LittleBigPlanet Review & Repair pt. 2
Thursday, November 6, 2008 at 11:52PM
Richard Terrell (KirbyKid) in Misc Design & Theory, Review & Repair

Core Design. Core Issues

Zelas.deviantart.com

Well-Rounded Core Mechanics? Close, but not quite.

Quantified Game World? The measure may be too fine to tell.

Stable Forms? Not exactly.

Visual Clarity.

Unstable Camera

An Emergent Sound Design Issue

 

Glitches and Other Issues

  1. How to use the grid in the editor.
  2. How to set the camera in the editor.
  3. How to search for specific stages and navigate the online levels.
  4. How to sign a guest out without resetting the game.
  5. How to avoid making shapes that are too complicated.
  6. How the "player" "create" and "share" points work.
  7. How to keep a level "persistent" online.
  8. How to save and tweak someone else's level.

Despite all the issues I've brought up about LittleBigPlanet, the game works very well and is very enjoyable. Designing quality levels requires a working knowledge of game design on many different levels. For this reason, LBP is a powerful tool for teaching game design. The potential for levels goes far beyond making levels that look or play like games we've all played before. LBP levels have the potential of creating gameplay that's unlike anything we've encountered.

With that said, the next part of this Review & Repair series will cover some of my favorite moments from the story mode and a list of repairs.

Article originally appeared on Critical-Gaming Network (http://critical-gaming.com/).
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