By Edge Staff
October 2, 2008
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"It’s turned out that our level designers prefer the basics and build the fruit machine out of switches and levers, which is mental to me. But if the community wants fruit machines we can put new gameplay logic in."
As development on LittleBigPlanet finally comes to a close, we sat down with Media Molecule co-founder Alex Evans to discuss how building a game that lets its players build their own games has changed the way he works, what happens to everything once it goes live, and why he wants the company’s first game to be unrecognisable at next year’s GDC.
LittleBigPlanet seemed robust even when we played it a while ago. Can you throw whatever you like at it without it falling over?
Not always, but everything in our game is user-generated, so even the developer content actually goes through the user-generated content pipeline, which means that literally everything you do is live. There’s no compile step, there’s no running it through an exporter – basically, the goal was that you’re editing with both hands on the controller. Our tools are completely different from a traditional game. Accidentally, by nature of being user-generated, we went a totally different route and it paid off by being this iterative thing in which I can literally load a texture in Photoshop and it updates live in the game while I’m drawing on the texture.
With that system in place, can you imagine making a game any other way now?
No. And the problem is that whenever it breaks it’s a bit like when the internet goes down and everyone goes: “What do I do now? I don’t understand!” And it’s the same thing with our game – a while ago we got a new SDK update from Sony and it broke part of our live update system. There was this guy going: “I can’t edit my level any more because it takes two minutes between making a change and being able to play with it – I can’t cope, I need it to be [clicks fingers] live”. That was really nice; it was a design we thought we were doing for the users, but it’s turned out to be great for us.
In terms of additional content via DLC, will you be able to ship new mechanical elements or will it be just new visual assets?
We can do both. This isn’t a promise that we will, but we can actually embed logic into objects after the fact. The example I always give is that if people really want fruit machines working, we can do that. I always thought we’d end up with more intelligent objects in the game than we have: fruit machines, guitars, that kind of thing. It’s turned out that our level designers prefer the basics and build the fruit machine out of switches and levers, which is mental to me. But if the community wants fruit machines we can put new gameplay logic into the game on a rolling basis. So that might be new gameplay modes or something, maybe something that changes the scoring. Texture packs are easy to do and it’d be criminal not to do them, but it’s things like… There is some good stuff coming, but I’ve got to bite my tongue.

The first thing you’ll want to do after launch, presumably, is turn away from the game and have a break – but you can’t.
No, you can’t. Luckily, I’ve made that mistake already. The biggest mistake I made in the industry was after I worked on Black & White and I said there was no way I would work on Black & White 2 for at least a year – and I ended up not working on it at all. What I should have said was: “We can do so much with Black & White – let’s do a PS2 version now”, but I was a young kid then, and I could have been bolshy and pushed things through. It’s getting to that mindset that it’s not a constraint to make DLC or anything. Quite the opposite: LBP is about the content people create, and I think that people will be surprised by what we can do and how far we can take it. I really don’t think it’ll just be stickers. Stickers are fine, and they will be there, of course, but I want to shock myself. I want to be at GDC next year when someone does a LittleBigPlanet reveal and no one knows it’s LittleBigPlanet.
Oh and if they pushed this out on other platforms aswell and let you play and create all together online... Well that would be sweet. Please do that. Somehow.
Well i'm not sure you really need an adventure game add on... What defines adventure gaming that would need to be in an update? And racing game?? WTF!
The thing is LBP is about creating these experiences from a simple 2D sidescrolling setup. Arguably the purest mode in gaming. So maybe you could handle some turn based thing, your characters would just be trapped for a certain duration in a box, and when they are free they get to make one attack which triggers the box to trap them again. That person could publish the turn based setup he created as a template, and then we could edit it and build a level around it.
But if you had an inventory and turn based mode officially, it could play out like worms without loads of fiddling or silly boxes. I suppose the other things needed are a way to make each one have an inventory and hold and use items with different control setups... Digital Molecular Matter, the ability to upload your own music and video and well, 3D. Can you imagine LBP in 3d? That would be the business. The thing that will be important is the "search for a game" system. I want to find the exact experience i want, not just haphazard my way through tags and "most popular". You'd need a really good filter system where people can rate how frantic/puzzling/calming a game is, and how innovative and what kinds of gameplay are involved wouldn't you? And some kind of blog system methinks.
They could make a mod planet aswell, where you can download games where people have edited the code.
What defines adventure gaming that would need to be in an update?
Narrative. I'm not sure if you can tell a story with the current tools - as I haven't played that beta. With regards to 2D versus 3D, I'd settle if I can build something like Paper Mario. ;)
Visuals would not really contribute to the idea of LBP, the good comes not from the texture you apply to it. The magic will happen not with stuff looking different, but with stuff behaving different.
Magnetism Addon DLC
Shooter Addon DLC
fps Addon DLC
Racing Game Addon DLC
Adventure Game Addon DLC
RPG Addon DLC
Flight Simulator Addon DLC
"Dennis and Peter got Ideaz" Addon DLC
Beautiful World of Shawn Elliott Addon DLC
20 years of gaming mechanics in a giant blender. The question is if the rising complexity will be a good thing or a bad thing in the long run.
With so many options, LBP almost becomes sort of a fourth or fifth generation coding language... I for one would be very interested in the prospect of being able to create an actual adventure game with this system (a little more than just pulling a lever here and activating something there). Especially when you are both able to determine what objects do on both inside and outside, this becomes more of a reality. What I'm wondering too with this game is whether the perspective eventually will be something users can alter. The trick probably will become to keep this complexity to a minimum and keep a continuous level of user-friendliness.