Little Big Planet is one of those games that defies explanation. On Friday, Eric Diem wrote, "I can't find the words to describe what a unique experience this game produces, so I figured it would just be easier to bring in my PS3 in so everyone can check it out."
So he did, and the impression that he left on the office was monumental. Jeff Bossardet confessed to me, "It is gorgeous. I have never been a gamer. For many years now I have thought that it may be advantageous, as an interactive professional, to understand the gaming world from a users perspective. I think I have found my gateway drug I mean game...Little Big Planet."
Why were we all so excited? Little Big Planet isn't just a game. It is a way to make games, mold games, and share games. The only limits are that of human imagination.
In its simplest form, Little Big Planet is a platform game, but it is a game that teaches you how to create your own levels. It provides you with different materials and all the tools you need to turn those materials into moving, changing, and logical objects. These objects can be set to react to different changes in the environment or actions of the players. The result is the ability for every player with patience and practice to create entire video games of their own.
But that is just the tip of the iceberg. The social element of the game is another side to the revolution. All worlds can be "published", which means they are open for the entire community to play. Those worlds can be rated, tagged, and shared. And, if the world creator so chooses, they can give the objects they create (villains, tools, etc) as gifts to other players to use in their levels.
Some see this all as a bold move in consumer-generated gaming, and others see it as opening the door to other greater deeds in co-creation. But everyone agrees it is a HUGE step forward for the industry. Just look at this guy who defied game-makers expectations and created a working calculator. Prepare to be amazed:
Marta Strickland





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