Sackboy embraced single-player and wanted to “encourage” the multi, not “compel”

As one of the PS5 launch titles, Sackboy: A Great Adventure, also available on PS4, set out to teach homework to adventurers who were involved in making LittleBigPlanet, which gave rise to the sewn mascot.

Level design, or, in good Portuguese, the creation of the phases themselves, their conception of design and paths that intersect, is a fundamental requirement for the player to feel welcome in that place, to feel invited to explore and keep playing.

To talk about these and other aspects, Voxel had the opportunity to speak with Ned Waterhouse, creative director of Sackboy. He even asked what my mark was on the last (and insane) time challenge.

Source: PlayStation / Disclosure

Single-player and multiplayer: same stages, different doses

One of the biggest challenges of level design is to create levels that can meet the lonely player, the one who prefers to follow his journey without involving friends, and also talk to the guy who likes to play together, locally or online.

On this, Ned said that the team wanted to “reach as many people as possible”, veterans and novices – a seesaw that is sometimes complicated (or impossible) to balance.

“Yes, it is difficult to create phases that speak to both types [single-player e multiplayer]. That was one of our biggest challenges. The difficulty is progressive: enemies and obstacles increase as you advance. We like the idea of ​​encouraging multiplayer, not obliging ”, he explained.

-Source: PlayStation / Disclosure

DualSense, by the way, was another layer of novelty for the Sumo Digital studio. “We had a great opportunity to work with something new. The grass, the land, the jumps, the impact on enemy blows … DualSense opened up many possibilities for us and it was really cool to be able to define different types of reaction in the control ”, he said, in contrast to the most common experience model of DualShock 4.

We wanted variety. Give new mechanics to encourage and facilitate cooperation and teamwork, without harming the single-player

Asked how the variety of mechanics can give the player the feeling of something new at each advanced stage, Ned was emphatic: “We wanted each stage to be unique. Offer mechanics that encourage and facilitate cooperation, but do not oblige. Teamwork is a facilitator, not a requirement, ”he said.

-Source: PlayStation / Disclosure

“Trust” your partner, but be wary

In several cooperative stages of Sackboy, players are faced with situations that require mutual trust. On one of these occasions, the top doll must hold an illuminated creature while the other, below, walks on platforms that appear and disappear as the light reaches. It is a double coordination of “giving belly”, we said.

To which Ned replied: “Yes! We wanted players to feel challenged. That the family, playing together, felt that way. The same goes for time challenges. We wanted you to master these phases. That’s why we even included online mode two weeks after launch, to make some fine adjustments and make the experience as solid as sofa multiplayer, ”he explained.

In a bold question, as a curiosity, I asked if Ned would imagine a Sackboy in an open world, similar to what happens in the LEGO franchise games. “We like the cooperative experience. We love the reception[The[aSackboy]… this type of gambling will always be our focus ”, he replied, slightly evasive.

-Source: PlayStation / Disclosure

Check out our review

Be sure to check out the full verdict that Voxel gave on Sackboy: A Great Adventure, in an analysis that shares different tones of the aforementioned content.

The title is available exclusively for PS5 and PS4. Have you explored this journey? What do you think about stages that mix single-player and multiplayer without detracting from the experience? Tell us below in the comments.

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