LittleBigPlanet (LBP)

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LBP2 was the best in the series. The additions from 3 (mainly the new characters) were pretty whatever compared to the addition of sackbots and the power pick-ups from 2 and the best online levels were still just levels from 2 and 1. Survive Jeff The Killer, Survive Jaws, and the one that was the stick man fight with the Mortal Kombat theme looping in the background were my GOATs!
 
3 pages in and no mention of Dreams yet?

I hate how Dreams came and went. The game took an eternity to develop and is the main culprit for why LBP died out. After release, the whole thing just fell apart as it was too complicated to be worth the effort to most people. There are still some cool projects being done, like the Avatar fan game, but it truly was such a waste. So many games were completely lackluster and only held meme appeal, really hard to find true gems, which can be said of LBP, but I feel Dreams had it to a worse degree.
 
3 pages in and no mention of Dreams yet? (SNIPPED)
Dreams had a lot of missed potential, and I think a part of it was due to a misplaced audience: many players, including yours truly, came from LBP and its very beginner-friendly level creator. I could get Media Molecule wanting to move on from LBP and that they were busy with Dreams, but I still wish they had a (stronger) supporting role to help Sumo Digital leave the series on a much better note.

And I can testify that meme content dominated Dreams with the fact that my most popular “dream”(?) is a crappy adaptation of a meme. :lossmanjack:
 
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I never had the chance to try dreams or 3 but I had all of the handheld and PS3 games. I hate to say it but I think Roblox is filling the slot for modern kids that LBP did for me. I don't think anybody on LBP was ever being exploited in a PlayStation chat, slaving away to make levels for someone else's partner program in exchange for prize bubbles. Something weird might have gotten though the community moderators every now and then but "sus" roleplay hangouts were never front page features unlike on Roblox. We had it so good man, the children now aint got shit
 
I hate to say it but I think Roblox is filling the slot for modern kids that LBP did for me.
Roblox came from the depths of nigger hell. It genuinely makes me so sad. It is basically a form of child slavery in the modern era that's masked behind colourful games for small kiddies.

"sus" roleplay hangouts were never front page features unlike on Roblox
Or shit based on child porn games.
 
3 pages in and no mention of Dreams yet?

I hate how Dreams came and went. The game took an eternity to develop and is the main culprit for why LBP died out. After release, the whole thing just fell apart as it was too complicated to be worth the effort to most people. There are still some cool projects being done, like the Avatar fan game, but it truly was such a waste. So many games were completely lackluster and only held meme appeal, really hard to find true gems, which can be said of LBP, but I feel Dreams had it to a worse degree.
I understand wanting to do other projects and not wanting to be "the LBP devs" for the rest of time, but Media Molecule sacrificed a great franchise for Dreams. I don't blame Sumo Digital for the state of LBP3, but it just isn't the same without MM.

Dreams' issue is that it's too complex for your average joe but too simple to be an actual game engine. Four Seasons is seriously impressive and it's still receiving frequent updates, but it's also the only project you hear about to the point where Dreams is becoming "the game that's being used to create an Avatar fangame".
 
Roblox came from the depths of nigger hell. It genuinely makes me so sad. It is basically a form of child slavery in the modern era that's masked behind colourful games for small kiddies.
True. There was no financial gain in LBP, if you wanted to create a level you did it for fun. And moderation, while not perfect, was waaay better than Roblox (which is not a hard thing to achieve). I didn't have voice chat as a kid (my parents were smart about that) but I rarely came across someone using a mic. I think there was an option for that? Now I don't remember. Anyway, I've seen my fair share of creeps on the internet growing up but LBP was one of the safest places I had been.
 
Did anyone else play the Move Pack? I only had the Special Edition version and always wanted to play it, so I bought a camera and move controllers just for it.
 
Did anyone else play the Move Pack? I only had the Special Edition version and always wanted to play it, so I bought a camera and move controllers just for it.
I think I played a little bit of it maybe once, I don't have the move controllers anymore.
 
I hate how Dreams came and went.
I feel the same way. I had a lot of high hopes for it. There was a lot of cool projects including someone creating a deathmatch mode from Halo 1 and I believe someone was recreating Simpsons Hit and Run at some point in it.

Unfortunately I think it came out just at just the wrong time, a little too late and a little to early.

Too late because I think people had been burned by previous "create a game with a game" projects or were just content to stick with something like Minecraft or Roblox.

