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freebs2 said:


No, th fact that a lot of user generated levels were made doesn't mean, the LBP editor is a good one. After all you consider irrilevant the fact that 10times more people are playing Super Mario instead of LBP. Imo, if you want to judge an editor you have to consider its capacity and its efficienty. If you consider capacity LBP editor is good, but on the other hand you can learn to use a simple tool like Gamemaker which is more capable and it's not really that hard to learn with a tutorial. If you consider its efficiency, as I said before, there is something wrong if a buch of random programmers on the internet can make an editor for Super Mario which is easier and quicker to use than the editor made by the AAA production.

As for the challange. Is NSMB more challenging than LBP? Yes. Can NSMB can be considered, in general, a challenging game? No. To be clear, I don't think NSMB is anywere close to be perfect. (for instance I think both Super Meat Boy and DKCR are better in single player) Still even tought it's not really challaging it is fine in any other aspect that make a platformer a good one. It has a fine control response, it has good level designes and, even tought it's quite easy to beat, it has an evident lerning curve (you can see it perfectly when you play multiplayer in coin battle mode). LBP isn't good in any of these departments.


yes just because millions of levels were created on doesnt mean its a good one. but you forgot the fact that its level editor was once of the main reasons its one tons of awards, its level editor is one of the main reasons its a great game, and the quality and creativity that the user generated levels have is a  testament to the editors quality. and say about obout littlebigplanets level desinges? and i never had a single problem with littlebigplanets control response, i have no idea where your bringing that from 

I don't see the reason to repeat myself but still...if you consider the mumber of levels created as indicator of quaity then, you should also consider the hours spent by the huge NSMB user base as a testament to the game's quality. I presonally wouldn't do it in both cases.

Yes, the level editor was one of the main reasons why LBP was praised by critics. That's because it was very innovative, no one had ever made a platform game with a level editor inside, and the create-play-share was also a good and innovative concept, in fact, as I said in a post before, I was hyped when the game came out back in 2007, and I got it day1. But is innovation enough to make a game good? A bad palformer with an editor dosen't make good platformer.

You wanted to ear the reasons why me and some users don't like LBP and I have already told you them. If then you don't agree it's fine, no problem. Let me just say I always enjoyed plaformers both 2D and 3D on any plaform, I love Crash, Jak, Spyro, Ratchet as well as Super Mario and Sonic. But still I couldn't find anything particulary good about LBP that kept me on playing. I spent something like 30hours to create levels but I was never able came up with something that I considered satisfying, while about an year ago I was able to crate a very basic fps level on UDK (Unreal Development Kit) in about the same time, and I'm not a programmer. That's all to say I'm not biased at all, I just don't think it's a good game and I know many gamers who agree with me.


i actually agreed with you on that the number of levels created is extremely high doesnt mean its quality is high, i was being sarcastic or anything, i did agree with you. i actually tried the editor in LBP and found it really good. but comparing it to be a full blown out engine like unreal isnt really fair. i have worked for about 4 weeks on UDK and yes its much more effiecent to create levels on their then the LBP editor. but now we are compaing one of the most advanced engines in the world to a level editor. the editor must be dumbed down and striped a lot of functionality for people to be able to understand it. its completly unfair to compare UDK to LBP editor