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Scribblenauts (video game)

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Developer(s)5th Cell
Publisher(s)Warner Bros. Interactive Entertainment
Designer(s)Jeremiah Slaczka
Marius Fahlbusch
Matt Cox
Artist(s)Edison Yan
Composer(s)David J Franco
EngineObjectnaut (for development)
Platform(s)Nintendo DS
Genre(s)Emergent, Puzzle, Action
Mode(s)Single-player, Online Level Sharing

Scribblenauts is an emergent puzzle action video game developed by 5th Cell for the Nintendo DS published by Warner Bros. Interactive Entertainment. The game was released September 15, 2009 in North America [1] and will be released in late September 2009 in Australia [2] and October 2009 in the United Kingdom.[3] It is the third Nintendo DS video game made by 5th Cell, the first two being Drawn to Life and Lock's Quest. The objective of Scribblenauts, as implied by its catchphrase "Write Anything, Solve Everything", is to complete puzzles to collect "Starites", helped by the player's ability to summon objects out of a database of tens of thousands by writing an object's name on the touchscreen. The game is considered by its developers to help promote emergent gameplay by challenging the player to solve its puzzles within certain limitations or through multiple unique solutions.

Jeremiah Slaczka, creator of Scribblenauts, envisioned the game as a combination of solving life situation puzzles alongside Mad Libs. His vision was brought to realization through the "Objectnaut" engine created by 5th Cell's technical director, Marius Fahlbusch. Objectnaut allowed for a data driven approach, and a significant portion of the development time was spent researching nouns and their properties, and categorizing them into the Objectnaut database. This, along with the simplistic art designs of 5th Cell's Edison Yan, allowed for the team to easily add new words to the database without expending much effort to program new behavior.

Scribblenauts was first shown in a playable form at the 2009 Electronic Entertainment Expo, and became a sleeper hit, winning several "Best of Show" awards, being the first portable console game to win such praise. Reviewers believed that 5TH Cell delivered on their promise to allow nearly any possible object to be created for use in Scribblenauts, but also lamented that the choice of controls in the game hampered their full enjoyment of the title.

Gameplay

File:Scribblenauts.jpg
Screenshot of Scribblenauts. The top screen displays an image of the level and various indicators. The bottom screen shows Maxwell, using a helicopter and rope to bring a tree to a lumberjack.

Scribblenauts is an exclusively side-scrolling game controlled almost entirely with the Nintendo DS stylus, with the D-pad and face buttons controlling the camera and the left and right shoulder buttons rotating objects. The player controls a character named Maxwell, who must collect objects called "Starites". Maxwell is guided by tapping the touchscreen, or if the player taps an object, Maxwell will pick it up or be given other options for interacting with that object, such as riding a horse or bicycle or shooting at an object if he holds a weapon.[4] A fundamental element of Scribblenauts is the ability of the player to summon myriad objects into the game. This is achieved by writing the name of an object on the touchscreen (or via keypad).[4] For example, the player can write "ladder", summoning a ladder, which the player may use to climb to an out-of-reach Starite.[4] The player may turn the ladder on its side and set it on fire.[4] The player may also chain objects together, such as chaining a piece of meat to a pole and holding it while riding on a raptor.[4] As such, the developers consider the game to strongly promote emergent gameplay.[4]

Summoned objects range among animals, weapons, forces of nature, famous people (both fictional and real), vehicles, household objects, easter eggs of the development team,[5] and even internet memes.[6] However, the game does not include trademarked terms,[7] nor potential profanity.[8] The game includes a homonym system to offer the player possible choices between similar-sounding objects, such as distinguishing between a toy balloon and a hot-air balloon; there is also a spellchecker to provide close matches for misspelled words.[9] The North American release includes support for other languages including Brazilian Portuguese, European Portuguese, French, and Spanish, with French-Canadian and Latin American variants available for words in the French and Spanish language sets, respectively.[10] The United Kingdom version will also account for difference between American and British English, such as the differing meanings of the word "football".[11] 5th Cell has stated that the limit to what objects may be summoned is up to the player's imagination.[4] Players, using special software, claimed to have discovered that the full list of words is greater than 22,800 unique entries,[12] but, in response, Slaczka asserted there were many more than this number.[13]

