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What do people like and hate about LBP3?

Discussion in 'General Gaming' started by ismellrudolph, Oct 30, 2016.

  1. Just wanted to create a thread to see what people like and hate about LBP3, I alway´s hear people complain about the glitches but never really shit on the game itself and I wanted to know why?

    Personally I can´t fucking stand it, in LBP1 you were limited with tools so you had to think outside the box and be creative to come up with shit and it spawned a lot of ideas, LBP3 feels like shitty professional game design software but extremely stiff and over complicates things that should be simplistic & fun to use. The community seems too focused on eye candy and if you have the ps3 version none of those over polished levels work without lag. There´s quite a few levels I like but I dunno, the game just lacks personality that original 2 games had :(
     
    Last edited: Oct 31, 2016
    oli440 likes this.
  2. LBP3(ps3) - My cons: Terrible online, Sumo don't give to us interesting tools. Plus'es: Long awaited 16 layers, 3 new heroes, Nice looking locations.
     
  3. I can see where you´re coming from but don´t you think the 3 character are badly designed? Like you can literally do all that shit with sackboy (wall jumping, flying, size change) I think the 16 layers was neat but there should of been a choice before creating a level so you could choose how many layers you want, this would of cut out a large amount of levels that don´t make use of the back layers.
     
  4. Look, 3 new heroes changed community levels.
     
    Thedragonoidlord likes this.
  5. BLAHBLAH1000

    BLAHBLAH1000 The advocate for Fuzzy

    I see what you mean with the hardware limiting how much we can create, but I disagree with it being a "shitty professional game development software". LBP3 may be complex for people who have never had experience with code or game design, but it is still extremely simple compared to engines like Unity and Unreal. The in-game logic stops players from ever touching a single line of code, which is good for beginners but bad for veterans. With that said, many players prefer the LBP2 create system because it doesn't have near as many bugs and glitches as LBP3.
     
  6. Yea that´s a good point about the coding and I probably don´t like it because I haven´t put the time in to work it out but LBP1 feels more like when an indie studio creates something amazing with really shitty tools and LBP3 feels like when someone throws money and visual effects at a forced idea, LBP1 was just much more fun to me because you could makes something, finish it and not have to worry about the anxiety of finishing a level inside of a video game, LBP3 turns what was fun into a working project, also the more complicated something gets the harder it is to make it flow smoothly, shows like south park work soooooo well because the animation is extremely quick to do and change if something goes wrong meaning ALL of the energy is going into good ideas and delivery of the jokes instead of wasting time on the less important more complicated stuff, this is obs just my opinion and I don´t think that complicated stuff shouldn´t be tried, I think the problem for me is more that they took something uncomplicated and poorly tried to turn it into something overly complicated and it turned out to be a mess.
     
    BLAHBLAH1000 likes this.
  7. If a game that advertises itself on multiplayer can't even keep me in someone else's pod for five minutes, there's obviously a huge problem.
    Not only that, but as mentioned above LBP1 and LBP2 just felt a lot nicer. LBP3 feels more like it was farted out for the sole purpose of making a quick buck of a recognizable franchise. LBP2 had a huge lifetime with millions of players, LBP3's Team Picks barely get over the 10k mark and it's only one year old.
    Though one thing I will give the game credit for is that it brought back the hand-crafted look and style of LBP1 which was something I missed in LBP2, but it doesn't feel anywhere near as authentic or fun.

    Here's why I think it all went wrong.
    1. Rushed out for Christmas.
    2. Being released on PS3, a now outdated console.
    3. Sumo Digital are not experienced with this kind of game.
     
  8. LVL-58

    LVL-58 Heavy Dreamer

    I know that this post hasn't been used in a year, but I think I can offer a unique perspective on this.

    As a game designer myself, I started using LBP2 in college as a way to simply take a game concept to the test level a lot more quickly than you would spending the time coding it in an engine.


    For the most part LBP3 was an extention of that, rather it was supposed to be. Ive run into quite the issues continuing work from LBP2 to LBP3 on PS3, due to the fact that ALL ofbthe logic for me no matter what I make, causes a load screen. This goes for using microchips to place logic bits, create a wire from that logic bit, connecting it tobanotherblogic bit, etc. It quite literally seemed every few seconds i would get thrown into a load screen. So while making objects on lbp3 for PS3 was a bit faster, everything else wS met with a load wall.

