2011年2月21日星期一

Review: LittleBigPlanet 2

Intelligent design.

Few games leave no room for a sequel. It makes for poor business and, let's not forget, while the intended destination for most videogame makers is fun, the fuel that gets them there is potential profit. These days, if you want to make money from a blockbuster, the sequel is part of the business plan. But at the beautiful, altruistic core of LittleBigPlanet was the dream of a world that could not only nurture and grow life, but also sustain it. And nearly two years since its debut, this patchwork dimension is still achieving just that.

This simple little platform game and its idea lifted from PC game development � that giving your players the tools to make their own stuff after they've finished with your levels will not only maintain the life of your creation, but will enrich it and increase its value � has succeeded in building a community of amateur game designers. They deliver fresh content on a weekly basis, over three million levels to date. Not all of it is very good or interesting content, but enough of it is worthy of attention to keep LittleBigPlanet a perennially habitable planet.

So why the need for LittleBigPlanet 2, then? If the only type of content that could be generated by makers using the first title had been yet more woolly platformers, then it would make sense to create a spin-off, focusing on different styles of game. But the original game offered just enough flexibility to allow a creative designer to cajole its virtual ropes and pulleys into making a shoot-'em-up, or a giant calculator. On this basis, LittleBigPlanet's original dizzying potential precluded a sequel. No?

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