LittleBigPlanet (2008 video game)

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LittleBigPlanet
Kenneth C M Young
  • Mat Clark
  • Daniel Pemberton
  • SeriesLittleBigPlanet
    Platform(s)PlayStation 3
    Release
    27 October 2008
      • NA: 27 October 2008
      • EU: 5 November 2008
      • AU: 7 November 2008
      Game of the Year Edition
      • NA: 8 September 2009
      • UK: 16 April 2010
    Single-player, multiplayer

    LittleBigPlanet is a 2008

    Sony Computer Entertainment for the PlayStation 3, and is the first game of the LittleBigPlanet franchise. The level editor is the main focus of the game, allowing the player to create levels and publish them online. The player controls Sackboy
    , a customizable ragged doll with the ability to create. Story mode consists of pre-made levels built around Sackboy's basic control scheme, and they are grouped into areas, each centering around a theme; the story revolves Sackboy helping various Creator Curators around LittleBigPlanet before facing the Collector, who has been kidnapping and stealing creations.

    Media Molecule was formed by four former

    Sony Computer Entertainment Worldwide Studios president Phil Harrison. Harrison lauded the concept and agreed to fund the project. LittleBigPlanet was first announced by Harrison at Game Developers Conference
    2006. After a marketing campaign and beta access, the game was slated for release in October 2008. After being delayed for a week to remove in-game song lyrics that could be offensive, it was ultimately released worldwide between late October to early November 2008.

    LittleBigPlanet was met with universal acclaim and was nominated for and won many awards. Praise went to the gameplay, creative, and community aspects of the game. While sales initially dwindled for LittleBigPlanet, the game was ultimately a commercial success; reaching four million sales. It is considered among the

    greatest video games of all time. It is noted for its influence in the play, create, share genre. Although there were initially no plans to release a sequel, LittleBigPlanet became a franchise with LittleBigPlanet 2, spin-offs and LittleBigPlanet 3 and Sackboy became a mascot for Sony. The release of LittleBigPlanet coincided with the rise of user-generated content and helped launched a genre of level-editing games. Its online functionality was discontinued on 13 September 2021, alongside services for LittleBigPlanet 2, LittleBigPlanet PS Vita, and the PlayStation 3 version of LittleBigPlanet 3
    .

    Gameplay

    Refer to caption
    A screenshot from the Savannah level "Swinging Safari". Each level is designed around the basic control scheme of Sackboy. On top of the giraffe is score bubbles, and the brown circle on the right is an unactivated checkpoint.

    LittleBigPlanet is a physics-based

    platform game that is designed around the tagline "Play. Create. Share". The player can play the levels in the game, create levels, and share them online.[1] The pod, which takes the form of a cardboard ship, serves as a hub to these options. The ability to play other levels is on the planet known as "LittleBigPlanet", where story mode and published levels are available. The level editor is on MyMoon, which also allows the player to publish levels onto LittleBigPlanet. The player character is a brown rag doll named "Sackboy" which can be customised through the use of costumes.[2] Sackboy can run, jump, and grab objects that are made out of certain materials. He can also grab jetpacks to fly, move between the three layers of the game,[1] and access a menu known as the "Popit", which has the appearance of a floating vertical rectangle connected to Sackboy with a filament. The Popit is the source of customising tools, stickers, and objects.[3] The player can give Sackboy one of four emotions; happy, sad, scared, and angry; with varying degrees of severity.[2]

    The story mode of LittleBigPlanet consists of eight themed areas, each with three or four main levels. Keys are hidden throughout the main levels, which when collected unlock bonus levels. This adds up to a grand total of fifty levels.[4] Each level is designed around the control scheme of Sackboy and the themes of their area. For example, the Metropolis involves navigating sewers and hopping on subways. Although the story mode is in sequential order, each of the levels can be replayed to collect prize bubbles, which contains items, including costumes, stickers, songs, and objects.[1][2] There are also score bubbles, which when collected in a chain, can grant a multiplier to the amount of score gained from the score bubbles. Each of the levels also contains checkpoints, where Sackboy can respawn if he dies. Each checkpoint has three available uses, or in some cases, six available uses. If the last activated checkpoint runs out of uses, the level ends.[5][6] The player has the ability to play the game with up to three other players. Some puzzles for finding prize bubbles in story mode require more than one player.[2]

