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The following is a reprint of an article previously published at http://www.tracilawsonmedia.com
I don’t remember when I first read about ScribbleNauts, but it feels
like it was almost a year ago. The anticipation has been brewing on
this one a long time, and it paid off for Warner Brothers and 5th Cell,
because it has been the top selling DS game
since its release. It truly is an innovative game. It’s a side
scrolling puzzle game where the player has to solve various
predicaments they encounter, such as keeping ants away from a picnic,
or gathering flowers for a florist. When you complete the mission, a
Starite appears and when you’ve touched it, you can proceed to the next
level.
So what’s so innovative about this game? To solve the
puzzles, you have to write. Our hero, Maxwell doesn’t have any of the
tools he needs to solve these problems. The player must use her
imagination to decide what Maxwell needs. Anything she writes down
pops onto the screen. Then it’s only a matter of manipulating the
items you’ve conjured to help Maxwell get the task solved. Rumors on
the internet say the dictionary is loaded with over 22,000 possible items you can summon. Sounds like the makings of a terrific game!
When
my copy of ScribbleNauts arrived in the mail, I told my boyfriend all
about it. He hadn’t heard of the game, but after hearing my
description, he curiously looked over my shoulder as I started up my
DS. About
5 minutes in, he walked away and asked me to call him back over
when it got good. One thing was for sure. This game ignored the rule
of giving your players something fun and exciting from the get go.
What does the game start with? A mandatory and lengthy
tutorial with lots of reading. Borrrrring! Tedious, and unnecessary.
It would have made much more sense to allow players to figure out the
simple introductory levels on their own and enjoy some fiero type of fun
without interrupting their thought processes with boxes of
instructional text. When you encounter a hammer and a wall, you are
told step by step to first pick the hammer up, and next you are
instructed to bash apart a plank. In the next stage, they give you a
shovel and tell you that you can dig into dirt, but not rock. Before
you prepare Maxwell to make his first jump in the game, a pop-up box
actually interrupts you to say “Maxwell automatically jumps over small
obstacles, gaps, or ledges during movement.” I would assume they did
usability testing with grade school aged kids to see if they would
understand how to play the game, but I am skeptical that players
wouldn’t have been able to figure out any of these things on their own,
so that leaves me to wonder.
Another thing that’s confusing
about the game are the so-called “hints” that are forced upon you at
the beginning of every level. Now, the creators of this game clearly
give their players a lot of credit, presuming they will be smart enough
to know what objects to conjure to help them solve the puzzles. On the
other hand, they don’t expect the player to be able to figure out what
needs to be solved in the first place. They spell it out for you.
This takes away from the creative problem solving opportunity and
instead makes the game more of a worksheet-like, ‘follow these steps’
activity similar to what children experience in so many school ditto
sheets. It also eliminates the opportunities for fiero that the game
would have otherwise had if they had just left it alone. For
example, one level features a kitten meowing on top of a tall house,
and an upset young girl on the ground, looking up at the kitten. You
might like to take a split second to decide that your mission is to
rescue the kitten and reunite him with the girl, but the game doesn’t
take any chances that you won’t be able to figure that out. A “hint”
automatically displays every time the level is loaded. It makes the
game feel very unnatural to on one hand be trusting the player with so
much creativity, and at the same time assume they won’t be able to make
sense of even the most straight forward scenarios. I’m sure advanced
levels in the game are more complex and may stump the player enough to
require a hint. A better alternative would have been to integrate more
natural hints, like allowing Maxwell to talk to characters about what
distresses them, or having a button you can hit to request a hint when
you really need one.
The word selection in the dictionary is
also a curious thing. The game is rated E10+ by the ESRB, because it
includes weapons and enables mild violence. The dictionary includes a
gun, a knife, and other weapons. You can use them to kill other human
characters in the game, and animals. Sometimes, the game even appears
to be encouraging you to do so. In Level 1-11, a bee attacks you and
prevents you from completing your task. I tried everything I could
think of to trap the bee and keep him out of my way. I created a
beehive I thought he might like to go into. I conjured a flower,
thinking he might forget me and go collect nectar. I tried using a net
to catch him. All of these were fruitless. The bee kept attacking me
anyway. So next, I made a gun and shot him. That got him out of the
way. Was this really necessary?
