GAME JOBS
Contents
Fountain of Scribbles: 5th Cell's Jeremiah Slaczka Speaks
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Sledgehammer Games / Activision
Level Designer (Temporary)
 
High Moon / Activision
Senior Environment Artist
 
LeapFrog
Associate Producer
 
EA - Austin
Producer
 
Zindagi Games
Senior/Lead Online Multiplayer
 
Off Base Productions
Senior Front End Software Engineer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [1]
 
Cracking the Touchscreen Code [3]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Fountain of Scribbles: 5th Cell's Jeremiah Slaczka Speaks
by Brandon Sheffield [Design, Interview]
6 comments Share on Twitter Share on Facebook RSS
 
 
October 9, 2009 Article Start Previous Page 2 of 5 Next
 

Did you play Crayon Physics before or after the concept came about?

JS: Oh, well after.



The grabbing of the shiny object as a goal, using procedural things to do so, it's quite similar. "Well, what's the most simple kind of goal?"

JS: Yeah. And that's how you make something really accessible to everybody. That was the whole point. You have the hardcore gamers, you have the casual gamers, and we wanted to make sure we could fit everybody because this is the Nintendo DS.

When I was actually looking at new ideas for us to do, I had to consider, "What's the DS about? What's the platform about?" It's about everybody. It's the most casual platform there is, but there are gamers on it, too.

It's a good point, because I feel like people are really going 100 percent either/or. They may say, "Yes, I want this appeal to everyone," but they're just saying it. They're not designing something that has the ability to appeal to both.

You shouldn't just make a first-person shooter, but you also don't have to necessarily make like a game about puppies or something. You can still have weird humor and quirky stuff in there, and make an interesting game. I feel like people get trapped.

JS: They do. They absolutely do. When we started 5th Cell, we wanted to make games that are completely different from everybody else, and not just different in a quirky weird way that's not going to sell and nobody likes it. We wanted to make awesome games.

We almost have that indie mentality, except for the fact that we understand that demographics matter. We're not just like, "Oh, we're making games just for us." We want to make them for everybody. I think that if you look at all of our games, they definitely try to do that broad appeal. That's kind of what we're about.

I guess I heard [5th Cell co-founder] Joseph Tringali saying, basically, "We want to make games that nobody else has made." I was like, "Whatever, guys. You guys just made a couple cell phone games. You think you're hot shit now? Well, okay."

JS: No, it's true. Actually, I was talking to Stephen Totilo at Kotaku, and he asked me, "What's the hot games?" And I'm like, "Scribblenauts." And he's just like, "Yeah, yeah, yeah, of course. A developer would say that about their own game." And I'm like, "No, no, no. I'm serious. Everybody's exploding at E3."

And people, journalists, are so jaded to PR people just slamming "It's the next best thing since sliced bread," that like when people are genuine about it and say, "Look, no, we're trying to change the industry. We're trying to do awesome things," they say, "Yeah, yeah, yeah. Whatever."

It's funny, I tell Stephen things now, and he says, "I tend to believe you when you tell me these ridiculously amazing things that I don't believe." But then I'm like, "Dude, have I lied to you yet?" He's like, "No, you haven't. You have not lied to me." We're not about that. I just tell the truth. We're gamers. We want to make awesome stuff.

The thing that to me is amazing about it is that the simple behaviors that these objects and creatures have when they're put in the world; they're simple, but they're logical. They're so logical that they can surprise you, that these simple building blocks can tell a story, and you can just extrapolate it.

JS: It's really cool. The stuff that you came up with -- I don't think people have written "gallows" as their first word. That's from your brain. That's where your creative process is going. That's what's so great about Scribblenauts. Like Mark [PR at Warner Bros.] was saying today, he was just watching people play, "I haven't seen some of these things ever been written or seen these things in the game ever."

That's what's sort of great, because you have no idea. We just give you a toolset and say, "Do it." Other people say like, "Oh, open world! Sandbox!" and all this stuff. But it's not really. You're in a giant square, and you can drive a car anywhere... sort of. But that's not really emergent or anything, you know what I mean?

 
Article Start Previous Page 2 of 5 Next
 
Top Stories

image
Gearbox's Randy Pitchford on games and gun violence
image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
Comments

Josh Milewski
profile image
I like the spirit of 5TH Cell's games and their attitude about their own work.

Stephen Northcott
profile image
Interesting read. I think people should watch Zero Punctuation's review as well as read this.

Stephen Northcott
profile image
Croshaw is indeed "tiresome, repetitive, smug", as you say.

But he's also pretty accurate at picking out a game's problems most of the time, and he doesn't base his views on the advertising inches the publisher has bought from him. It also doesn't take genius to spot obvious flaws, it has to be said. :)



My point was that Scribblenauts is flawed. Great idea. Badly implemented. I don't get any feeling that the guys behind Scribblenauts in any way get that the game has these glaring flaws, which is easy to miss / overlook when you sell bucket loads of a product. So I personally think Croshaw's comments are a fair rebuttal to what is also quite a "tiresome, repetitive, smug" interview above. :)

Joe Tringali
profile image
>I don't get any feeling that the guys behind Scribblenauts in any way get that the game has these glaring flaws



Trust me, we follow all reviews and understand the game wasn't perfect. As Jeremiah said in the interview, one of our biggest gripes is lack of development time to move our stuff from a 80s metacritic average into the 90's. That 10 points is all polish.

Alec Shobin
profile image
Great to see someone from the studio on these boards! Thanks for sharing your input. It's interesting that you point to the Metacritic review score as the definitive rating of your games... But I guess that's the best tool we have for determining the public's affinity towards a product.

Stephen Northcott
profile image
@Joe : Appreciate the reply. And good to know that you're tracking these things. :) I do love your concept.



@Jeffrey : Oh, I actually agree with you. I hate the rinse - repeat - churn out format of the big publishers. And applaud anyone who tries something new, regardless of it's commercial success or not. And yes I guess it seems harsh that when someone does something original and then misses the mark a bit that we all jump on them. But I think developers would rather have honest feedback than fawning admiration. Well, I know I certainly would rather it that way.



My criticism was of the implementation, not the concept (which is awesome).

I certainly did not advise people not to buy it. I think anyone reading here is very likely to make their own mind up regardless of any comment made here. So comments I make are based on the premise that we're all professionals and as such don't need to embellish our words with twinkly bits to mind people's egos.



My only hope is that the concept gets refined and implemented better in a revision or new release, and my comments were because I feel the game is being sold on the concept whereas the implementation disappoints somewhat. I say these things because I care about the Art, not the publisher - to be perfectly frank.



If you take a look at the implementation that people behind PixelJunk put into their ideas I would say that is a good yard arm to measure your attempt to hit the concept / implementation sweet spot. :)


none
 
Comment:
 




UBM Tech