    Content creation

    A demonstration of the character customisation available in LittleBigPlanet

    The Popit gives Sackboy access to various creative tools. During story mode, the popit can only be used to access stickers and character customising. Stickers can be stamped on any object.[6] In particular, in areas of the story mode, there are blank canvases that required a specific sticker to be placed on them for Sackboy to collect prize bubbles.[1] The player may customise Sackboy in a range of ways. They are able to select a base colour and texture for their Sackboy from a range of materials and designs along with giving them accessories, including glasses and hats. They can also place stickers on Sackboy.[2]

    The main focus of LittleBigPlanet is the level editor, located on My Moon. The editor incorporates a large number of editing tools and objects, accessible from the Popit, to create levels from a low to a high degree of complexity. There is a collection of interactive tutorials that are required to be completed in order to use their respective tools.[7] To facilitate the creation process and to accommodate any mistakes made, the editor features a manipulatable time system, whereby the player may "rewind" the editor, which acts as an undo feature, or pause the editor, which temporarily halts objects that run under the physics engine, such as gravity acting on falling or rolling objects. The player may create new objects by starting with many basic shapes, such as circles, stars and squares, and "drawing" a shape into the level using one of the many materials. Objects may be glued to each other or to the level. More mechanical features are also available, such as connecting objects together with string, using bolts to spin objects, or using various kinds of triggers.[1] Rocket motors can be attached to objects to propel them across a level.[4] After creating custom objects, the player may save their creation to a library for later use, and share their object by placing it inside a prize bubble in their level, so that other players who play the level can collect it and may use it in their own levels.[1]

    A large part of LittleBigPlanet was the ability for level creators to publish their levels and objects to the online community for other people to play. The player could access the published levels through the planet, LittleBigPlanet. One of the options that were available was "Cool Levels", which allowed the player to play levels at random. These levels could be played with multiplayer, both online and local.[2][5] Once a custom level has been played through, the player could tag the level with a list of predefined words and may cycle through the word choice to find the most appropriate. This allowed other players to quickly find their level of choice by searching a specific tag. They would also be able to rate the level out of five stars. There's a "heart" feature available to the player, which allows them to specify which levels, stickers and decorations they prefer.[1][8] However, as of September 2021, the online servers for LittleBigPlanet have been shut down.[9]

    Plot

    Setting and characters

    LittleBigPlanet is set on the titular planet, a world full of creations made by Creator Curators. Sackboy explores through eight of the creations; each with a theme based on locations around the world.[3] The eight creations are the Gardens, the Savannah, the Weddings, the Canyons, the Metropolis, the Islands, the Temples, and the Wilderness; each creator curators' being the King, Zola the Lion King, Frida, Uncle Jalapeño, Mags the Mechanic, Grandmaster Sensei, the Great Magician, and the Collector respectively.[10] Each creation is based on Britain, Africa, South America, Mexico, America, Japan, India, and Siberia respectively.[5]

    Story

    After Sackboy explores the Gardens, learning various tools along the way, the King sends Sackboy to the Savannah for him to begin his adventure. Sackboy accidentally destroys one of Zola's creations, but Zola agrees to forgive Sackboy if he finds out what is troubling the

    crocodiles. Their king, Croc, reveals that Meerkat Mum is accusing Croc of eating Meerkat Mum's son, Stripy Tail. Sackboy finds Stripy Tail at a VIP club in a disco
    and brings him to Meerkat Mum.

    As Sackboy enters the Weddings, a

    sumo wrestler
    , the Sensei sends Sackboy to fight the Terrible Oni in the volcano. Afterwards, the Sensei sends Sackboy to the Temples to get a flame-throwing cat.

