Last night, Media Moleculeâs David Smith accepted four awards for LittleBigPlanet at the Game Developers Choice Awards. Iâm amazed heâs awake enough to lecture on the gameâs physics this morning.
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âI think what a lot of people mean when we talk about physics in games [is that] itâs more complex, emergent phenomena⊠that weâre trying to use in LittleBigPlanet. You can make things seemingly more complex than the sums of its parts.â
You need good physics in a game, Smith said, because âit helps you to suspend your disbelief in the world around you.â
Itâs not enough to just have ragdoll physics. Smith says that âdevelopers feel you can somehow get something for nothingâ by going this route, but theyâre actually making their game suck by not taking into account all the things that can go wrong with ragdoll deaths.
In LittleBigPlanet, the challenge of physics was all about letting things go wrong â within a certain stretch of reason. Having the world be 2D instead of completely 3D allowed Media Moleculeâs physics engine to handle a certain amount of chaos without creating an environment where everything could lead to a crash.
âIf you really need to have all that strong control of what the playerâs doing,â said Smith. âYou probably shouldnât be using physics.â
Beyond that, it was all about finding out what the Sackboys could and couldnât do. This was a lot harder than just letting the characters run around in the environment because the development team found that there was a conflict of interest between what people knew they could do in real life and what they thought they could get away with in the game.
âYou donât really think people can change direction in mid-air, do you?â Smith asked the audience.
I was about to raise my hand, but he changed slides to talk about how things like âair controlâ (where, yes, Mario can jump several times his own height and change direction mid-jump) and other video game expectations got in the way of LittleBigPlanetâs physics engine â particularly when level designers bought into the expectations.
âA level designerâs expectation is that a jump will take you to the same height no matter where you do it,â Smith said. âSo you have this situation thatâs kind of unpalatable to level designers [like] flipper objects that â if you jump when that flipper is turning â [propel you] very high into the air.â
Smith says he got around that particular snag by programming the Sackboysâ legs to bend when they hit the flipper â like youâd do in real life to absorb the impact of something coming at your feet really fast.
âShit happens,â said Smith said, rounding out the talk. âMore games should consider embracing the chaos of physics. There are problems, but they can be creative opportunities.â
And itâs this kind of thinking that rakes in the statuettes. Take note, kids.