Why Sony Thought Of Making LittleBigPlanet 2’s Audio Sequencer A Game In Itself

Posted: January 20, 2011 in News
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If you’ve ever thought that you had a panache for creativity and couldn’t find a medium to express it, and you didn’t own a PS3 – there’s never been a better time to buy one. Along with a copy of LittleBigPlanet 2. LBP2 is the sequel to Media Molecule’s cutely innovative LittleBigPlanet – a game that arrived fairly quite on the scene, only to end up making a lot of noise. That was mainly because of its amazingly powerful level-creation tools that came packaged as a part of the game. It was basically a canvas for dreamers and inventors alike to show off their creations. All in all, the tools were, unfairly speaking, a trifle constraining.

Which is why we now have LittleBigPlanet 2 – with even deeper and powerful level-creation tools. One of the coolest and most important features is the Audio Sequencer. That tool allows you to compose music that exactly suits the style and mood of that unique level you’ve been working on for days. It’scrazy enough to be called a simplified digital audio workstation.

LittleBigPlanet 2 Collector's Edition - NA

Surprisingly, and as a matter of fact, LBP2’s audio sequencer was originally being considered as a stand-alone game. Kenny Young, Media Molecules’s audio lead said that when Sony heard that the MM team had an idea loosely along the lines of what is now the Audio Sequencer in LBP2, they were pushed hard to make it a stand-alone product. “The music sequencer was always one of those ideas we had simmering away in the background. [Media Molecule] had included it in the original LBP pitch to Phil Harrison back in 2006 to help demonstrate ‘creative gaming’,” he said. “Actually, Sony was pretty keen that we do it as a separate product altogether.”

“I can certainly understand the thinking behind that. But we like the fact that once you load LBP, it offers you a suite of creative tools all in one place, not to mention that the whole point of the sequencer is to solve the problem of providing music for those millions of community levels.”

Only when Media Molecule realized that an Audio Sequencer was indeed a useful feature, did they plan on implementing it in the sequel ( LBP2 ). “It became clear that the only way the community would have access to a large amount of music was if they wrote it themselves,” he said.

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Comments
  1. perlfrech says:

    Little Big Planet 2: Ich und der Sackboy…

    Unsere Stussi Schlau hat einen neuen Freund – er heißt Sackboy und ist der Hauptdarsteller im neuen Spiel "Little Big Planet 2" für die Playstation. Ich habe getestet, was der süße Kerl drauf hat. ……

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