    In the Temples, the Shopkeeper sends Sackboy to the Goddess for her to lead Sackboy's way. The Goddess reveals that the Great Magician needs help to "bring sharing back to LittleBigPlanet."[11] The Great Magician reveals to Sackboy that the Collector is stealing creations around LittleBigPlanet and "not sharing them around the world."[12] The Great Magician teleports Sackboy to the Wilderness to find the Collector. Sackboy breaches the Collector's base and starts freeing all the inhabitants of LittleBigPlanet from their cages, including the curator creators. Sackboy confronts the Collector, who attacks Sackboy with machines. After Sackboy destroys his machines, the Collector tries to escape through his pod, which breaks down. Defeated, the Collector admits that he went evil because he has no friends to share with. The King appears and addresses the player, calling for them to be a part of the LittleBigPlanet community.

    Development

    Background and concept

    A middle-aged man with a ponytail looking towards something to the left of the camera
    Kareem Ettouney
    A bald middle-aged man looking towards something to the left of the camera
    Alex Evans
    Healey, Ettouney, Evans, and David Smith (not pictured) founded Media Molecule.

    Prior to forming

    3D platformer Rag Doll Kung Fu (2005), the first third-party video game released on Steam.[13][14][15] After a cinema visit to see Howl's Moving Castle, Healey and Smith discussed a game that had character controls similar to Rag Doll Kung Fu that would be playable on a console.[15] Healey and Smith left Lionhead Studios in December 2005 along with Evans and Ettouney.[15][14] When they initially formed Media Molecule, back then known as Brainfluff,[16] they had only had a vague idea of what game they wanted to create. They wanted to create an ambitious console-friendly game that utilised user-generated content, appealed to a broad audience, and proved that a small company could develop a mainstream game.[17][18][19][20]

    Media Molecule arranged a meeting with

    Sony Computer Entertainment Worldwide Studios.[21] They created a prototype of their idea, a game called Craftworld, a physics-based, 2D side-scrolling game, with a placeholder character called Mr. Yellowhead.[17] The company chose to pitch their idea to Harrison using their own software, rather than PowerPoint, which allowed for bullet-point information as in standard presentations, but also for live, controllable movement of game characters.[15] Media Molecule pitched the prototype to Harrison in January 2006. By their own admission, the pitch was vague and they had deliberately toned down the creative aspect of the game—which they felt may have appeared as "weird" for a console game—for fear of negative reception of their pitch by Sony. They presented the prototype purely as a playable game, and only briefly mentioned the user-created content aspect; Evans relates that Harrison actually picked up on the creative side, and had asked them why they had chosen not to explore this element further. The meeting, which had been scheduled to last 45 minutes, eventually lasted 3 hours at the end of which, Sony agreed to fund the project for six months.[16][22] Media Molecule became incorporated as a company in February 2006.[15]

    A screenshot of the early prototype, Craftworld, depicting Mr. Yellowhead dragging blocks from the water

    After some further development, the team was asked to present what they had done to Sony in what Healey describes as a "Dragons' Den style scenario". Following this, Sony gave them a deal to develop LittleBigPlanet for the PlayStation 3 in exchange for exclusivity and ownership of the intellectual property.[18][23] Despite backing from Sony, Media Molecule was unsure about exactly what direction they were going to take the game. They also worried about whether people would understand, or even like the game, but these worries were dispelled after its first presentation at Game Developers Conference 2007 (GDC 2007). Media Molecule was aware of the fact that Sony wanted them to demonstrate the game at the upcoming convention, but they were not told they were to be part of Phil Harrison's keynote speech until near the date it was due to take place. Healey stated that it was only when they arrived in San Francisco for the conference that they realised just how much Sony was devoted to the game—much more than Media Molecule had previously thought.[24] Healey relates that although the revelation of Sony's faith in the game boosted their confidence, it increased the pressure on them. They realised that their task had become much greater than originally anticipated.[24]

    Design

    Healey was the creative director, Ettouney was the art director, and Evans and Smith were the technical directors.

