From LittleBigPlanet to Dreams: Media Molecule and the Future of DIY Games

From LittleBigPlanet to Dreams: Media Molecule and the Future of DIY Games
Fire up your console today and you'll find a rich library of games that puts gaming in the player's hands. Super Mario Maker 2 and Dragon Quest Builders 2 are just two recent critically acclaimed examples, while Minecraft is now the best-selling game of all time. This of course has its history in PC modding culture and goes back to computers like the Commodore 64 which, in addition to its own software library, allowed anyone to program their own games, giving birth to home room programmers. . Sunset of the eighties. But these encoding options didn't really exist for the game console, especially since they were more considered entertainment for the TV in your living room than a workstation. All this has changed with LittleBigPlanet on PS3, its creators Media Molecule, led by former members of Lionhead, a studio that has embraced a culture of do-it-yourself with technology and giving to gamers.

Console creation

LittleBigPlanet introduced the game to be built into the mainstream, with an emphasis on sharing. LittleBigPlanet introduced build-to-build gameplay into the mainstream, with an emphasis on sharing. (Image credit: Media Molecule) "We think people like to express themselves in different ways, like gardening, sewing or making music," said Siobhan Reddy, co-founder of Media Molecule and head of the studio. "The idea was to give gamers a home to take their experiences with the Commodore 64, Lego, dress up, all those things that we all love collectively, individually, and bring it to a console experience." In 2006, LittleBigPlanet was introduced as a platform game where you can also create and share your own levels. This coincided with the rise of user-generated content sharing platforms such as MySpace, Flickr and YouTube. There were doubts along the way. "The idea was to give gamers a home to take their experiences with the Commodore 64, Lego, dress up, all those things that we all love collectively, individually, and bring it to a console experience."

Siobhan Reddy - Media Molecule "I think what became more and more difficult over time was believing that we could create a creative community," says Reddy. The real test came with the game's public beta a month before launch, as he remembers seeing the results on his conference room screen. "We knew it would take about a half hour for someone to come out on the cutting edge of the game that would unlock Create," says Reddy. "So time is running out and we're wondering: Is anyone going to post something?" And then when we saw this first creation, we said, okay, okay. And then it just went on and on. LittleBigPlanet has allowed for incredible player expression and customization, both in its adorable mascot, Sackboy, and in its levels, while respecting the limitations of a physics-based platformer. When the team released LittleBigPlanet 2 in 2011, they were ready to break free of these restrictions and move towards something much freer and more ambitious, which leads us to Dreams.

No dream too big or too small

If you just want to paint, carve, or doodle on Dreams, well, you can. If you just want to paint, carve, or doodle on Dreams, well, you can. (Image credit: Media Molecule) It's currently not available to access Dreams on PS4, but there's no easy way to describe it. You can of course use it to create your own games, while the final version will also include a fully playable campaign, but it's a rich set of creative tools like Photoshop, Blender, Garage Band, and YouTube. Just playfully. using DualShock 4 or PlayStation Move controllers. And while the endless possibilities may seem daunting to anyone with White Linen Syndrome, the beauty lies in the fact that you can indulge in just daydreaming and tinkering with just one item. There may be people who still want to make their own solo projects, but if you want to create beautiful environments or interesting character models, the creations become their own reward on the Dreamiverse, one of Reddy's favorite trends. Being the abundant variety. The animals that the players make. "It's the dream: that people care about each other's ideas."

Siobhan Reddy - Media Molecule "I particularly like the pelican," says Reddy. "And now, we've created two little games on the pelican and I really like that it has a bit of a life of its own. This is the dream: that people are interested in the ideas that they share." There is also a wealth of materials, from detailed tutorials covering the basics to masterclasses, as well as regular discussions with communities to encourage you to follow the different courses available. "You can go in there and just put a game together, but I also notice that people get a little bit more into logic or animation," Reddy says. "You may continue to stick to collage or gradually learn different aspects of game development, sculpting, animation, or music. Wherever the atmosphere takes you, we want to offer you a route."

Perhaps not surprisingly, the dream community really likes making animals. Perhaps not surprisingly, the dream community really likes to make animals. (Image credit: Media Molecule) To some extent, Media Molecule has evolved from a traditional game developer to tool builders as well as curators and moderators, thus fostering the creation of a creative community. It's probably advantageous to train this community early on, in smaller numbers earlier, to avoid drag or toxicity that can be detrimental to other games. According to Abbie Heppe, community leader, Dreams already has a positive community from the start. After all, the most used words in the community have been "love" and "thank you". "I think that while there's always been a thirst for people to play, there's also the fact that people like to put their own mark on the games they play."

Siobhan Reddy - Media Molecule "I think part of it is motivated by the fact that people are doing creative things and they need to be known," says Heppe. "You see it at professional conferences as well. People need this kind of support, feedback and encouragement from those around them. This leads people to think about how they react and how they react to others." Dreams is without a doubt the most sandbox ambitious to create just about anything you can imagine, but Reddy also so modestly describes it as one of many creative experiences, especially when even today's traditional games offer something for everyone. their own creative modes, be it Overwatch, Fortnite, or even Assassin's Creed Odyssey. "I think even though people have always had a thirst for games, there's also the fact that people like to put their own imprint on the games they play," says Reddy. "I like the fact that this generation is growing up where it's pretty normal for creativity to be a part of their gaming experiences. It's really cool that we're a generation where we celebrate this, because obviously it's something we love."