    This also carries over into saving ablevel for me. The first time I tried to save a level I had to wait three days for the saving icon to go away while the level was paused in create mode. With the latest update this has been reduced from anywhere between 20 minutes to several hours. This issue is present on both PS3 and PS4 for me. So needless to say, because of this I do not use it as frequently as I used to.


    As for what I like about LBP3, the features being moves from Vita were very cool, as they did not give us any new tools just made tutorials like it was their own work. The amount of layers was fine, but being a sprite artist. Using the 'position in layer' function is MUCH more efficient. With it you can essentially make an entire retro inspired level/game in a single layer with 20 positions for materials in the same layer. Quite handy for designing with sticker panel I find.

    This is about all I enjoy aboutbthe game. Sure the new areas/materials are interesting, but nothing new. Just something expected as a natural progression in the game series.


    With Dreams on the horizon, Im going to be moving a few projects over to it deom LBP2/3.
     
  9. I like all the things you can do in the game. For a $60 piece of software, the features are incredibly robust.

    I also like how the DLC is forward compatible.

    I hate that I can't trust it.
     
    Last edited: Nov 30, 2017
    Thedragonoidlord and oli440 like this.
  10. oli440

    oli440 Vehicular Dreamer

    This post has turned into somewhat of a rant, so I do apologise in advance....

    The game itself is wonderful.... but no matter how good the core experience is, game breaking bugs and glitches are simply unacceptable. To this day, years after its release, the game STILL crashes and corrupts save data. It's happened to me more times than I can remember.

    I really tried to like the game, I really did, but now that Dreams is on the way, I have zero reason to continue playing LBP 3. I'll go back to LBP 1 and 2 if I want some nostalgic value, because LBP 3 is simply dreadful by comparison.

    Put it this way. I'd rather have a less complicated piece of software that works, than a more advanced one that doesn't work. That's the difference between LBP 2 and 3.

    I guess I could go back and tie up loose ends while I still can, but the moment Dreams drops, the final nail in LBP 3's coffin will be hammered in.

    While were on the subject, I think the future of the Little Big Planet licence is pretty bleak. Dreams seems to do everything that Little Big Planet does and then some. It begs the question as to whether or not a Little Big Planet 4 is even worth making. Judging by Sumo Digital's track record, I think they'd be doing themselves a favour by not attempting it.

    What I love about Dreams is that it's not restricted by any particular style or gameplay. Despite the huge creative scope of Little Big Planet, it's 2.5D platforming elements and youthful aesthetics still resonate within every creation. Not so with Dreams. I think for this reason, it was a wise move for Media Molecule to drop the licence, because it would have put too many restrictions on the creative process.

    Dreams is, spiritually at least, what Little Big Planet 3 should have been. With this being said. I think it would have been better if LBP 3 didn't exist. It's caused more harm than it has good to the licence. Little Big Planet 1 and 2 will go down as two of my all time favourite games. Little Big Planet 3 on the other hand, will be quietly forgotten.

    Maybe if the developers gave a damn about the quality of the experience and made a greater effort to fix the bugs, my view would be different. But as it stands, Little Big Planet 3 is in my opinion, a failure. Even if the developers decided to fix all the issues now, it's too late for me to redeem them.

    I know this sounds very harsh, but the least I expect from a 'AAA' game is for it to work properly. If it doesn't work, delay it until it does work, or don't release it at all. Customer satisfaction should be the number one priority for not just a video game, but any product. If you can't satisfy the customer, then it doesn't matter what else the product does.

    What annoys me is how modern game developers rely so heavily on updates to fix their games post release. Whatever happened to the days where games were released once and once only, so you had to get it right the first time? I'm not saying updates are unnecessary. They can provide new content and can help to iron out the inevitable small bugs, but that's all they should ever do. If I pay upwards of £40 for a game, I expect it to work first time.

    Again, sorry for the ranting, but I just had to get it out of my system. It's all fun and games in Little Big Planet 3 when you spend hours creating something, right up the point where the game denies you the satisfaction by announcing your save file has been corrupted....
     