    hardcore gaming.[24] A particular goal was to make it so players could create levels of higher quality than even the story levels.[22] Though the game was meant to be ambitious and to allow players to creatively express themselves, constraints were placed on the game deliberately to make the game more focused and fun and to appeal to uncreative people.[24][28]

    Prior to the creation of Sackboy, Smith designed Mr. Yellowhead to be the player character for the Craftworld prototype.[17][29] After the prototype was showcased to Harrison, the design of Mr. Yellowhead would evolve into the modern form of Sackboy overtime.[30] The reason Sackboy was created was to serve as the customisable avatar for the player. For this reason, it was not given a voice or defined personality.[31] One of the goals of designing Sackboy was to make him appeal to a broad audience.[20] The zipper used on the modern design was initially going to be used to access Create Mode, though it was scrapped and eventually replaced with MyMoon.[30]

    LittleBigPlanet was designed to be supported post-release, with Evans stating that Media Molecule would be supporting the community "massively".[28][32] Through the use of updates, Media Molecule could make changes to the game after release.[33] The studio also has the ability to add content packs, new game modes, and new objects.[28] Although, there were no plans to add additional features through updates,[22] they did decide to use patches to add LittleBigStore and online access to Create mode, neither of which were available when the game first released.[34][35] Originally, Harrison wanted to create LittleBigPlanet as a downloadable service that monetised user-generated content, but it was scrapped early on.[16][36]

    Audio and music

    Kenneth Young was a composer for LittleBigPlanet.

    Kenneth Young, Daniel Pemberton, and Mat Clark were the composers for LittleBigPlanet. Young also served as the audio designer, while Matt Willis served as the audio programmer.[37] Stephen Fry was the narrator.[38] Young joined Media Molecule in 2007 following their presentation at GDC.[39] He did the majority of the sound work and composed a few of the songs, along with "directing the composers and the creative side of the music licensing process, producing the voice localisation from the Mm side of things, [and] being heavily involved in the design of the audio-centric UGC features of the game."[40] A soundtrack album titled LittleBigMusic was eventually released digitally containing the music Pemberton composed.[41]

    LittleBigPlanet contains 21 tracks that were licensed by other producers and 14 original tracks made by the composers,[37] with key licensed bands including the Go! Team and Battles.[42] The licensed songs were sought for and negotiated by Young.[37] Much of the original music took influence from world music, mashups, and 1970s television shows for children.[37] Some of the original tracks are called "interactive tracks", most of which were composed by Clark.[43] The interactive tracks allow players to change what instruments are playing at any given time.[37][42] The main theme was composed by Pemberton.[44] Early on in 2006, there were plans to add a music sequencer for players to create their own music, but it was scrapped until the development of LittleBigPlanet 2.[39]

    One of the licensed songs in the game is

    Sony Computer Entertainment (SCE) to remove the track via a patch.[48] Subsequently, LittleBigPlanet was recalled from retailers worldwide on 17 October 2008, and its release was delayed.[49] Version 1.02 was implemented to remove the lyrical content of "Tapha Niang".[50]

    Release

    Promotion and anticipation

    Phil Harrison announced LittleBigPlanet during his keynote address at GDC 2007.

    LittleBigPlanet was first announced in March 2007 at GDC during Harrison's keynote address.

    Leipzig Games Convention in August 2008.[57] LittleBigPlanet was also showcased for a second time at E3 in July 2008[58] and at TSG in October 2008.[59]

    SCE undertook a pre-order campaign in the run-up to the game's release. In August 2008 in North America, SCE partnered with several major online retailers to offer unique bonus gifts to customers pre-ordering the game from the selected retailers. These gifts include a sticker book, a burlap pouch, and an official game guide, along with downloadable costumes for Sackboy of

    Play.com offered the costume of Nariko to customers who pre-ordered the game.[63][64]

