TSA Debate: Creation

Creation tools, you’ve got to love them, right? Well, apparently this isn’t the case, as I found out when discussing the subject with Dan and Josh from the news team and Colin (we haven’t discovered what he does yet). A reliable source tells me that he sets up community events and things but there’s no way I’m believing that one. You’ll notice a distinct lack of Murdo in this debate, as he’s abandoned us to take a trip to France! Dan and Josh almost make up for it, though. Almost.

Josh: As long as it isn’t horrendously complex, I do love to dabble in a bit of creation (LittleBigPlanet, ModNation Racers, for example) but I don’t have the hours and hours to put in to make something really worth publishing. I think the real benefit of user-generated content, even if the tools are more complicated than an Eastenders storyline, is that there’s likely to be a decent community putting out stuff that manages to keep the game alive long after you’re done with the included content.

Dan: Creation tools – such as those found in LBP – leave me in awe, yet I really dislike using them. What it boils down to is a matter of time – working, writing and family life means that all I want to do is sit down and play a game. Creation is fine as long as there’s something there for people who don’t want to do it.

Blair: I love creating characters (such as the Mods in ModNation) and designs in games like Forza 3, but I don’t enjoy creating levels and tracks as much. ModNation made it easy to create tracks, which made me enjoy it a bit more but I prefer to work on a more two-dimensional plane, with stickers rather than items. I really hope they have a custom Sackboy creator in LBP2, trying to make some characters in the first game was a pain.

Dan: I also like ham.

Blair: I like ham with cheese on a toastie – it’s lovely.

Dan: Good man!

Josh: I think it really is a case of the time people have, with the advent of this generation, everyone expects polished gaming experiences and so putting together a level in LBP for example takes a fair while. Just quickly cobbling together maps in TimeSplitters on PS2 before I jumped in and played with my friends ranks as one of my fondest gaming memories

Blair: Yeah, I really love that feeling you get when you make your own level or map and then play on it with friends.

Colin: I’m personally not a fan of creation in games, the systems are often too time consuming for my liking. The system in MNR was perfect for me, everything was quick and relatively easy to do. I don’t want to spend hours on end creating a character or a level. I understand why people like pouring hours into levels, characters, storylines or whatever and seeing something they made in the game but the rewards don’t justify the time or effort for me.

Dan: OK, let me throw this out there – who thinks 80 percent of the options in LBP are a waste of time? I do.

Blair: Definitely not 80 percent! Nowhere near… have you seen some of the stuff people have created? They have obviously used nearly all of these tools, and it’s always better to be diverse than have things missing.

Josh: I saw that list of things they were adding in LBP2, and I can see potential uses for them but it just makes things even more complicated.

Dan: Yeah but in reality, what percentage of people actually make stuff of that calibre?

Blair: There’s a few people who have used the majority of these tools on one thing but it’s not about using them all at once, it’s about the tools being diverse and expansive enough to cater for any kind of creation. LittleBigPlanet does this well.

Josh: I do jump into LBP from time to time, and some of that stuff people have made really impresses me. It’s really a shame that LBP2 won’t be launching with support for Move in the creator, because it would make things so much quicker and easier.

Dan: I’m not sure how much faster Move would make navigating the menus.

Josh: I’m thinking navigating round your level rather than the menus, really; at the moment you have to use the pad to fly Sackboy around, whereas you could just flick with Move. I don’t know, I think I’m just becoming a Move fanboy – it can do anything!

Blair: Anything… apart from PlayTV!

Josh: Ah yes, the big glowing-balled remote can’t do TV.

Dan: OK… guys… get back on track!

Josh: I think LBP has really carved its niche as a “creators’ game”. As for just sticking creation tools into everything, it really doesn’t always fit. In large part this is due to the complexities of creating with a controller – Far Cry 2 had an impressive map editor but it was so difficult to use.

Dan: So what you’re saying, Josh, is that you stick your tool in to everything, but it doesn’t always fit?

Josh: Yeah, that’s basically it.

Dan: You Stud.

Blair: That brings me to another point – I was talking to a friend and he said he didn’t care for LBP as it was just about creation. I then went on to explain to him about the bazillion levels that are already on there and the story mode; it’s definitely not just a game where you have to create.

Josh: Oh yeah, it has the rest as well but if they’re spending half the game’s development time working on the creation tools, and only <10% of the people that buy the game are actually using them, is it really worth it?

Blair: It’s worth it alone for the levels that other people have created.

Dan: I’ve not been on for a while – how many are proper levels and not just spam ‘get certain trophy’ levels?

Josh: The LittleBigWorkshop and the PS Blog LBP Roundup articles always point out great levels. But half of them, whether recreations of acrade games or whatever, are just something where you see it and think “Hah, nice concept” but you have no real urge to go out and play them.

Dan: Right – we’re focusing a lot on LBP. Are there any other games that scratch your creation itch?

Blair: As I’ve already said, I love creating liveries for cars in Forza, I think that system works really well and it’s a great, simple way of graphic design. I’ve seen some amazing stuff on there. ModNation was good, but I couldn’t see the point in creating tracks when all the top ones were regurgitated from Mario Kart.

Dan: One of my favourite creation experiences was from old wrestling games. The create a wrestler modes had just enough depth without becoming overbearing. Character, moves, attire – it was all brilliant! Things now just seem far more complex.

