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How to Make Good Worlds in Little Big Planet

"Little Big Planet" is a puzzle platformer for the PlayStation 3 console. Players control an anthropomorphic sack called Sackboy as he jumps through a variety of themed puzzle environments, unlocking new worlds and customization options. In addition to the single-player campaign, players can create their own environments, using a built-in software editor. They can then be posted online via the PlayStation Network for other players to download and rate. There are a few principles of game design that can help to make your levels functional and fun.

Instructions

    • 1

      Ensure the scale of your level is correct. Run through it repeatedly with Sackboy throughout the design process, to ensure that ledges are climbable and everything is to the appropriate scale. The floating, disembodied view used in the editor is not ideal for keeping everything to the correct size, and it's easy to create physical features that will make your level unplayable.

    • 2

      Include physics-based puzzles and mechanical devices. "Little Big Planet" has a physics engine that can be used to tip scales, roll objects downhill or launch things with catapults. The parts of the single-player game that use these devices are usually the centerpieces to their respective levels. They're fun to experiment with for both designer and player, so it's a good idea to include one.

    • 3

      Make the player think to work out your puzzles. If you have a locked door operated by a switch, don't put the switch right in front of the door. Conceal it in the third dimension or hide it up on a platform. Making the player work to achieve the goal will make the level more satisfying. A world where players essentially just have to run from left to right in order to win isn't a challenge, and they probably won't be sharing it with their friends. Try to place the solutions to puzzles out of the player's way.

    • 4

      Include checkpoints, particularly just before large pits or squashing devices that catch the player out. You want players to persevere with your level and make it all the way through to the end. Finding out that you have to start back at the beginning will likely see them selecting "Quit" from the pause menu.


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