    Around May 2007, a demo of LittleBigPlanet was rumoured.[65] Although it was planned to be released in late 2007,[66] by the end of the year, public relations officer Ron Eagle confirmed that there would be no demo that year.[67] In September 2008, a limited public beta was made available with a focus on stress testing the sharing functions of LittleBigPlanet.[68] Availability lasted from 24 September–11 October 2008. In order to access it, the player would have to have a beta key, which was a code that could be inputted in the PlayStation Store for access to the beta test. Various sites gave out beta keys around that time, including Eurogamer and IGN.[69][70]

    After GDC 2007, LittleBigPlanet had become anticipated by various gamers before release.[16][71] The concept was well-received among the press and was especially anticipated by those with access to the beta version.[72] Jeremy Dunham of IGN reported that in GDC 2007, "even in the presence of Home,[a] Sony's impressive new community software, LittleBigPlanet stole the show at Phil Harrison's Game 3.0 practice conference, and was the thing that everyone was talking about."[74] The presentation for E3 2007 won the Game Critics Awards for "Best Original Game",[75] and the presentation for E3 2008 won "Best Console Game" and "Best Social/Casual/Puzzle".[76] Evans has expressed surprise by the hype of the game; he stated, "We had no expectation that it would become so strongly associated as a lead title on a platform."[77]

    Release and further development

    Original announcements pointed to a full release early in 2008,[78] but Sony later said the game had been delayed until September 2008 in the UK.[79] During the Sony PlayStation Day on 6 May 2008 in London, Sony announced the game would be delayed for October.[80] By September 2008, the release date was confirmed to be 21 October 2008 in North and Latin America, with a European release later that week.[81] However, it was brought to the attention of SCE that the in-game song, "Tapha Niang", contained expressions from the Qur'an. On 17 October, SCE instigated a recall of all copies of LittleBigPlanet from retailers to avoid offending Muslims and to remove the lyrics. This recall resulted in the release of the game to be delayed.[49][82]

    Before LittleBigPlanet's release, two patches were released. Version 1.01 added new costumes and tweaks online functionality, and version 1.02 removed the lyrics from "Tapha Niang".[83][84] LittleBigPlanet was first released in North America on 27 October 2008, with the servers activating the same day.[85][86] It was then released in Japan on 30 October,[87] Europe on 5 November 2008,[88] and Australia on 7 November.[89] All levels that were created during the beta phases were transferred over to the final version.[86] On 28 October, the servers were shut down due to "glitching issues".[90] Version 1.03 was released 30 October to lighten server loads.[91]

    On 19 December 2008, version 1.07 was released, featuring the addition of an in-game store to buy downloadable content (DLC) and an overhaul of the level search function.[92] Version 1.12, codanamed the "Cornish Yarg" update, was released on 16 April 2009. It featured a music player that allowed users to play songs from the PlayStation menu and an improved decoration mode, among other fixes.[93][94] Version 1.21 was codenamed the "Leerdammer" update,[95] and was released on 30 November 2009. It added the ability to access create mode while online with friends, along with a more location-based matchmaking system and various other changes.[96]

    A Game of the Year Edition of LittleBigPlanet was released in North America on 8 September 2009.[97] This version included all of the content from the original game, as well as exclusive levels from 18 members of the LittleBigPlanet community.[98] The re-release also includes the Metal Gear Solid, Monsters, and History costume and level packs and the Animals costume pack. A limited number of copies of the game also included a code, giving the player access to a beta of ModNation Racers.[99] Initially, there were no plans to release the Game of the Year Edition in Europe,[100] however a version for the United Kingdom was eventually announced for release on 16 April 2010.[101]

    LBP.me, the community

    DDOS attack.[107][108] Although, the servers were briefly taken back online in May 2021, they were taken down again because of DDOS attacks, harassment, and hate speech. The servers were permanently closed in September 2021 after months of issues, with the exception of the PlayStation 4 port of LittleBigPlanet 3.[9][109]

    Downloadable content

    Over the years, LittleBigPlanet and the franchise it spawned has gathered a large amount of DLC. Most of them was based on third-party media, which in the first game were typically PlayStation games and "longstanding transmedia properties" like