Colin: The create modes in WWE games are too complicated now for my liking. I liked the system in the old Smackdown series as it was so simple but now the game has become more complicated with a large amount of move choices. Also with the addition of Finisher, entrance, storyline and video creation it is much more complex than it used to be. The features added are great but they are just done in a way that requires more time and effort than I like to put in.

Josh: I said earlier that I had great fun with TimeSplitters’ level creator, and Super Smash Bros Bawl on the Wii has a pretty good one too. I think for me, it’s more fun building something with my friends and then playing that, than just making something for my own enjoyment, or to publish online.

Then, as we brought it to an end, something miraculous happened, I received some of Murdo’s thoughts on why he doesn’t use creation tools and what he’d like to see in the future. In true debate style, I’ve responded to him and made a mini-debate out of it!

Murdo: I never use these features. It’s not because I dislike them though, they are great for creative people but I find it all too complex. ModNation Racers and LittleBigPlanet have some excellent community creations, some better than the developers’ but I can never crack the tools in the same way. When I buy a game, I don’t want to spend my time building levels to play, I want them there for me, ready to explore. Thankfully, these tools are limited to the genres which they suit but I hope we never see these in titles such as Uncharted or InFamous. The entire image of each character would be ruined by this. I do, however, hope we see mod tools appear in FPS shooter games on consoles, like Call of Duty. PC gamers have long enjoyed custom maps and weapons, but consoles have been overlooked. Let’s hope this is the next generation of “Play.Create.Share” to appear.

Blair: Some great points there, Murdo. I agree that it would ruin games like InFamous or Uncharted, but perhaps a ‘create your own power’ type thing would be suitable. As for mods for online games, like Call of Duty, I’ve seen some of these in action on the PC and they work really well. Notably an entire zombie mod and a Star Wars mod for Call of Duty 4, which worked really well but took a lot of time with modelling and coding. I can’t imagine this transferring to consoles unless the next generation was more open.

Anyway, we’ve all shared our opinions on this, so we’d like to hear what you think. What does Creation mean to you?

48 Comments

  1. at first i felt there could only be specific games for creation and sharing like LBP and MNR which I enjoyed for a laugh with friends as we play and criticize each others creations while fumbling around trying to get to the end but never had the determination to make something really worth while that everyone can enjoy. Now after reading this debate I feel that custom creation can fit into nearly any game it just really needs to have some sort of point like making a power in infamous instead of using just the level designs over and over again. Good debate guys :)

  2. Ahhh Uncharted 2 should have a create-a-combo mode, I really miss the punch-punch-kick in the arse combo. I just hate the new hand to hand combat mode

  3. My feelings on it are pretty balanced along with the rest of you. User creations can leave me in awe but at the end of the day I have little enthusiasm to spend even more mental energy on creating my own levels. I just want to unwind.

    There are probably 10% of the LBP creation tools that we might see only being used once in a while but as has been mentioned already… there’s a time and a place for everything. Most of the levels will have some generic copy but fine-tuning and making a level unique/special is where tasteful use of what Media Molecule offers is where things start to rise above the also-rans.

    I, too, have played some levels which have left me gobsmacked. Levels where you know Media Molecule themselves have probably sat there awestruck with what’s been created. That makes it worth the investment alone.

    MNR’s creation tools are fantastically easy to use but that’s a different kettle of fish in a way.

    With LBP2 we’re about to see the divide grow between what’s good and what’s bad as the flexibility has just increased tenfold. Fine with me. As long as we can find the great ones.

  4. No mention of Gravity Crash either? That deserves great credit as a PSN release with a fairly easy to use level creator.
    As with any create options, and I’m thinking of the Tony Hawks skatepark creation as an early example, you tend to get out what you put in. If you can’t be arsed with it, no loss, but if you want to spend hours on end polishing every detail then that’s there for you too.
    Everyone’s a winner baby!

  5. We could’ve written so much more on this, but there were too many games to cover and we didn’t want it to drag on for too long.
    Sorry, but you’ve all got the chance to discuss the creation tools you like here :)

  6. Love the mod.
    At one stage I was a massive modder of Oblivion on the PC. Made huge fortresses .etc, it was brilliant. I doubled the size of the game’s install on my computer with mods & kept going.
    Shame my computer is pants in comparison to the behemoths of today. Ah well, back to the PS3.

  7. On another note: I’ve never seen easy to use, extensive creation tools for an FPS. CryEngine Sandbox & FarCry 2’s tools aren’t that easy to be honest, to get it work how you like anyway. That’d be interesting.

  8. I apologise for the third post in a row but I’ve just thought of something: Garry’s Mod.

  9. I enjoy ModNations creation station, it’s fun and easy.
    I enjoy making players on football games too.
    Basically, for me, it has to be simple…over complicated creation loses my attention.

    • I hadnt thought of that but the hours I have put into the editor mode in pro evo over the years is immense as I would update the faces kits and team names and always had a team of people I knew as well.

  10. Yes, it would be better to navigate around levels with a move/wii controller (Whatever guys, same thing xD). But who cares, when LBP2 will have mouse and keyboard support.

    • Also, LBP2 will track the community levels YOU play, and recommend only those levels. So if you’re a H4Her, you’ll only get H4H levels. If you’re a person that likes playing high quality adventure games, your cool pages will be full of those.

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