24 Hours With LittleBigPlanet
We recently mentioned an event at the Parsons New School for Design and Technology in which students were divided into teams, given copies of LittleBigPlanet, and had 24 hours to develop levels for the game. GameSetWatch has the story of how the design contest went, what the winners and other notable finishers designed, and how the judges were surprised that "what they played could be completed in 24 hours." Further coverage is available at GameSpot, including a videos of several different levels. "Team Good Sportsmanship's level consisted of a single massive moving monster. SackBoy had to find his way up the monster, go through its digestive track while dodging stomach acid and eventually get on top of its head. The level featured an anatomical tour of the beast, complete with rib cage, beating heart even a dangling uvula. Once the player made it up to the brain, there was a hand-drawn animation of what the beast was thinking: eating SackBoy. Once the player got past the teeth and used the tongue to lob themselves on top of the monster's snout, the level was over."
For 24hrs. I'd say not to bad. What would impress me more is to give them like a week to create something and see what can be really done. But it does show there can be quite a lot done with the game.
Apparently yes, you did miss something. It was a level design competition. A big part of the game is the fact that it allows massive and complex user created levels. They were given 24 hours to see what they could do.
From the two videos I saw, seemed a lot of the time was people wrestling with the controls, trying to execute a jump or hold onto something. A LOT of the time. Gives the impression the controls are fiddly and inaccurate, if you assume that the people operating the characters in the videos are at least familiar with PS3 controls.
Looks like you missed something actually. Probably the incredibly uninteresting videos that show someone struggling to get past simple obstacles in a rather strange looking platformer.
Speaking of 'uninteresting', you're clearly an expert.
From the two videos I saw, seemed a lot of the time was people wrestling with the controls, trying to execute a jump or hold onto something. A LOT of the time.
If elements of the level are too hard for you, make 'em a bit easier. Or slap a big 'ol danger label on them. The controls are only part of the game, a large element is that you can change anything...
"There is more worth loving than we have strength to love." - Brian Jay Stanley
In just two days, I can have a fully functioning videogame from this event *and* an awesome outfit from one of those gay dudes on Project Runway. God bless America!
SJW: Someone who has run out of real oppression, and has to fake it.
JESUS CHRIST!
Good-bye