    Disney. In general, there were two types of DLC, costume packs and level kits.[110] Categories of costume packs include "Seasonal & Limited Time", regular, and licensed. Seasonal & Limited Time costumes are free, while regular and licensed costumes require payment.[111] The DLC in the first game were made compatible with other games in the franchise in August 2012.[112] The first level kit was the Festive Level Pack, which contained Christmas-related objects and stickers. It was available from 18 December 2008–8 January 2009.[113]

    A level kit and costume pack based on

    Paintinator.[114][115] On 23 April 2009, Creator Pack 1 was released as a downloadable content pack for free. This pack added new Create mode tools including a new type of checkpoint which provides the player with an infinite number of lives for a given section, a tetherless version of the jetpack and a power-up removal marker that forces the player to drop any power-ups such as the jetpack.[116][117] The History Kit was released on 13 August 2009 with various historical-themed objects and stickers along with a sound object and music track.[118] Three new songs composed by Clark were released on 8 October 2009 as the MM Music Pack 1. They were "Well Trained", "Wise Owl", and "Tea By The Sea".[119][120]

    After being announced in August 2009,

    Disney-related DLC for the franchise was removed from the PlayStation Store. This included many costume packs and the two Disney-related level kits from the first game that were based on Pirates of the Caribbean and the Incredibles.[128][129]

    Reception

    Reviews

    On

    X-Play stated, "The game has a few issues that could certainly use some tweaking, but they don't even come close to making this anything less than one of the most incredible games ever made."[137] GamePro's Tae K. Kim called LittleBigPlanet "one of the most amazing and interesting gaming experiences ever designed."[134] LittleBigPlanet was called by Edge "one of gaming's rare triumphs."[132]

    The creative aspect of LittleBigPlanet has been widely praised by critics,

    1Up.com praised create mode, claiming that it allowed the player to create any level they wanted and share it.[131] Mike Jackson of Computer and Video Games pointed out that user-generated content had been talked about in the gaming industry, and felt that Sony successfully created a great game in this matter with LittleBigPlanet.[4] Game Informer's Joe Juba has noted how "The tools are complicated enough to perform complex tasks, but simple enough to be accessible to any motivated gamer."[133] Kim agrees and praised the create mode for being "powerful enough" for the player to create the desired level.[134] Oli Welsh from Eurogamer said that LittleBigPlanet's "creative tools turn it into something else entirely, a unique, hilarious, endless entertainment."[5]

    The community aspect has also been widely praised.[131] Some critics have recommended playing LittleBigPlanet with an online connection.[135][142][143] D'Alonzo found the online community features to be "as slick as they are accessible."[137] Welsh in particular found the tagging and heart system after playing each community level to be "genius".[5] Despite the praise to the community, views of LittleBigPlanet's multiplayer were largely mixed.[4][135] Guy Cocker of GameSpot wrote that LittleBigPlanet was more fun when playing with multiple players, but more flawed as a result; citing the "memorable" multiplayer puzzles as good, but the clunkiness of the multiplayer in general as bad.[2] Matt Wales from IGN noticed that cooperative play was not a significant part of the game.[136]

    The story mode was generally praised.[4][144] Chris Roper of IGN found the first three levels of the story mode to be "good tutorials".[1] Leon Purley of PlayStation Official Magazine – UK praised the mix of "action, challenge, and wonder" in the story mode, finding the quality to be perfect and recommending it those who are weary about the create mode.[7] Suttner said that story mode "features some of the most endearing 2D levels in modern gaming."[131] John Teti writing for The A.V. Club called the plot brief and brilliant with replay value.[145] In contrast, Seth Schiesel of The New York Times found it to be lacklustre, finding the levels made by the community to be better.[142] Variety's Ben Fritz found the story mode to be "less [of] an experience . . . than an exercise in collecting hundreds of items and tools and learning how to use them."[146]

    Sales

    Despite the wide publicity LittleBigPlanet had before and after release, sales dwindled before 2009.