Too early because if they had just waited a few more years, I think the incorporation of ai would have made it a game changer.
 
Does anyone remember Five Nights at Sackbot’s? I remember religiously playing its multiplayer version whenever people join my pod.
Yeah. It’s an obvious FNAF fan-game. It had a singleplayer level, the aforementioned multiplayer level, a trailer for the game, and another trailer for a sequel that never came out. I recalled the creator of these levels publishing a cutscene level explaining that he’s moving on from LBP.
For starters, I slightly misremembered the name: it's Five Nights at Sackbotic's. Anyways, I was able to find archives of the levels, some of which have been re-uploaded on Beacon: the single-player version and the multiplayer version... twice. Apparently, there was a prequel and another sequel, and Solid_Wires, the creator of FNAS, made other horror levels.

archives.png

I also found and, for your convenience, archived multiple YouTube videos on FNAS:

Five Nights at Sackbotics (Lbp3)

Five Nights at Sackbotics LittleBigPlanet 3

LBP2: Beating Five Night's at Sackbotic's 4/10 Mode!!!!

Crazy Noodle - "Five Nights at Sackbot's"




 
I feel the same way. I had a lot of high hopes for it. There was a lot of cool projects including someone creating a deathmatch mode from Halo 1 and I believe someone was recreating Simpsons Hit and Run at some point in it.

Unfortunately I think it came out just at just the wrong time, a little too late and a little to early.

Too late because I think people had been burned by previous "create a game with a game" projects or were just content to stick with something like Minecraft or Roblox.

Too early because if they had just waited a few more years, I think the incorporation of ai would have made it a game changer.
I understand wanting to do other projects and not wanting to be "the LBP devs" for the rest of time, but Media Molecule sacrificed a great franchise for Dreams. I don't blame Sumo Digital for the state of LBP3, but it just isn't the same without MM.

Dreams' issue is that it's too complex for your average joe but too simple to be an actual game engine. Four Seasons is seriously impressive and it's still receiving frequent updates, but it's also the only project you hear about to the point where Dreams is becoming "the game that's being used to create an Avatar fangame".
The problem with Dreams is that it was way too complicated for a game builder. The game itself is incredible as a development kit, arguably better than most PC development, but that runs into the issue that it is a development kit on par with Unity without any of the practical applications of Unity. Learning Dreams means you are stuck making free-to-play titles that only PlayStation users can enjoy, whereas if you learned any other development tool you are opened up to a wider base and revenue potential. The project would have gone far better if it was just a dev kit rather than a game, as everything wrong with the game is it being a console-locked “game.”

Roblox fairs better given there is a revenue system and way more ease of access tools and objects to build titles, meaning you aren’t sinking hours into a dead end. Roblox is also way more accessible to people as it can be played on practically everything.

LBP itself worked as objects were built into the game and level design was simple to where the average Joe can be satisfied spending a few hours to build a viral level that won’t exist past the game. Dreams requires actual game development, LBP, Roblox and Minecraft are far more prebuilt.


And I can testify that meme content dominated Dreams with the fact that my most popular “dream”(?)
Moderation and UX in Dreams was also terrible. There was no real way to get content noticed in-game as systems were built to keep the already popular creations at the top. The most popular creations were things made in beta from start to end.
 
The thing I liked most about LBP1's levels in hindsight was that the devs made no effort to hide the nuts and bolts that made the levels work. It's like they were saying "Look at the stuff we built with our engine! Oh by the way, we're giving you the exact same tools we had. Now show us what you can do!"

All that stuff was hidden in LBP2. The levels and engine were extremely impressive, especially for the time, but it did take something out of it for me.
 
The thing I liked most about LBP1's levels in hindsight was that the devs made no effort to hide the nuts and bolts that made the levels work. It's like they were saying "Look at the stuff we built with our engine! Oh by the way, we're giving you the exact same tools we had. Now show us what you can do!"

All that stuff was hidden in LBP2. The levels and engine were extremely impressive, especially for the time, but it did take something out of it for me.
In fact (for LBP1), unless you had the Creator Pack 1, a free DLC, you couldn’t make connectors and gadgets invisible! Anyways, this is the thing I love about LBP: all of the story mode levels are (generally) made with the exact same tools that players have access to.
 
In fact (for LBP1), unless you had the Creator Pack 1, a free DLC, you couldn’t make connectors and gadgets invisible! Anyways, this is the thing I love about LBP: all of the story mode levels are (generally) made with the exact same tools that players have access to.
Even the things you can't get access to normally you can just hack into your popit and use. I remember fucking with all that since there were levels that handed them out to you.
 
