of time the jump button was pressed, and grab onto objects to either move or swing on them.[14] In addition to regular left-and-right movement, and despite the 2D look of the game, levels consist of three levels of depth – the foreground, middle and background – and these may be traversed between either automatically by the game itself, or by the player's command.[11] Players may also opt to emote their Sackboy by applying varying degrees of delight, fear, sadness, and rage,[16] control each arm independently through the analogue sticks,[16] slap other players by jerking the arm movement through analogue stick, and use the Sixaxis motion-sensing functionality to animate the character's head and body.[16]

Players may also access the character's menu, known as the Popit,[17] at any time. This menu allows players to select from a number of customisation options, such as selecting materials and outfits for their Sackboy,[17] as well as choosing stickers from a large selection, which can then be plastered onto any surface in the game world.[14] Stickers may also be created from photos taken using the PlayStation Eye[13] and after an upcoming patch, users will be able to import images from their console's hard drive.[18]

A large variety of pre-built objects are present in levels which may be interacted with, as well as those objects that have been constructed out of more basic elements; these include materials, which act in a manner physically similar to those they represent, such as cloth being soft, rubber having grip, and wood being tough,[15] to objects that are built with mechanical components, such as motors, pistons, jets, wires and springs.[15] As well as these objects, levels contain dangers that players must avoid, and these include objects or platforms that have been set on fire,[11] whilst explosives that can damage Sackboy if he strays too close can also be used to blow up sections of the level.[11] As well as being hurt if these level dangers are touched, players may also be crushed if trapped under or between heavy items.[19] Should a player lose a life in this fashion, a checkpoint system ensures that players may start again at recently passed checkpoints should they fail, albeit a limited number of times.[14]

Each level contains a large number of bubbles, formerly known as "sponge",[20] which may be collected in order to increase the player's score, and to attempt to beat their own high score.[14] As well as empty bubbles, collectable items are kept within prize bubbles, many of which are hidden or are in hard-to-reach places, and these contain items such as new stickers and decorations, as well as new materials and objects that may be used in the Create mode for the user's own levels.[11] Some of these hidden items may be accessed by using the aforementioned stickers menu to place stickers on special parts of the level.[14] Clothing and accessories for the player's Sackboy may also be obtained by passing through the levels without losing a life.[11] As well as prizes, the aforementioned collectable keys within main levels unlock new mini-levels with unique goals, such as skipping a spinning pole or bouncing to grab bubbles,[15] to speed levels such as bobsled racing.[11]

Create

A demonstration of the character customisation available in LittleBigPlanet.

The player may customise their character in a range of ways. They are able to select a base colour and texture for their Sackboy from a range of materials and designs, and may create items for the character to wear such as masks and clothes, as well as give them pre-made items including swords and capes. The game also features items based on other PlayStation 3 franchises such as a Killzone 2 mask,[21] and character models based on Kratos, Medusa and Minotaur from the God of War series,[22] Nariko from Heavenly Sword, Old Snake from Metal Gear Solid 4 and Sephiroth from Final Fantasy VII.[23]

Although the Create aspect does include minor tweaks to existing levels whilst they are being played, such as placing stickers and decorations in levels, the main focus of this mode is the level editor.[11] The editor incorporates a large number of editing facilities to create levels from a low to a high degree of complexity. Players may create new objects by starting with a number of basic shapes, such as circles, stars and squares, and then "painting" the shape of the object into the level.[11] Objects may also be glued to each other or to the level.[11] More mechanical features are also available, such as connecting objects together with string, using bolts to spin objects, or using various kinds of triggers,[11] as well as jets which may be attached to surfaces to propel them.[15] After creating custom objects, players may also save out their creation to a library for later use, and even share their object by placing it inside a prize bubble in their level, so that other players who play the level may use it in their own levels.[11]

In order to facilitate the creation process and to accommodate any mistakes made, the editor also features a time system, whereby players may "rewind" the editor, which acts as an undo feature, or pause the editor, which temporarily halts objects that run under the physics engine, such as gravity or rolling objects.[11] In addition to his narration for other parts of the game, Stephen Fry provides the voice-over for the large quantity of video and interactive tutorials that accompany the create mode, a number of which must be watched in full before unlocking a new set of objects for use.[16]

User-generated content is not tied to any specific region, in that all user-created levels are accessible by users from all three gaming regions — Europe, North America and Asia.[24]

Share

A major focus of LittleBigPlanet is the global community features through the PlayStation Network for players to interact and share their "patches"[25] — levels and other modifications — as well as online play.