    NPD Group, at #8 before falling out of the top 20 by the end of November.[152] In Japan, LittleBigPlanet had 52,000 copies sold.[153] Sony responded to the lacklustre sales by saying that they were pleased by the performance, citing the LittleBigPlanet being a new IP and claiming that it was released in an "incredibly volatile time of year and the chart reflects that."[148]

    In January 2009, Sony announced that the game had sold 611,000 units in North America up to the end of December 2008

    PSN outage in April 2011, LittleBigPlanet gained 1.5 million new users.[157] By October 2018, LittleBigPlanet had sold 4 million copies.[27]

    Awards

    LittleBigPlanet has been included among the

    5th British Academy Video Games Awards.[162] LittleBigPlanet won in eight categories out of ten nominations during the AIAS 12th Annual Interactive Achievement Awards, garnering "Overall Game of the Year", "Console Game of the Year", "Family Game of the Year", "Outstanding Innovation in Gaming", and outstanding achievement in "Art Direction", "Character Performance" (Sackboy), "Game Direction", and "Visual Engineering".[163] It was given the awards for "Best New Debut", "Best Game Design", "Best Technology", and the "Innovation Award" at the Game Developers Choice Awards.[164] It won all the categories it was nominated for in the 2009 Develop Industry Excellence Awards, winning "Best New IP", "Technical Innovation", and "Visual Arts".[165] It won "Family Game of the Year" in the Golden Joystick Awards.[166]

    Awards Awards and nominations
    Year Award ceremony Category Recipient Result Ref.
    2008 10th Annual NAVGTR Awards Game of the Year LittleBigPlanet Won [160]
    Game Design
    Game Original Children's
    Graphics/Technical
    Innovation In Game Play
    Supp Performance in a Comedy Stephen Fry
    Art Direction in a Game Engine LittleBigPlanet Nominated
    Character Design
    Control Design
    Lighting/Texturing
    2008 Spike Video Game Awards Studio of the Year Media Molecule Won [167][168]
    Best PS3 Game LittleBigPlanet
    Game of the Year Nominated
    Best Graphics
    Best Original Score
    Best Performance by a Human Male Stephen Fry
    Best Soundtrack LittleBigPlanet
    2009 5th British Academy Games Awards Artistic Achievement in 2009 Won [169]
    Casual in 2009 Nominated
    Game Award of 2008 in 2009
    Original Score in 2009
    Technical Achievement in 2009
    Use of Audio in 2009
    7th Game Audio Network Guild Awards Best Interactive Score Won [170][171]
    Best Original Instrumental "The Gardens"
    Audio of the Year LittleBigPlanet Nominated
    Music of the Year
    Sound Design of the Year
    Best Dialogue
    Best Original Vocal - Choral "Main Theme"
    Best Use of Licensed Music LittleBigPlanet
    10th Annual Game Developers Choice Awards Best Debut Won [164]
    Game Design
    Innovation Award
    Technology
    Game of the Year Nominated
    Audio
    Visual Design
    12th Annual Interactive Achievement Awards Overall Game of the Year Won [163]
    Console Game of the Year
    Family Game of the Year
    Outstanding Achievement in Art Direction
    Outstanding Achievement in Character Performance (Sackboy)
    Outstanding Achievement in Game Direction
    Outstanding Achievement in Visual Engineering
    Outstanding Innovation in Gaming
    Outstanding Achievement in Sound Design Nominated
    Outstanding Achievement in Soundtrack
    2009 Develop Industry Excellence Awards Best Independent Developer Media Molecule Won [172][165]
    Best New IP LittleBigPlanet
    Best New Studio Media Molecule
    Technical Innovation LittleBigPlanet
    Visual Arts
    Golden Joystick Awards 2009 Family Game of the Year [166]
    2009 British Academy Children's Awards Video Game [173]

