L2P, jumping is fine. And what are you talking about, camera zooming out so far that you can't see so much? I've never had that problem. I've also never had the problem of things randomly dissolving on me, I don't know what you're doing wrong. Also, woe is me, 10 minutes of tutorial so you know-what-the-hell-you're-doing. Tough. It's meant to allow players to sandbox with what they've learned without being overwhelmed by the giant library of items, switches, gadgets and doohickies that lay before them.
Yes, making things is time consuming. But so is making a map for Half-Life. Hell, creating <i>anything</i> that's actually worth someone's passing glance (let alone their full attention) usually takes a bit of time. LBP is no different. The level editor may be accessible, but it certainly is not "easy" to whip together a level in two seconds.
I'm hereby extending Godwin's Law to "L2X." Anyone who says L2P, L2Read, L2Anything, no matter the context, no matter what else they say, immediately and irrevocably loses the argument and fails at the internet.
LikuI, am the Somberlain.Join Date: 2003-01-10Member: 12128Members
<!--quoteo(post=1692010:date=Oct 31 2008, 10:11 PM:name=Haze)--><div class='quotetop'>QUOTE(Haze @ Oct 31 2008, 10:11 PM) <a href="index.php?act=findpost&pid=1692010"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->L2P, jumping is fine. And what are you talking about, camera zooming out so far that you can't see so much? I've never had that problem. I've also never had the problem of things randomly dissolving on me, I don't know what you're doing wrong. Also, woe is me, 10 minutes of tutorial so you know-what-the-hell-you're-doing. Tough. It's meant to allow players to sandbox with what they've learned without being overwhelmed by the giant library of items, switches, gadgets and doohickies that lay before them.<!--QuoteEnd--></div><!--QuoteEEnd-->
Jumping is awkward, on ground the controls are tight but once you're airborne you have close to no control over Sackboy and if his foot caught a tiny lip of a ledge there goes your momentum. The tutorials are fine for the later pieces like motors and whatnot, but I don't need a tutorial to explain the self-explanatory. "Create Material with the Materials?" You don't say! Let me skip the tutorials I want.
<!--quoteo(post=1692010:date=Oct 31 2008, 10:11 PM:name=Haze)--><div class='quotetop'>QUOTE(Haze @ Oct 31 2008, 10:11 PM) <a href="index.php?act=findpost&pid=1692010"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, making things is time consuming. But so is making a map for Half-Life. Hell, creating <i>anything</i> that's actually worth someone's passing glance (let alone their full attention) usually takes a bit of time. LBP is no different. The level editor may be accessible, but it certainly is not "easy" to whip together a level in two seconds.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't mind that things are time consuming, but working with an analog sick is just a pain in the ass. Why they couldn't add mouse support I don't know.
<!--quoteo(post=1692060:date=Nov 1 2008, 12:02 PM:name=lolfighter)--><div class='quotetop'>QUOTE(lolfighter @ Nov 1 2008, 12:02 PM) <a href="index.php?act=findpost&pid=1692060"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm hereby extending Godwin's Law to "L2X." Anyone who says L2P, L2Read, L2Anything, no matter the context, no matter what else they say, immediately and irrevocably loses the argument and fails at the internet.<!--QuoteEnd--></div><!--QuoteEEnd-->
Clearly, you have not experienced the satisfaction of typing "Lrn2English" in mockery of someone's typo (which may ironically be more legible than the mocking reply).
I have completed LBP, and I think it's a magical game with huge potential. The single player is not very challenging, but is constantly stimulating; 'design' in its most basic sense is what the game is all about, and much of the games enjoyment comes from simply marveling at what Media Molecule have done with the tools they have made rather than posing big challenges to the player.
Even without the editor and the ability to easily create and share things with other people, and even without the visible bolts and pistons and switches that make everything work, the single player experience could hold its own as a retail product (although it would have to be a little more challenging).
But seeing how EVERYTHING in the game is combination of pistons, bolts, motors, switches, sensors, materials, stickers, and other simple 'gadgets'...it lends a massive sense of value to what you see on screen. There are no inner-workings in the level designs at all (except maybe the introduction), and everything you see in the game can be done by a player with enough creativity and patience. It's a very pure experience, and a joy to behold.