LittleBigPlanet features a range of multiplayer options. Levels can be played online with up to four players, locally with up to four players or with a mixture of up to four online and local players. Up to four local users can play together in Create mode, the ability to create levels with up to four players online will be added in an update at some point after the game's launch[26]. How multiple users play with each other is dependent on the design of the level and how the users choose to play, allowing the players to choose whether they play cooperatively or battle against each other to get to the finish line first, or collect the most bubbles.[20] Each local player is able to sign in to their own PlayStation Network account and individually collect trophies for their own account; this is one of the few times such a feature has been included in a PlayStation 3 game.[27]

The main focus of the Share component is the ability for level creators to publish their levels and objects to the online community for other people to play.[11] Once a custom level has been played through, players are able to tag the level with a list of predefined words that appear, and may cycle through the word choice to find the most appropriate.[11] Players may also use the "heart" feature, which allows them to specify which levels, stickers and decorations they prefer; in this way, people can heart to show appreciation for other people's creations, and also visit their online friend's hearted items, or visit the creator of a hearted item, then view his or her hearted items, and so on.[11]

An official community website called the LittleBigWorkshop compliments the in-game sharing features. Logging on with their PlayStation Network IDs, users are able to create blueprints for level designs, view in-depth tutorials and take part in challenges. It is also the home of the official forums. Among its other features, the website allows users to upload in-game videos and photos.[28]

Development

A screenshot of the early prototype, Craftworld, depicting Mr. Yellowhead dragging blocks from water.

Media Molecule co-founder, Mark Healey, recalled that the first conversation he had about the game that was to become LittleBigPlanet was with Dave Smith, a fellow co-founder of Media Molecule, after they had been to the cinema to see Howl's Moving Castle.[29] Healey and Smith discussed a game that had character controls similar to their previous game Rag Doll Kung Fu, but that would be playable on a console. Healey and Smith left Lionhead Studios in December 2005 along with another Media Molecule co-founder Alex Evans and art director Kareem Ettouney, and managed to arrange a meeting with Phil Harrison, the then-head of development for Sony Worldwide Studios.[29] They created a prototype of their idea, a game called Craftworld, a physics-based, 2D side-scrolling game, with a place holder character called Mr Yellowhead.[30] Mr Yellowhead's arms were controllable with the right analogue stick of the PlayStation 2 controller that Media Molecule had connected to their PC,[29] whilst his legs were controlled with the left stick. The object of the game was to guide Mr. Yellowhead past a number of obstacles by grabbing onto objects and pushing or rolling them around.[30]

They chose to pitch their idea to Harrison using their own software, rather than PowerPoint, which allowed for bullet point information as in standard presentations, but also for live, controllable movement of game characters.[29] By their own admission, the pitch was vague and they had deliberately toned down the creative aspect of the game — which they felt may have appeared as "weird" for a console game — for fear of negative reception of their pitch by Sony.[29] They presented the prototype purely as a playable game, and only briefly mentioned the user created content aspect; Evans relates that Harrison actually picked up on the creative side, and had asked them why they had chosen not to explore this element further.[29] The meeting, which had been scheduled to last 45 minutes, eventually lasted 3 hours.[31] Sony agreed to pick up the game and Evans et al. had received funding from them by January 2006, with Media Molecule being incorporated as a company in February.[29]

Despite backing from Sony, Media Molecule were unsure about exactly what direction they were going to take the game. They also worried about whether people would understand, or even like, the game, but these worries were dispelled after its first presentation. Media Molecule were aware of the fact that Sony wanted them to demonstrate the game at the upcoming Game Developers Conference 2007, but they were not told that they were to be part of Phil Harrison's keynote speech until near the date it was due to take place. Healey stated that it was only when they arrived in San Francisco for the conference that they realised just how much backing Sony were devoting to the game — much more than Media Molecule had previously thought.[32] Healey relates that although the revelation of Sony's faith in the game boosted their confidence, it also increased the pressure on them with the realisation that their task had become much greater than originally anticipated.[32]

