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Logistically, did you have to go
literally word-by-word...
JS: To find the words? Yes.
I guess you had to put them into groups?
When I wrote "gouda", I just got a Swiss cheese wedge. Did you do something like,
"Okay, all these words are under cheese."
JS: Yeah, definitely. There are definitely synonyms. It just depends how
important it is. Is gouda a big thing? What you're going to
get back in terms of the art, it's still going to be cheese. Gouda is the same thing. Maybe like
Limburger is slightly different. It makes people run away because they're
afraid of it because it's stinky.
Other
than that, if it's really basic, like a box and a crate, it's the same thing.
People aren't going to go, "Where's my box? Where's my crate?" That
doesn't make sense. When things really make sense, we have android, robot, and
cyborg. We thought those were different enough so we made them different. We
made sure that they're all completely different, acted different, look
different. It really just depends.
Obviously,
we have a limited development schedule, so you can only fit so much in. We just
try to make sure that everything... We have like brown bear, polar bear, and
black bear. They're different bears. They look different, and they act
different.
How many different behaviors do you
have?
JS: It depends. Here's another thing that's going to sound PR-y and like fake
but it's true -- we had a QA plan that was set up during the middle of
development, and we were wondering how we were going to QA this. We found we
can't. It's not possible. No human can ever interact with everything. It's not
possible. We just kind of hope that it all works and that it doesn't crash and
that it doesn't break.
We just
make the system and make sure it works. Then we check every object and say,
"Oh, does it work?" We have no idea. If you freeze your airplane,
take it back in time on a time machine, put an old man on it, come back, and
set it on fire, what's going to happen? I don't know. You can't test that. How
do you test that? It's impossible.
Do you have to do that stuff all on a
case-by-case basis, or is there stuff where with brown bear or black bear, or
brown cat and black cat, we're just going to do palette swaps on these or
something like that?
JS: Every object has been tweaked. There's a system that takes the hierarchy of
everything and says, "Okay, where does this go? Where does that go?" And
then we tweak them. It fills out the basic. This is AI, so we know that an AI is
going to walk around. And then you can insert what is it afraid of, what it
likes, how many hit points it has, can it swim, will it fly, it will drown,
does it like fire, does it hate fire, is it going to die in fire? All these
things you can tweak, and then you can get really, really nitty-gritty with
everything.
So, those are all tweaked by hand.
JS: Yes, yes.
A lot of projects are programmer-led or
artist-led. There's a lot of art in this game, but it seems in a way that this
game requires almost as many designers as artists to tweak that stuff.
JS: Yeah. I think our company is very designer-led. If you look at our games,
all through our games, Drawn to Life,
Lock's Quest, Drawn to Life 2 even, and Scribblenauts
-- Drawn to Life 2 not as much -- but
they're all very, very different. They're all on the same platform, that's
about it. That's the only thing that's the same between them. Everything else
is different.
Lock's Quest is isometric, completely revamped
everything. It's normal to program things like, "Oh, we're going to make
an FPS engine, and then we're going to make a boring FPS with a boring story
and random enemies." Who cares about that stuff? We're just like,
"What's cool? What can we do? What's the next great idea? Let's do it. I
don't know how we're going to do it. We'll figure it out as we go."
That's
Marius's job. He's really on board, and so are all the programmers. They're
really on board with following the design and saying, "Look, we're doing
something completely different. We're not taking a racing engine and then
making another racing game, and then taking that and making the sequel to that
racing game." All our games are completely different from each other.
There are not many companies that do that, to be honest. That's kind of an
indie spirit. A lot of independent developers will just be like, "I want
to make this. This is cool. I want to make that. That's cool."
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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. :)
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.
@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. :)