Like, really crazy. It's so crazy, one of its level editing tools is practically a simplified digital audio workstation. That's bonkers. In fact, LBP2's audio sequencer was originally being considered as a stand-alone game. Ker-ray-zee.
According to Media Molecule's audio lead Kenny Young, Sony pushed the developer to create a music game when they saw an early version of the sequencer. It's a notion we could get behind.
The music sequencer was always one of those ideas we had simmering away in the background. [Media Molecule] had included it in the original LBP pitch to Phil Harrison back in 2006 to help demonstrate creative gaming, he said. Actually, Sony was pretty keen that we do it as a separate product altogether."
I can certainly understand the thinking behind that. But we like the fact that once you load LBP, it offers you a suite of creative tools all in one place, not to mention that the whole point of the sequencer is to solve the problem of providing music for those millions of community levels.
While the sequencer idea's been knocking around for a while, Young admitted that the feature's complex development meant it was only viable in the sequel.
It became clear that the only way the community would have access to a large amount of music was if they wrote it themselves, he said.
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