The game was less than one year into development when it was first shown at GDC 2007. Evans remarked that this public approach to the game's development meant that they had been able to react to feedback from the community, and that the game had been specifically designed to allow them to easily implement further developments in the future, based on demand from players.[33]

Marketing

Both Sony Computer Entertainment and Media Molecule have undertaken a robust marketing campaign in the run-up to the game's release. In North America, SCEA have partnered with several of the major online retailers[34][35] to offer unique bonus gifts to customers pre-ordering the game from the selected retailers. These gifts include codes to access additional in-game characters, a sticker book, a burlap pouch and an official game guide.[36]

In the UK, SCEE have partnered with online retailers to offer downloadable characters like the Nariko character (from Heavenly Sword) to customers who pre-order the game.[37] Also, a temporary shop has been set-up in Manchester city centre where people were able to play the game before its release. This shop has now moved and has been residing in central London since October. The shop also offers activites such as t-shirt making. The shops opening times are 11:00am-7:00pm from Tuesday-Sunday. [38]

A website campaign to "reclaim Pluto as the ninth planet", Proposition Pluto, was also released as a marketing tool several weeks before the game's release.[39]

Release

File:LittleBigPlanetOfficialUSBoxArt.jpg
North American box art, showing a variety of possible Sackboy characters, as well as the game's stylised globe design.

A demo version of the game was planned for release on the PlayStation Network in the fourth quarter of 2007,[25] but was delayed until 2008.[40]

Original announcements pointed to a full release early in 2008, but Sony later said that the game had been delayed until September 2008 in the UK.[41] During the Sony PlayStation Day on 6 May 2008 in London, Sony announced that the game would be delayed by one month,[42] and was finally scheduled for release on 21 October 2008 in North America, 22 October in Europe, 24 October in the UK and Ireland[43] and 30 October in Japan.[44]

On 17 October 2008 SCEE instigated a worldwide recall of LittleBigPlanet and announced that the game's release would have to be pushed back.[45] This was after a PlayStation Community member reported that the lyrics to one of the songs in the game included passages from Qur'an and could therefore be offensive to Muslims.[46] The song in question was entitled "Tapha Niang" by Malian, Toumani Diabaté, himself a devout Muslim.[47][48] The game was then patched twice in one day before its retail release for those players who had already received the game. The first update, to 1.01, did not affect the song, and was released to patch online issues, modify jetpack controls,[49] and add further costumes,[50] whilst the second, 1.02, updated the game to remove the vocals from the track, leaving only an instrumental.[51]

SCEA announced that new versions of the game would be shipped to North American retailers the week commencing 27 October 2008.[52] On 20 October 2008 an SCEE press released stated that LittleBigPlanet would start to appear in stores in the United Kingdom, Europe, Middle East, Australia and New Zealand no later than the week commencing 3 November 2008 on a country-by-country basis.[53] Later the same day SCEE confirmed the UK release date as 5 November.[1][2]

Beta phases

A public beta version of the game was previously scheduled for the summer of 2008,[54] but it was later announced that only private beta testing would take place, with the possibility of a publicly available demo before the full game's release.[55] However, in a later interview, Alex Evans, Co-Founder of Media Molecule, said that a beta would be released in September 2008 describing it as "a public beta, but limited at the same time".[56] The first beta became playable on 23 September when gaming website Eurogamer began offering beta codes to its members on the same date, with a total of 5,800 codes available; the website quickly buckled under the influx of visitors, with many unable to load the site.[57] Subsequently, several other gaming websites including 1UP.com[58] and GameSpot[59] have offered beta codes to their users. Redeemable through the PlayStation 3's Account Management section, players with both a code and a PlayStation network account were able to play the beta until it ended on 12 October.[60] Although Sony had originally planned to erase all levels created by players during the beta period, an official poll was held to let the players decide their fate,[61] the result of which was to keep the levels.[62] As such, these levels will remain, although save game data and progress in the beta will not be carried over into the full game.[61]

