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Posted Monday, August 25, 2008 8:59 AM

I'd Like To Thank the Academy: Mark Healey on LittleBigPlanet Winning The Game Critics Awards For Best Console Game and Best Social/Casual/Puzzle Game

N'Gai Croal
 LittleBigPlanet, developed by Media Molecule and published by Sony Computer Entertainment

After the results of the Game Critics Awardswere announced two weeks ago, we reached out to several winners for their reactions and some updates about their games in progress. Media Molecule's LittleBigPlanet triumphed in two categories: Best Console Game and Best Social/Casual/Puzzle Game. We emailed some questions to Mark Healey, creative director at Media Molecule. Here's what he wrote back:

Last year, LittleBigPlanet won Best Original Game. This year, it won Best Console Game. Do you feel as though you've graduated with this year's win? Were you surprised that LBP beat Rock Band 2 and Guitar hero World Tour for best Social/Casual/Puzzle game?

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It's always nice to win things--and these two awards are especially cool--but the fact the these are awarded to an unfinished game is quite scary--it shows that there is a lot of expectation for LBP--but luckily we're all really proud of what we've created here at MM, and I'm sure we'll more than meet people's expectations. Once it's out there, and it starts evolving, that's when the fun really begins...

How have you gone about recruiting other developers inside and outside of Sony to create levels in LittleBigPlanet?

Well, internally, everyone here is constantly dabbling with the creative tools--it's hard to get any work done sometimes, as it really is a lot of fun--there was a whole day when everyone was trying to outdo each others ‘tanks' - the final winning beast was an incredible feat of engineering. As for people outside making stuff pre-launch, there's lots of exciting things happening, Sony have been great at organizing this stuff--I can't spill the beans right now, but there are some pretty prestigious people getting involved!

Journalists and developers alike have been excited for LittleBigPlanet since its inception. What do you need to do to build similar excitement among traditional gamers? What about non-traditional gamers? Will there be a demo?

It's always been hard to describe LBP to people, and the way to win people over has been to let them play it, so a demo is essential in my eyes. We hope that simple word of mouth will play a big part--once the community starts getting stuck into what is possible with the creative tools, I think it will be hard for people to resist coming to check out the LBP universe...

What is left to be done before LittleBigPlanet ships, and how do you plan to approach post-launch support for the game?

Before it ships, we have to find all the bugs we can--it's an incredibly complex and powerful piece of kit we are unleashing, and we want to be sure everything works as it is supposed to! Post launch, we want to nurture and contribute towards the community as much as possible, and expand LBP in whatever direction it feels like it wants to go. It's really quite a big experiment. I can't wait to see what happens.
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