The game is segmented into 220 levels over 10 themed areas, and each given a 4 star ranking based on its difficulty, with later areas featuring more high ranked levels. The player is also sometimes limited to a certain number of objects that he or she may summon in a level, and is required to complete each level using a different tool than was previously used.[4] Puzzles are given a par for the number of objects they can summon, typically being between two and four, though the player is free to summon more.[10] There are two types of levels - puzzle and action levels. Puzzle levels are real-life situations (such as having to open a piñata) where the Starite is awarded once the puzzle is solved, while action levels will appeal to gamers that prefer side-scrolling platformers, featuring switches, spike traps, and other similar elements.[14] Players are awarded "merits" for completing levels while meeting certain requirements, such as not summoning any weapon-like object. Once the player completes a level, a silver star appears on the level selection button and a "Free play" mode is unlocked. At that point, the player is given the option to play through the level three consecutive times without reusing objects or failing. Successfully completing the challenge grants the player a gold star for that level.[4][9][15] Scribblenauts presents a simplistic storyline, as the developers wished to focus on engaging gameplay.[4] The game always rewards the player with "Ollars", its in-game money, to allow them to purchase new areas, different avatars and other visual changes to the game.[16]

The game includes a level editor, allowing users to share these levels over the Nintendo Wi-Fi system. The player can start with any level that they have already beaten from the main game, and add new objects with new properties for the game that significantly vary from the normal behavior, such as having a bear able to eat a plane.[5]

Development

Scribblenauts was first conceived in the second quarter of 2007, near the same time that they had envisioned Lock's Quest.[4] Creative Director for 5th Cell, Jeremiah Slaczka, stated that they were seeking counterparts of Nintendogs and Brain Age, games that had attracted a much wider demographic than most other niche games, that 5th Cell could develop.[13][16] The concept of Scribblenauts came from a combination of a previous idea he had for the DS that was similar to Mad Libs and a dream he had about solving life-situation puzzles in rooms.[14] An additional idea that was envisioned by Slaczka was to allow players to write out complete sentences on the bottom touchscreen and having the sentence come to action on the top screen, but realized the game would be tedious and that players would only be interested in using keywords.[16] They combined these ideas to create the core concept of Scribblenauts.[16] Slaczka realized that the concept of the game may have been considered impossible by other programmers, but found that 5th Cell's Technical Director Marius Fahlbusch felt confident they could create the required elements.[4] As Lock's Quest was thought of first, they focused on releasing that game first while beginning the development of Scribblenauts. The game entered beta around May 2009, and had numerous play-testers exploring the game.[17] About half of 5th Cell's staff worked on the game.[4] It was developed alongside the DS version of Drawn to Life: The Next Chapter.[18]

The core engine of Scribblenauts is a data-driven engine called "Objectnaut" created by Fahlbusch.[4] Within Objectnaut, each object is given a set of properties, including physical characteristics, artificial intelligence behavior, and how the player (through Maxwell) can interact with it.[4] Five people from the team spent six months researching dictionaries and encyclopedias to create a large database of objects within the Objectnaut's framework, and then mapped out a hierarchy of data from this information.[19] For example, every mammal-based object in the game is given the property of having "organic flesh", allowing it to be eaten or turned into meat, without having to specify these functions for each type of mammal they used.[4] The Objectnaut approach allowed the team to create two distinct objects for words that may have similar meanings simply by adjusting each word's properties in the database: "lion", "tiger" and "leopard" while similar will behave differently and have different art assets,[20] while the only difference in the game between "croissant" and "danish" is that the Danish may be able to roll like a wheel.[18] The team made sure to balance the abilities of the various objects that could be summoned to avoid creating an "uber character" that would act as a skeleton key for solving all of the levels, and give players more courage to try different elements.[5] Slaczka noted that he would be frequently asked if certain difficult words were in the game when interviewed by the press, most of the time being able to respond affirmatively to these questions.[17] In an example given by Slaczka, a "hardcore" journalist wanted twenty minutes with the game to try to stump it during the 2009 E3 convention, but, according to Slaczka, "he had a real hard time stumping it and shook my hand" after that period.[5]

Each of the words programmed into the game has associated art with it lead by 5th Cell artist Edison Yan. The task of creating the art was simplified through the "minimal" design style of 5th Cell's previous games.[4] Each object is rendered as in 3D with objects acting as doll on a 2D plane.[4] This was chosen to avoiding having to create a large number of animations for 2D.[4] Level design focused on providing a large variety of situations, including splitting levels between Puzzle and Action types, to avoid having the player develop a limited toolbox of common words and not explore other possible solutions.[16] Both Merits and Ollars were added to reward the player for completion, with Slaczka comparing these to Xbox Live Achievements.[16]