Future developments

A feature that the title lacks, but that from first gameplay demonstrations was originally intended for inclusion, is the ability to import images from the console's hard drive for use as a sticker. When initially asked about the missing feature, Alex Evans replied that its removal was due to time constraints, and that a patch before Christmas would enable the feature.[63] A later forum post from a PlayStation official countered this by stating image import would not be appearing "for a variety of reasons".[64] Further confusion arose when Media Molecule posted an image to their Flickr page after both statements were made, showing the image import tool in action,[65] and a television advert for the game demonstrated family photographs in a custom level.[66]

Critical reception

Previews

The unveiling of LittleBigPlanet at the 2007 Game Developers Conference (GDC) elicited numerous positive reactions. In his BBC News blog, technology editor Darren Waters wrote, "LittleBigPlanet is perhaps one of the most dazzling demos I've seen in the last 10 years".[67] IGN described the game as "beautiful" and reported that "even in the presence of Home, Sony's impressive new community software, LittleBigPlanet stole the show at Phil Harrison's Game 3.0 practice conference, and was the thing that everyone was talking about".[68] 1UP wrote that "there are plenty of questions remaining about LittleBigPlanet … but it's clear from the reaction to the game so far that it has already won over many fans" and that "this could be something very special".[69] Slashdot Games editor Michael Zenke suggested that the game could be the PlayStation 3's killer application.[70] Even Reggie Fils-Aime, the president of Nintendo of America, praised the product, though he was unsure how the game would fare on Sony's platform.[71]

Reviews

LittleBigPlanet has received wide critical acclaim from reviewers.

The first major publication to review LittleBigPlanet was the UK edition of PlayStation Official Magazine. In their November edition they gave the game a score of 10/10 calling it "a beautifully elegant and powerful creative tool that puts unlimited potential in the palm of your hand".[79] Eurogamer scored the game 9/10. Reviewer Oli Welsh commented specifically on the game's "unforgettable visuals" and that the accurate lighting was "as total a realisation of high-definition as you'll see anywhere in games this year". He also praised the multiplayer gameplay as "a loosely-structured scrum of competition, collaboration and sheer, joyful mucking around". Speaking of the game's comprehensive creation and community tools in contrast with its classic platforming gameplay, he calls the game "the future and the past of videogames, rolled into one".[76] IGN (US) scored it 9.5/10 and said the game was an "instant classic". The reviewer, Chris Roper, also suggested that the game may even be a reason to buy a PlayStation 3; "If you own a PlayStation 3, you cannot miss this. If you don’t have a PS3 yet, this is the reason to get one."[11] IGN's British and Australian sites scored the game 9.7/10 and 9.2/10 respectively.[13][80] GamePro scored the game 5/5 and said that the real strength of the game "is the tremendous sense of freedom and creativity that it instils in you."[77] Edge gave it a 10/10 and said "It's a multiplayer riot, a visual landmark, a feat of engineering, and one of the most charming games ever made. But even those accolades are dwarfed by its scope, its potential, and the apparent endlessness of them both."[73]

Some reviewers have criticised the game's control system. Eurogamer's review stated that the jumping mechanic timing sometimes feels "off by a fraction of a fraction of a second" and that this can be a minor annoyance when attempting challenges which require dexterity and timing.[76] In IGN's review, Chris Roper also reported issues with the control system stating that the game's heavily physics-based gameplay "left a few corners on what should have been a razor-sharp control scheme". He goes on to say that the character acceleration and deceleration "isn't as quick as it could be" but that his biggest complaint is the way the game handles player movement between foreground, middleground and background on the 2.5D plane. He says that "there are instances where it doesn't do what you want it to do, and these points stick out like a sore thumb." [11] This is an issue that has also been raised by Media Molecule's co-founder Mark Healey who stated in an interview that "The Z [axis] movement is an incredibly hard thing for us to get right. There's times when it annoys me actually." However he goes on to say that they will continue to work on that and refine it, suggesting that this may be improved via a patch in the future.[83] IGN's review also commented on the game's story mode that it ended "in a somewhat disappointing manner" and that the story as a whole doesn't make much sense.[11]

Sequel

In an interview with the BBC in October 2008, Alex Evans confirmed that Media Molecule is working on a sequel to LittleBigPlanet but did not provide any details.[84] The statement was later clarified in an interview with IGN where Siobhan Reddy of Media Molecule stated "we see LittleBigPlanet as a platform...There will be a lot of additional content and it will vary in size and what it does. And we've already started that, yes." [85]

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