Above all, it is so very very cute. The first thing I made was a big black creature with many tentacles and covered in eyes, which would then roll around after you looking at you in a dopey sort of way. It could have been a friend or a foe, but it was just so darn <i>alive</i>. I guess that is what impresses me most about the game; all of its physics and simple constructions with real-world materials (cardboard, fabrics, wood, etc) feel wonderfully alive and real when they start moving about. The game is an illusion so wonderfully naked that it is so easy to accept and embrace.
Wow, two of the most popular user-created levels (Azure Palace and World of Colour) just got taken down by the moderation system with no explanation. Nice going Sony <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> They're also axing any levels that have any remote connection to something with an IP. Batman levels, Super Mario Bros levels, they're all going bye-bye. One level got taken down because it incidentally shares the same name as a comedy film made back in the 1970s or something o.O
puzlThe Old FirmJoin Date: 2003-02-26Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
Played this till the early hours on Saturday with some friends and it was ace. We have four controllers now ( especially for LBP ) . At times it was so hard to play from laughter. Won a race by grabbing the GF's sackgirl and throwing her into a fire pit and she was not happy :evil: :evil:
That reminds me of the time I won L4D by shooting a gascan outside the safe room. The others were sore losers. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Comments
Yes, making things is time consuming. But so is making a map for Half-Life. Hell, creating <i>anything</i> that's actually worth someone's passing glance (let alone their full attention) usually takes a bit of time. LBP is no different. The level editor may be accessible, but it certainly is not "easy" to whip together a level in two seconds.
Jumping is awkward, on ground the controls are tight but once you're airborne you have close to no control over Sackboy and if his foot caught a tiny lip of a ledge there goes your momentum. The tutorials are fine for the later pieces like motors and whatnot, but I don't need a tutorial to explain the self-explanatory. "Create Material with the Materials?" You don't say! Let me skip the tutorials I want.
<!--quoteo(post=1692010:date=Oct 31 2008, 10:11 PM:name=Haze)--><div class='quotetop'>QUOTE(Haze @ Oct 31 2008, 10:11 PM) <a href="index.php?act=findpost&pid=1692010"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, making things is time consuming. But so is making a map for Half-Life. Hell, creating <i>anything</i> that's actually worth someone's passing glance (let alone their full attention) usually takes a bit of time. LBP is no different. The level editor may be accessible, but it certainly is not "easy" to whip together a level in two seconds.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't mind that things are time consuming, but working with an analog sick is just a pain in the ass. Why they couldn't add mouse support I don't know.
Clearly, you have not experienced the satisfaction of typing "Lrn2English" in mockery of someone's typo (which may ironically be more legible than the mocking reply).
Even without the editor and the ability to easily create and share things with other people, and even without the visible bolts and pistons and switches that make everything work, the single player experience could hold its own as a retail product (although it would have to be a little more challenging).
But seeing how EVERYTHING in the game is combination of pistons, bolts, motors, switches, sensors, materials, stickers, and other simple 'gadgets'...it lends a massive sense of value to what you see on screen. There are no inner-workings in the level designs at all (except maybe the introduction), and everything you see in the game can be done by a player with enough creativity and patience. It's a very pure experience, and a joy to behold.
Above all, it is so very very cute. The first thing I made was a big black creature with many tentacles and covered in eyes, which would then roll around after you looking at you in a dopey sort of way. It could have been a friend or a foe, but it was just so darn <i>alive</i>. I guess that is what impresses me most about the game; all of its physics and simple constructions with real-world materials (cardboard, fabrics, wood, etc) feel wonderfully alive and real when they start moving about. The game is an illusion so wonderfully naked that it is so easy to accept and embrace.
They're also axing any levels that have any remote connection to something with an IP. Batman levels, Super Mario Bros levels, they're all going bye-bye. One level got taken down because it incidentally shares the same name as a comedy film made back in the 1970s or something o.O
*Disclaimer: users may not create levels.