The game primarily uses the touchscreen to control Maxwell and other objects; the developers considered using the directional pad of the DS but realized that they would still need to rely on the touchscreen for certain actions and thus focused most of the game's controls through that interface.[17] The game includes 5th Cell's own handwriting recognition system for writing down objects which Slaczka considered to be better than Nintendo's own system for Brain Age.[17] The team included a virtual keyboard in addition to this system knowing that even "the human brain can't understand chicken scratch".[17]

Customers with their "rooster hats" pre-order bonus wait in line for the start of Scribblenauts launch event on Sept. 13, 2009 at the Nintendo World Store in New York City.

Scribblenauts was originally developed without having a publisher for the game.[4] Slaczka noted that unlike other games where the developers could complete and polish a single level to garner interest while work on the rest of the game continued, Scribblenauts needed to show support for its large dictionary from the start, making it difficult to promote the game.[16] The company was in negotiations with a publisher in the early part of 2009, letting that publisher decide when it would be best to announce the game.[18] Warner Bros. Interactive Entertainment officially announced itself as the publisher for Scribblenauts in May 2009.[21] Slaczka noted that of the other publishers they talked to, they felt Warner Bros. was the best one, particularly due to their proximity to 5th Cell and their interest in the title.[17]

Promotion

Players who pre-order the game at GameStop and EB Games in the United States, Canada, and Australia will receive a replica of Maxwell's "rooster hat",[22] a term coined by Destructoid according to Slaczka.[5] The game was launched by a special event at the Nintendo World Store in New York City on September 13, 2009, with Slaczka and other 5TH Cell developers on hand for the event.[23]

Reception

Pre-release

IGN listed Scribblenauts in a preview of Nintendo DS games in 2009, labeling it as one of their top picks for the year. They described it as "quite possibly one of the system's most ambitious designs yet."[24] IGN readers ranked the world debut article about Scribblenauts as the eighth best Nintendo DS article of 2008 on their web site.[25]

The game was very well-received at the 2009 E3 Convention and was considered the "sleeper hit" of the show.[26][27][28][29] Scribblenauts is the first portable video game in history to win "Best of Show" awards for E3 from any major gaming media outlet.[30] The game was named "Best Original Game" and "Best Handheld Game" by the Game Critics Awards.[31] Scribblenauts was named the overall "Best of Show" by Gamespot, Gamespy, and IGN, in addition to other awards.[32][33][34] 1UP.com named Scribblenauts their E3's "Most Innovative" title.[35] X-Play gave the game its E3 "Best Original Game" and "Best Handheld Game" awards.[36] Ars Technica considered the game as the show's "Most Pleasant Surprise".[37] Joystiq performed a ten-word test of the game, and found only one word, "plumbob", was not yet present in the game, but were promised it would be in the final version.[38] Part of the success at E3 was considered partially due to the inclusion of then-recent Keyboard Cat Internet meme, which led to a grassroots-type excitement about the game at the convention.[29][33] Adam Sessler of G4 TV believed that Scribblenauts's E3 success was from being a small but successful game from a small company in contrast to numerous other AAA-titles from other major developers and publishers that have become standard for the convention, such that the uniqueness of everything about the game made it the standout title of the show.[39] Scribblenauts was given a much more predominate display in Warner Bros. Interactive's booth at the next major convention, the 2009 Comic-Con International.[40]

"Post 217" as drawn by 5th Cell artist, Edison Yan, based on a NeoGAF post, has been used as promotional material for the game.

One example of the possibilities of Scribblenauts that led to further attention to the game are given in the ESRB's attempt to describe the "cartoon violence" and "comic mischief" within the game as to grant it an "E10+" rating. The ESRB's description includes possible examples of the game's level of violence as "a club can be used to hit an animal; steak can be attached to a baby to attract lions; rockets can be lobbed at a man".[41][42][43] In another example, a post at NeoGAF in a thread dedicated to the game where Slaczka participates, describes the author, Feep, discovering during E3 that he was able to go back in time with a time machine to collect a dinosaur in order to defeat an army of robot zombies that could not be defeated with regular weapons.[7][29] The story, as memorialized as "Post 217", has lead to 5th Cell artist Edison Yan to create a desktop wallpaper image of the story, in appreciation of the positive fan response to the game, and the terms "Post Two One Seven", "Feep", and "Neogaf" have been included as summonable objects in the game.[44][45][46] The image has been used as promotional material, appearing as a insert poster for the Italian version of Official Nintendo Magazine.[47] Slaczka credits the word-of-mouth popularity of "Post 217" for part of the game's success at E3, and noted that he had contacted Feep to gain his permission to include "Feep" (appearing as a robot zombie) within the game.[48] The NeoGAF forums proceeded to expand on their praise for the game by creating a series of avatars of video game and other related characters (which will not otherwise appear in the game due to trademark issues) for their forums inspired by Yan's art design;[49][50] Yan himself has drawn several more avatars in the same style for other games such as Street Fighter II and Final Fantasy VII.[51]

