The LittleBigPlanet studio wanted ”technology to simplify games,” not pile on greater burdens. Today’s dev tools like ”being punched in the face”.
”I think there’s a huge mistake that the industry makes as a whole and that is to talk about technology as this arms race – who’s got the coolest shaders and who’s got the most polygons,” said Media Molecule’s technical director Alex Evans. ”Why are we not using this fancy technology to make the images that we deliver more beautiful?”
”Back in 2005 when we started Media Molecule,” continued Evans, ”the next generation of consoles were just arriving on the scene and it was expected that the technology was going to be an incredibly difficult and complex barrier.”
”We were aware of this but really wanted to use technology to simplify games.” Developer tools have grown and become more sophisticated but that doesn’t necessarily mean it’s a good thing for studio creativity argues Evans, at a BAFTA Video Games Lecture.
”All the people who have a desire to create something end up being utterly miserable because they can’t iterate. It’s like being punched in the face – you have to fail at something to know how to fix it and if you can’t fail quickly you’re doomed.”
LittleBigPlanet 2 releases exclusively for PS3 January 2011.

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