Sony nuking this entire series and decades of fan works from existence because they were too lazy to stop like 5 hackers makes me MATI.

Sackboy was basically the face of PlayStation in the 2010s and now the franchise is deadder than Jak and Daxter.
That's Sony in a nutshell. They've done it almost every gen now. They have a franchise that sells well, they have no idea what to do with the next gen and it dies. Before Sackboy there was a period of around the mid-late 2000s when the monkeys from Ape escape were Sony's mascot for the PlayStation. And before that they used Crash, even if they didn't own him like the other characters. That Astro-bot character they've been using seems to be the PlayStation's current mascot, though I wouldn't be surprised when the ps6 comes out, they'll ditch it for something else.

In my opinion, it’s pretty great, but the game is very buggy and prone to save data corruptions.
Yeah, my save corrupted pretty much every other month. Even years after the game launched in 2016-17 I'd lose my save at random. The only reason to play LBP3 was so you could play the multiplayer levels from the earlier games on PS4.

Does anyone remember Five Nights at Sackbot’s? I remember religiously playing its multiplayer version whenever people join my pod.
No, but I remember playing this one with friends back in the day. https://www.youtube.com/watch?v=sX4wsQsePwo

LBP2 was the best in the series. The additions from 3 (mainly the new characters) were pretty whatever compared to the addition of sackbots and the power pick-ups from 2 and the best online levels were still just levels from 2 and 1. Survive Jeff The Killer, Survive Jaws, and the one that was the stick man fight with the Mortal Kombat theme looping in the background were my GOATs!
Fuckkk I remember bullying some kid to the point of crying on PSN with one of the those Mortal Kombat levels. It was a gummy bear themed one, where they'd painted the characters green and stuck a sticker of sackboy dressed as gummy bear on the head.
 
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That's Sony in a nutshell. They've done it almost every gen now. They have a franchise that sells well, they have no idea what to do with the next gen and it dies. Before Sackboy there was a period of around the mid-late 2000s when the monkeys from Ape escape were Sony's mascot for the PlayStation. And before that they used Crash, even if they didn't own him like the other characters. That Astro-bot character they've been using seems to be the PlayStation's current mascot, though I wouldn't be surprised when the ps6 comes out, they'll ditch it for something else.
He tried to warn us, but we didn't listen
Fo55d2MWDnWv0b7iJqn3f2kYKlvHmWN7SmpwjXcer0c.webp
 
Fuckkk I remember bullying some kid to the point of crying on PSN with one of the those Mortal Kombat levels. It was a gummy bear themed one, where they'd painted the characters green and stuck a sticker of sackboy dressed as gummy bear on the head.
LMAO I remember that Gummy Bear one! I recall each sticker is unique, as in each Sackboy has a different expression.
 
I oughtta give these games a replay one of these days. I remember playing LBP1 on my friend's PS3. I didn't have access to a PS3 at that point so it was new and fresh. It was really a delightful little game, and I didn't realize how forward thinking the level creator stuff was. Really pre-saged Mario Maker, which I adore.
 
3 pages in and no mention of Dreams yet?

I hate how Dreams came and went. The game took an eternity to develop and is the main culprit for why LBP died out. After release, the whole thing just fell apart as it was too complicated to be worth the effort to most people. There are still some cool projects being done, like the Avatar fan game, but it truly was such a waste. So many games were completely lackluster and only held meme appeal, really hard to find true gems, which can be said of LBP, but I feel Dreams had it to a worse degree.
The problem is, what that is was a shitty game engine. It gave the user's too much freedom and made it hard for amateurs and casuals to create something fun. At its core LBP was a physics based platformer. You had a base to work off of. Even someone after fucking around with the creator for an hour could create a decent prop-hunt or bomb-survival level to play with friends. And with the sharing aspect of LBP, you could steal assets from others levels to add into your own saving the headache of even making any of the basic logic for something like a timer bomb or those human mech things that appeared in lots of levels. What makes stuff like LBP and Mario maker work is that there isn't a steep learning curve, it's pretty easy to get the gist of things after a few hours or so and the game has a core genre to build your levels around if you're not that creative. I played Dreams for like four hours and no clue what I was doing. The multiplayer levels I tried were browser game tier. There wasn't anthing that stuck out as great about the game.
 
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