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Monday 29 April 2013

BA6 - Little Big Planet



Little Big Planet








Structural Framework

How do the rules and conditions of the game create conflict?

There are no rules per say, only ones that push the player to move along in the game and because the aim of the game is to get to the end of the level, this being the far right then this really is the only rule and conflict. The conflict being if the player can’t make to the right well enough they may die and loose lives eventually ending in having to restart the level. 



Are players struggling against each other or the game or both?

Throughout the game the player will experience conflict with the game environment, they may struggle to get to the next part of the level or may struggle to solve the puzzle of how to move to on, and either way the player can struggle against the game. When it comes to multiplayer the same process and struggles apply but with even more bad consequences and therefore both players will sometime struggle against each (throwing their co-op partner off the side) or with the environment itself. Whilst this game is a creative and fun playing game it does provide the player with struggles against each and the game.

What are the interactive experiences provided for players in the game?

The interactive part of the game involves the player to use items and object set about in the environment to help get to the next part of the level. These interactive experiences help create puzzles for the player to solve. The game itself emphasizes that the world is about interaction with its surroundings and other players. You can openly interact with another player by dragging them or even picking them up, this can of course lead to consequential actions such as throwing you team mate of the side to die. Other interactions involving you a sack person range from simply waving to triggering several facial expressions. 



Does interaction create meaningful play?

Whether it’s through designing your character with a personal touch or through creating your own level it most definitely creates a meaningful play. On some level you grow attached to the character you create and you can also grow an attachment with the level that you create too. The games interaction creates meaningful play with the player’s personal attachments.





Aesthetic Framework

What does the game look like?

Little Big Planet looks like what ever the user decides for it to look like, this can be the sack person itself to the design of the level. The game itself has a fun and bright aesthetic theme with a somewhat 'toy' look to the objects and items in game.

What are the possible visual influences?

Possible visual influences could be from old 8-bit arcade games with the way in which it works and sometime how it looks. The most obvious visual influence could be the sack people themselves looking like a stuffed toy that someone may have made. Other visual influences are found within each level as they take form from various parts of the world or just a completely different theme.

Does the game offer inter-textual references?

There, of course references from different cultures through the various themes within different levels whether this be a Chinese theme or French theme but there isn't any obvious inter-textual references.

What other aesthetic qualities does the game present – movement, sound?

The sound track used in Little Big Planet is quite different from other games is well renowned for being a great soundtrack to accompany the game. It uses various different artists ranging from funky to ethnic music and laid back music to pretty hectic music. These styles and various different artist help to create an great experience for the player and help to immerse them into the game. 

The movement of the game is quite fun and playful giving the player freedom to make silly expressions and grab onto various interactive objects including other sack people.   

Contextual Framework

Consider the game in terms of context: Origin, Year of manufacture, Company (do they have a ‘house style’)?, Target audience, Does the game have a persuasive purpose?, What would make the game more effective?, What potentials does the game point to?

Created by a small company called Media Molecule in 2008, it was launched for the PlayStation 3 and has since become a big success. Media Molecule don't necessarily have a house style since they first formed in 2006 and began work on Little Big Planet. Their target audience is that of anyone really, there is a limitation being 7+ but it's audience is open to anyone. The game doesn't necessarily have a persuasive purpose as such but hinders at the creative part of the game. When people play it more than likely they will jump right into customizing their character and eventually if they want, create their own level showing off their creative sides. The game points towards an educational device and sure enough it already does, Media Molecule never set out to producing an educational game but it soon quickly became one through different schools and acts as a way of bringing out a creative side to kids. It also helps serve the purpose of learning how to solve puzzles, be patient and general knowledge of the sort.

Recently Siobhan Reddy came to our university to talk about Games Design, this lecture was brilliant and very useful. She talked about how they were surprised about how it became an educational device for kids and they used the game to teach. They also have  had requests to go and visit various schools which is a positive sign in the way of games design and non educational popular games being used in education as a way of teaching.

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