When my boyfriend tried the
game, one of the first things he tried to create was poop. What kid
doesn’t like poop? Every animal makes poop, and poop has so many uses. Why not include poop? But no, there’s no poop in this game. Knives. Guns. But no poop. *shrugs*
The user interface certainly has its problems too. Chief among them is the fact that you move items in the same way that you move Maxwell, and that is by tapping the area with your stylus. It's very easy to move Maxwell when you only intended to move an item. In most instances, this is just obnoxious. But sometimes when you are interacting with objects in a dangerous area, say you're trying to build a cage around a ferocious animal, then one errant tap will bring Maxwell right over into harm's way. Incredibly frustrating, and entirely preventable from a designer's perspective. They could have easily designated the + control to move Maxwell, and kept the X Y A B buttons for camera movement, rather than having both sets of buttons serve the same function.
All
in all though, this is a terrific game, and I feel bad about dwelling
on the bad parts. It’s just frustrating to play this game and know
it’s so close to perfection. It's very sad to think about how much better the game could have been with just a bit of child usability testing. With sales numbers this high, it seems
likely they’ll want to make a sequel. I hope they smooth out these
imperfections and bring us a game that’s even more enjoyable in future
iterations!
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It has a lot of problems...you pointed the worse, the painfully awful terribly bad movement control that can be avoid just asigning the L button to swap between Maxwell's movement and the camera/objects movement (or the way you suggest).
then, there are problems with the dictionary...lots of it, at least in Spanish....as there are lots of words that exist in english that do not work for spanish...strange localization!
you can conjure lots of things, yes...but most of them are totally useless (or the same item is used for two different but similar things)...and some things that have a clear functionality donīt work at all...for instance you cannot stick glue to a wall and then use a table there to avoid one starite to fall on the lava, as the wall doesnt show any of the stick points. So you ended frustrateds trying to be original with your way to finish a leven but in the end you go for the very usual BLACK HOLE and WINGS (probably the two most used items for me).
And speaking of WINGS...several of the item that allow u to fly are totally messy, you go to a cliff or so, press the air, and maxwell jumps...instead of flying...and normally he dies....the best way to get to fly is first jump and touch several times with the stilus the air ABOVE maxwell and then go to the point u wanna go, but doing so u lost some of you air time as items like WINGS and FLYING CARPET only have a limited time to fly before they fall.
Another frustrating problem is the bad collision detection...lots of times you try to jump over something (like say a wood bridge) and suddenly the game decides that u have crash with it and then the bridge moves and falls to the water and you follow it...
what i want to say with all that it's that SCRIBBLENAUTS is a very frustrating game for the way it has gone from the great idea to the not so great gameplay....
anyway it's an interesting puzzle game, 5th cell are a great Ideas developer....but as a games developer, they still have to polish their skills a lot (most of what I say here can also be applied to the wondefully thinked, but below average platformer, DRAWN TO LIFE)
PD: thanks for the edit option!!!! :D
Anyway, the game is very unique and different, but it is more like a tech demo/playground/sandbox than a real game.
By the way, regarding the bee, it's not necessary to shoot/kill it yourself: I succeeded in getting rid of it by having it eaten by the pirana in the pond! :P
The fact that "poo" isn't included as a word makes perfect sense for a family-friendly game: there would be a huge uproar in the media if it was present - just look at the fuss over sambo!
Shooting things may be an easy way out for some puzzles, but it's worth noting that the developers have an explicit "no weapons" bonus to encourage more creative thinking.
There are problems with the user interface, but while I may not appreciate some of the issues highlighted above (being a jaded old gamer who doesn't want tutorials or hints), I do understand how important they are for people without the same level of domain knowledge!
My point was that the game doesn't need a tutorial at all. The parts of the game that the tutorial helps you with are either intuitive, or could have been made more intuitive with better user interface. I don't think it can be written off simply by saying I'm a jaded old gamer.
Poo is hardly as offensive as an ethnic slur. Also, I read today that 'turd' is in the dictionary, so I guess it's just a matter of using the same vocabulary as the game designers. I haven't checked for 'turd' in the game myself, but it was mentioned in a Gamasutra article that ran today.
It's true, they do have a "no weapons" extrinsic reward bonus for players that find satisfaction in those. The peace loving hippie in me wishes they had just not included weapons at all, because I don't think they add anything to the game. My real frustration is that so many sensible solution methods (like using a flower to distract a bee) fail to work, where the weapons do work. And this is really counter intuitive anyway. Who could shoot a bumble bee with a gun?