  11. QuietlyWrong

    QuietlyWrong Waiting for sleep

    The publishers have gotten greedy. They've started to want income before a game is complete. Post-release patches allow the game to be sold, and revenue generated, before the developers are done with it. It's bad for the consumer and bad for the developer but good for the publisher, so the publisher doesn't care.

    We already knew that VR is going to be a post-release patch for Dreams; I think I read on a Dreams stream that fully functioning multiplayer won't be available on day one. I can't believe Mm would release the game without full multiplayer unless they were under huge pressure to do so. Look what Sony did to Hello Games' reputation over No Man's Sky and be prepared for things being less than perfect. :/
     
    oli440 likes this.
  12. oli440

    oli440 Vehicular Dreamer

    Sad but true. But I think the outcry by fans is starting to shape the industry for the better. Although not exactly related to game breaking bugs or 'unfinished' games, the backlash of Start Wars Battlefront 2 and its greedy loot box, gambling esque system should hopefully make publishers realise that the customers are not to be messed with. EA has long since crossed the line, and they are paying for it big time. That being said, I'm pretty sure Battlefront 2 was a buggy mess upon release anyway, so that's only added salt to the wound.

    As for the lacking multiplayer and VR upon release for Dreams, it will no doubt be disappointing if that happens. However, as long as the core experience of the game upon release is fully functional and refined (i.e, no game breaking bugs), that will certainly be a better offering than what LBP 3 was when it came out. Dreams might just be the most ambitious game ever, so if they have to make a sacrifice or two to meet an earlier release, I might just play ball, provided that what IS released is to an acceptable quality. However, I wouldn't object to the game being delayed just so they can accommodate any outstanding features, such as the multiplayer.

    It's a difficult debate. A fitting example of this scenario would be Gran Turismo 5. GT fans waited five years for that game. And yet, despite the long wait, the game was still a big disappointment for a lot of people. The inconsistent quality in the car models and tracks made people wonder why the game took so long to make. But it all comes down to the number of developers and their skills. In Gran Turismo's case, Polyphony Digital has some seriously talented people working on the game, but they are perfectionists and so will often focus on things that in reality, do not matter.

    But you're right. The game industry would be a better place if publishers were not as forceful on the developers when creating games. I'd rather have fewer games that are better in quality than more games which a broken disasters.
     
  13. QuietlyWrong

    QuietlyWrong Waiting for sleep

    What Mm achieved with LBP and LBP2 (not to mention Tearway) was exceptional work, so I'm optimistic that the day one product will be top-notch, even if not-as-complete-as-when-it's-finished. That said, when you make a system with the sheer complexity and flexibility of Dreams, I reckon people will be finding novel ways to break it or make glitches for years to come.
     
    oli440 likes this.
  14. I've not heard anywhere that multiplayer won't be in at release.  Everything I've heard and read indicates up to 4 player multi.  There was a post on Twitter by Alex regarding multi-massive support, which does not exist, but was indicated could be added if demand was sufficient.  VR is an add-on, unfortunately, and I really wish it wasn't because VR create will transform the creation of assets.  I think VR games content in Dreams will largely be a niche thing, but as a work space it will be amazing.  On the upside, during all the demos yesterday at psx, there wasn't a single crash, and they only ran into one hiccup when they tried to record something with the PS camera, so it's running pretty solidly already.

    Regarding LBP3, my main problem is the learning curve.  I've watched almost all of the tutorials and played through some of the campaign, but never actually made anything.  Perhaps my fault for viewing too much, and experimenting too little.  I think Dreams will handle this a bit better because a) extremely basic logic can be replaced by the record function, b)you'll have all of the story assets at your disposal immediately to play around with, c)it will be so easy to access and get content from other people.
     
    Thedragonoidlord likes this.
  15. QuietlyWrong

    QuietlyWrong Waiting for sleep

    OK, just to be sure I wasn't imagining it, I went back and checked. See Mm's twitch stream from Saturday 9th at 14mins 04secs - there's a comment from Mm saying:

    "Our Dream is co-op (2 player) and Dreams will have MP post-launch"
     
  16. Ah, that explains it.  I was at the show, so missed that stream comment completely.  That's disappointing.  Like their stance on image imports, I hope they change their mind.  Project Spark was hurt by their late implementation of multiplayer play modes.  People WANT to be able to make and play multiplayer games.  It's almost expected these days that any game will have some sort of multiplayer component.
     
