
Media Molecule's Alex Evans demonstrating LittleBigPlanet during E3 2008
A couple of weeks ago, we wrote a piece for the "Global
Literacy 2008" special edition of Newsweek magazine. In it, we argued
that the Internet is the new sweatshop,
by looking at properties
ranging from YouTube to Spore that are being built on top of
use-generated content. Since we could only use brief snippets of these
email
interviews in the print edition of Newsweek, we thought you might
appreciate reading the game-related Q&As in their entirety. We
previously heard from Spore Creator Will Wright and Wedbush Morgan
analyst Michael Pachter; we conclude our series with Media Molecule
technical director Alex Evans, whose upcoming game LittleBigPlanet is
expected to ship in October.
What convinced you that it might be possible to create a successful console game primarily around user-generated content?
Games
that involve/include some form of creativity have a rich heritage, and
there are some great examples if you look back over the history of
video games. Going back to the 8-bit home computer era, Shoot-em up
Construction Kit was a great piece of software, and in the 16-bit era
we had a whole genre of ‘God Games’ that used creative tools as a key
game mechanic (Populous, Sim City, Theme Park etc)--the main thing that
was lacking from these titles at the time was an easy way to share your
creations with other people--which is where we have really gone to town
in LittleBigPlanet.
The best thing about it is that you don’t
have to create a single pixel to enjoy the experience--in the same way
that you can enjoy websites like YouTube as a consumer of content, as
well as a creator--just load it up, explore, and maybe, just maybe, get
inspired to add your own creation into the mix. The cycle of people
creating, and others playing, was something we were sure could
translate into a console experience.
Based on your research
and experiences, what are some of the factors that motivate people to
create content and share it freely with others?
As mentioned
before--YouTube is the perfect example--there are a lot of people out
there, and a lot of creativity, add to this the fact that many people
like to show off, others just like to have an audience or find
likeminded people in the world and then provide a super easy way to
share things, you’ve got a pretty hot mixture brewing. Another factor
of course, for some people, is money--shared free content has been
commonly used in many walks of life as a way to hook people in, get
them addicted, and then start charging. When people ask us to define
UGC (user-generated content), or what the audience for LBP might be, I
always answer that anyone who has ever drawn on their school bag, or
worn a pin on their lapel, or written a blog entry--all of these people
are ‘creating’ in some sense, even if their motivations may be slightly
different. LBP gives a unique chance to add interactivity to those ways
that people can be creative, but taps into the same basic desire to
express something.
Electronic Arts announced that within just
a few days, 500,000 creatures have already been created using the Spore
Creature Creator? Does this surprise you? Have you shifted your
estimates on initial LittleBigPlanet based on this response?
They
obviously got something right with the tools! It goes to show that if
creating things is made easy enough, there are plenty of people willing
to try it out--that’s exactly what we’ve been working hard on - getting
the perfect balance between ease of use, and flexibility--if that many
people have a go at publishing something in LittleBigPlanet, then I’m
sure there’ll be some real gems amongst them. It’s going to be very
interesting to see what people come up with--we’re getting surprised
everyday with what people make in-house--things we just didn’t think
were possible. So when it expands out to the community, there’s going
to be some wonderful stuff emerging, I’m sure of that. We are hoping
for a similarly large number of creations, so it’s a nice confirmation
of the power of UGC rather than a surprise to hear about Spore.
Our
particular take on user-generated content in LBP focuses on making the
act of creation fun, in itself, which is something that websites like
YouTube and Flickr have yet to tackle directly. YouTube doesn’t help
you to make a video--it just provides a means of distribution. That
element of creative fun is one of the reasons that I think a higher
proportion of our players will upload original content, compared to the
web 2.0 examples.
Are there any other advantages to building
LBP around user-generated content besides the sheer volume of content
that players will create? Do you have any plans for this content
outside of the core game?
There were unexpected benefits, and
obstacles, to the actual process of in-house development. The games
industry consists of professionals trained effectively to ‘cheat’--to
make it look like much more is going on than there really is, given the
technical constraints of the game platform. The mark of a good artist,
for example, is to make the minimum number of polygons convincingly
convey a character’s face, or a building’s detailed architecture.
With
user-generated content, our mantra had to be 'don’t cheat'--in other
words, we can only build things that users could also build. Although
this is a surprisingly hard constraint to stick to, it has the huge
benefit that our internal toolchain--tools being the make-or-break
ingredient as far as game development goes, and the reason for the
flourishing middleware market--were necessarily very simple and fast to
iterate.
In fact, we treat all of 'our' content as user-generated
content--with all the attendant benefits. We can edit everything
in-game, live, with no expensive pre-lighting or visibility computation
or ‘compile’ steps that would typically take hours in a traditional
pipeline. So we actually ended up being a more agile team, better able
to deliver lots of content even with a very small team.In terms of
plans outside of the game, well, we will have to wait and see. I think
Sackboy as a character, for example, has been fantastically well
received and I would love for him/her to become an iconic character on
the PS3. That certainly would help us find interesting ways of
expanding the LBP universe and the content within it.
How important are tools and taxonomy to successful user-generated content?
Absolutely
vital! Lots of answers to this question :-) We can’t really comment on
Spore in detail, but certainly there were lessons learnt during the
massive iteration we did on our tools. As games creators we can choose
to implement UGC in a variety of ways--a whole spectrum that balances
simplicity with flexibility. By analogy, it’s the difference between
Apple’s Garage Band and Logic, or Photobooth vs Aperture. As game
developers, we subconsciously err towards the complex and flexible; but
the lesson we kept re-learning during development of LBP was that the
sweet-spot--where the tools are just complex enough to allow that
explosion of possibilities and creativity , but simple enough that they
are fun and accessible--is further towards the 'simple' end than we
first thought.
What similarities and what differences have you observed between the tools in Spore and the tools in LBP?
Despite
the fact that Spore approaches UGC in a different way from us--both in
terms of what you can create, and the platform it runs on (mouse vs
controller is a world of difference!), even the audience it
targets--despite all of those things, I’d hazard a guess that they’ll
have been through a similar process of simplicity/flexibility
balancing. Regarding taxonomy, well, this applies in a number of areas
but our take is that there are lots of mechanisms that the web
successfully uses to help users find the content they love. We’ve
chosen tagging, user-based rating and automatically generated 'related'
and 'recommendation' suggestions to keep a stream of fun content in
front of the user at all times.