Interviewed 2014. In creative games where users generate content, it's crucial to allow for "happy accidents" with the tools you give them. Too many constraints on tools hampers creativity and the overall user experience.
we really, one of the things that we’ve all had to get used to making the game, and particularly there have been some people on the team who’ve really struggled with that thing of like if we give that tool to people they could just break it, or they could create that number, like a good example is how do we, um, how do we help people understand the limitations that they have on a level so that they don’t start running at like five frames a second. And we had lots of different discussions about how we could achieve that. And in the end we were like we’re just going to give them a thermometer and they can figure it out so that they know which point it’s sort of becoming hot and they need to be careful, or they’re putting too much in the level. Because people do kind of need to figure stuff out. They need to be able to have the happy accidents. You know, if you’re -- if you’re doing anything creative, drawing a picture, painting a painting, even cooking, if you’re gardening, if you’re dressing, like anything, sometimes it’s that happy accident, the serendipitous moment that actually leads to something great. So, the more that you constrain people when you’re actually trying to give them the tool, almost the -- you’re doing them a disservice. People are smart. And people are able to navigate around, um, things going wrong. And we -- and, uh, and actually like we have seen what people have done in the community is often -- it’s often them taking a bug and actually playing with that that has created some of the most incredible content that’s out there. And that is to be embraced. It shouldn’t be feared. Um, and that’s, so that’s within our world of LittleBigPlanet, that was certainly the, you know, that was definitely the approach that we -- we took. I mean, you’re not, obviously when you’re making like in the play side you don’t want anything to go wrong and you want people to have that experience. It’s different when you’re, when you are focusing on like keeping people in a fantasy and playing through a game. Then you don’t want the world to explode and do crazy things. But when it comes to the tool, we really -- we didn’t want to, um, we wanted people to have all of the tweaks and to have all of the knobs to turn so that they could figure out how to make their own content.