    Legacy

    Community

    Around the time of its release, LittleBigPlanet took off in popularity, with Mikel Reparaz of GamesRadar+ having noticed in November 2008 that "hundreds, if not thousands, of PSN users ha[d] been uploading a continuous stream of homemade levels to the game's straining servers, with varying levels of quality and dedication."[174] By July 2009, one million levels had been published on LittleBigPlanet,[175] and by July 2013, eight million levels had been published across the franchise.[176] There was a variety of levels created including side-scrolling shooters. Reportedly, levels were being created that went "beyond even Media Molecule's wildest expectations."[8] After a 2011 PSN outage, Evans had observed that multiple levels were being published per second and that "basically, everybody publishes a level."[177] By the time the servers shut down for all games in the franchise with the exception of the PS4 port of LittleBigPlanet 3, ten million levels had been published across the franchise.[9]

    Despite the popularity, there has been little scholarly research on the culture surrounding LittleBigPlanet.[178] Though an early analysis focused on the commercial and technological infrastructures influence on player innovation,[179] later studies would focus on player agency within the community.[178] Sara M. Grimes of Cultural Studies noted how the cultural scene is "tethered" to Sony and integrates player-based activity and cultures into the LittleBigPlanet brand. She concluded that the digital culture surrounding LittleBigPlanet could either be a call to revisit ways cultural scenes can be evaluated or a corporate-controlled infrastructure that is too broad to be considered a cultural scene.[178][180]

    Influence

    While LittleBigPlanet was not the first game to be marketed around user creation[27] and PC players could modify PC games, these types of tools were not available to console players at the time.[181] LittleBigPlanet was not only the first game of this type on console, but the first mainstream game to give players creative tools to create levels and share them to the community.[27][182][183] It coincided with the rise of user-generated content and proved that developing creation tools for video games was worth investing in.[27][182][181] It was also an early example of website integration and public beta testing, which was not common before then.[27][184] By January 2009, Peter Molyneux of Lionhead Studio had declared the game to be "the most important creative innovation of 2008".[185]

    The success of LittleBigPlanet kickstarted a genre of video games where the player could create their own levels.[181][186] Sony would apply the tagline "Play, Create, Share" to their racing game, ModNation Racers. While it was not as successful as LittleBigPlanet, other games like Trials, Planet Minigolf, and Joe Danger would follow suit in applying the same philosophy.[27] Other games in the genre include Minecraft and Super Mario Maker.[184] After distancing themselves from the LittleBigPlanet franchise,[187] Media Molecule developed Dreams, which further expanded upon game creation.[186][188]

    Franchise

    Sackboy became an iconic mascot for Sony.

    Sackboy's Prehistoric Moves, LittleBigPlanet Karting, and Run Sackboy! Run!, which received "mixed or average reviews".[193][194][195]

    In February 2009, Sony announced a

    SCE Studio Cambridge and Media Molecule,[196] which was released in November 2009.[197][198] Media Molecule announced in May 2010 that LittleBigPlanet 2 was in development,[199][200] amid recent rumours.[201][202] Sackboy's Prehistoric Moves, a demo of LittleBigPlanet 2 meant to introduce PlayStation Move, was released on January 18, 2010.[203] The sequel was released in January 2011.[204][205] A second spin-off for the PlayStation Vita was announced alongside the PlayStation Vita, back then known as "Next Generation Portable" in January 2011.[206] The game, titled LittleBigPlanet PS Vita, would be developed in conjunction between Tarsier Studios and Double Eleven[207] and it would be released in September 2012.[208] A racing spin-off titled LittleBigPlanet Karting was rumoured to have been announced at a retailer event hosted by Sony in February 2012.[209][210] It would be confirmed by Sony the same month.[211] The game would be primarily developed by United Front Games, with Media Molecule serving as a supporting developer,[212] and it would be released in November 2012.[213]

    A direct sequel to LittleBigPlanet 2, developed by

    3D platform game developed by Sumo Digital, was announced in June 2020 at Sony's Future of Gaming event.[223][224] Unlike most of the previous games, it does not feature Create Mode akin to the previous games.[225][226] It was released in November 2020 for the PlayStation 4 and PlayStation 5.[227]

    See also

    Notes

    1. ^ During Harrison's keynote address, PlayStation Home was the largest feature.[73]
    2. ^ Based on 85 reviews

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