User Generated Content (LBP)
I pre-ordered LittleBigPlanet, convinced it was gonna be a huge sale success. I loved the game but it didn't sell all that well... at all.
The big thing was the user generated content and I must say, the game succeeded in that aspect and I still love the game. Sure, I've finished all the levels that comes with the game but I boot up the game every other month or so. Every single time there's a bunch of new awesome user created levels for me to play and I still enjoy the game a lot. Heck, even more now than before thanks to Media Molecule's support and features added along the way.
There are people who claims that User Generated Content is a way for the designers (developers) to make it easy for themself, since the players "create the stuff" but that's really not the case. Easy? I think not! It requires some awesome tools for this to be possible. A bunch of games release tools for creating content. Level Editors, mod tools, track editors etc. Waaaay more games than are "known" (Unreal, Half-Life, Neverwinter Nights). But most people only know of the known ones. Hence, the word.
I'm still a fan of user generated content and LBP is one of many games to prove, it can work!














August 3rd, 2009 - 08:49
i am looking forward to modnation racers – especially because i believe the tools to be even lighter on the player. what puzzles me though is, why didn’t they make it “little big racers”? i mean, why tie it to another ip and fragment the market?
August 3rd, 2009 - 10:38
@gutek
I can’t say for sure. That’s for marketing to decide. But personally I’m glad. I like that LBP still is Media Molecule’s thing and it’s not being milked (well, it still is) by stamping the franchise onto various games.
August 4th, 2009 - 02:00
User generated content is great! One of the reasons I got into making games was because I started out making Duke3D levels back in the day. It got my familiar with programming and game mechanics, and was just a lot of fun. My friends would help or come over and play my levels and It was rewarding creating 3D worlds for people to play. I can’t say for sure that I would be making games today without that foot in the door. It’s like an in-between from playing and making games.
August 4th, 2009 - 09:49
@James Daniello
Yeah, I think that’s the case for many people within the industry. Especially Level Designers who can practice their skill with (often) the same tools as they would use in a real project.
And overall, it can create an interest and understanding of games in a way just playing them can’t.