Release

Scribblenauts was found by reviewers to live up to the premise that the game was built on in the ability to bring about nearly any object imagined into the game. John Walker of Eurogamer considered the game "an incredible achievement", with its word database "so utterly complete in its collection of everything ever in the universe" and its specificness on these terms.[55] Craig Harris of IGN asserted that "the developers fully deliver on [the] promise" of allowing player to summon nearly any imagined object, and, based on the core game alone, is an "incredibly versatile Nintendo DS experience".[54] Ben Kuchera of Ars Technica praises the game as "undeniably new and impressive" and urged for players to support games that take risks with their innovation.[58] Ray Barnholt of 1UP.com noted that while the game "isn't exactly the be-all end-all videogame" that it received prior to release, the game remains "unmissable" due to its sheer novelty value.[57] The game's feature of forcing the player to consider different solutions when replaying levels was seen by Anthony Gallegos of Gamespy as a "really clever way to encourage replayability while subtly upping the challenge".[56]

However, reviewers complained about the game's poor controls, to the point that the implementation "almost kills a fantastic game".[54] Reviews specifically commented how the touch screen is used both to manipulate the objects placed in the game and to move Maxwell; this would result in inadvertently having Maxwell walk to his death or to disrupt a delicately-prepared arrangement of objects prior to being ready to move him.[54] Craig Harris of IGN notes that while one can direct Maxwell indirectly, the character would often fail to avoid or overcome simple obstacles, similar to troop movements in real-time strategy games, such that overcoming these issues requires a significant amount of precise controls by the player.[54] It was suggested that while it was understood why 5TH Cell opted to use the touchscreen in this manner to avoid too much flipping between the stylus and face-button controls, they would have appreciated the option for customizing the controls.[54] The decision to use the touch screen controls was described by Walker as "possibly the most wildly stupid design decision of all time", and that if the movement controls were mapped to the face buttons, the game would have been a "beautiful thing".[55] Walker also questioned the choice to have the game's camera snap back to Maxwell as soon as the controls for it were released by the player, as it made it both difficult to set up objects that were off-screen from Maxwell, and to watch the results of certain interactions, such as fights between computer-controlled characters, that occurred off-screen.[55] When it is possible to connect objects to other objects, reviewers found that finding the connection points to be difficult, and would often trigger Maxwell to move.[58] Gallegos commented that there was no ability to rotate objects in the game, and thus would make certain objects such as cannons useless on some levels.[56]

Reviewers also identified some unexpected behavior from some objects or combinations of them, leading to a inconsistency in the difficulty of the various puzzles. Ben Kuchera of Ars Technica, in calling Scribblenauts a "a frustrating, often maddening game", described that he often encounters puzzles that, after trying several solutions that should have worked by common sense, he eventually happened upon a less logical solution that worked.[58] Walker considered the puzzles range "between uninspired and simple and frustratingly obscure and fiddly".[55] Many critics experienced that after getting stumped on a puzzle, they would often resort to playing around in the free play mode.[55] In particular for the action levels, reviewers found that they would be less likely to explore alternate solutions and fall into the pattern of using the same set of objects, making these levels repetitive towards the end.[59] The presence of the "Ollars" currency system allows players to skip levels they found difficult.[58] Kurchera also noted that with some puzzles, the game is often better played with others, including young children, as the combination of imaginative ideas will likely eventually stumble upon a solution.[58] Barnholt described the entire game as feeling like a prototype with its odd physics and not as polished as 5th Cell's previous games, though acknowledged the overall game is still an impressive feat for the small development team.[57]

Scribblenauts was also mentioned in XKCD comic #637 which criticized the critics http://xkcd.com/637/

References

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