  17. To be fair, both LBP1 and LBP2 were not the most stable or bug free experience to begin with, with bugs and issues that remained since the very beginning. It didn't help matters that they contracted LBP to another team. I'm also going to speculate that the LBP3 project was probably pitched and budgeted as a simple conversion. Little did they know the underlying issues lying underneath. Of course it's also a shame that they never pitched and budgeted a proper fix for the game. Most likely someone holding the purse strings decided that it wouldn't be worth the bother.
     
  18. The issues with 2 and 1 were a little different than 3. While serious bugs were a thing, they were a lot more arbitrary than they were in 3. (generally, you couldn't break lbp1 unless you set out to) The problem with 3 for me personally was the mechanical and interface issues, nothing responded quite as smooth and crisp as previous games, which is similar to how I felt about lbpvita but dismissed it as hardware issues. So yeah I probably agree with the theory an outside party who was handed the project wasn't aware of how to properly fix it. Not sure if he still does but Mnniska used to play lbp2 on his own after 3's release and I started it up a couple times
     
  19. Bonnell7

    Bonnell7 General Admiral

    My only beef with LBP3 back in the day was its glitchiness and poor logic transition.
    I fully admit that much of what I came to utilize in LBP2 (as far as logic) was due to a useful glitch: 'higher capacity analogue signals.'
    Without worrying about 100% cap limitations, I could make unedited Taylor series and other approximations with ease. I'd built up quite the collection of tools.
    Then I had to abandon it all in LBP3... until I eventually found ways around the cap limit.

    Now... it feels like LBP2 to me. I dislike the PS-Plus multiplayer requirement on PS4 a lot... but I was never really all that sociable on the other games either.

    LBP in general just seems... legacy now. The layer restrictions seem old-school relative to Dreams.

    Still haven't touched the Play Mode though...
     
  20. Before I start talking about LBP3, here is the article about dreams multiplayer. Alternatively, if you'd rather not leave the site. Here's the quote that's important:
    "online multiplayer will come after Day One. So we really haven’t crossed that bridge [yet]. At the moment, the answer to a lot of these questions is, ‘Where there is a will, there is often a way.’ We learned that with LBP. We would be like, ‘No, that can’t be done.’ And then someone would go do it, and you’d go, ‘Oh, okay, that can be done!'"

    And correct me if I'm wrong, but didn't the original lbp launch without multiplayer? I wasn't exactly a day 1 lbp1 player, though I think I recall hearing it wasn't released until later. Even if dreams doesn't come out with multiplayer right away, it's fine. Remember how awesome it was to have water for the first time!? I'd be okay with that experience again in dreams. :D
    ------------------
    As for LBP3... I quite like it. I don't know what's complicated about the tools. After learning the basics (thanks to comphermc back in the day) I have adopted a sort of "learn as you need it" mentality. I see a lot of people talking about bugs, but I haven't come across any that wasn't just a logic error or bad design flaw on my part. And sure, we've all had a corruption or two, but the issue is definitely better than it was and we have a work around: back up your levels. I had my profile "corrupt" the other night because my power went out. I lost 30 minutes of work, but the rest of the profile was intact. The issue means something else now I think.

    The tools are great! I love animating sackboy, using broadcast chips instead of the messy sackbot controllinator combo, multiple layers I use mostly for decoration (but am trying to incorporate more), custom powerups and characters are awesome too, gameplay tweakers are super useful, I could go on for a while but I think you get the idea.

    LBP3 had problems, and it still does (i.e. multiplayer online, off-forum community is toxic, etc), but it's still an awesome game.

    Hopefully Tarsier will make an LBP4 because, I've said this since before lbp3's release, Sumo just isn't qualified for an lbp game. Sure they've made some fun games. Sure they've made some nice looking games. Problem is none of them were the as big, or even the same genre and style, as lbp. Completely different undertaking. I'd play a tarsier lbp4. vita turned out nice. :3
     
    cakito123 likes this.

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