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Grampy said:

Take LBP (for a non-Wii example). Traditional skill has little to do with this game. It is about thinking and creativity. They could be beat by a girl, or a kid for cripes sake. Any surprise that its reception was less enthusiastic that the flawed but delightfully hard core GTA which was all about blood, guts, and reflex action?

 

Little Big Planet is actually a pretty poor example to demonstrate because it was so incredibly well receieved by the same gaming press, and it actually maintains a lot of archacic game design choices the old school "hardcore" people like such as restarting the entire level because you run out of lives or having to unlock everything to actuallly get the most of the editing tools.

This Amazon Customer called it a tedious hardcore game pretending to be a casual one, and specfically complains about how hard it is to beat. So it's no wonder it was well receieved by the gaming media, it's a game about applying traditional skills to levels that may of came from thinking and creativity.

Blast Works on the Wii has a similar set-up, where you can use the game's editor to create pretty much anything and upload them to web for other people to download and play, and it's a hard as hell traditional shoot em as well. So it wound up with pretty good reviews actually.

Endless Ocean has traditional goals, but no real obstacles stopping you or wasting you time. Got reviewed less well. Wii Music lets you make your own goals, got lambasted for it, called pointless.

A carrot on a stick that's a pain to get to seems to help a lot of tradiontal gamers feel what they're doing is vindicated. Why else would achievements and trophies be so popular.

Sorry to nitpick. Good read otherwise, just wanted to point out the gaming media took Little Big Planet as one of their own.