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Yeah, Scribblenauts definitely resonated well with press in the pressroom
at E3 because when most people were asking what people liked at the show, just
making small talk because everyone's tired, Scribblenauts
would come up, and they would tell their individual story about what kind of
weird thing that you'd done. It's weird to actually be excited about a game.
JS: I know. That's what's funny. I think that's why Scribblenauts has resonated so well with the press because you guys
see everything. You see so many shows, and it's like, "Here's another FPS,
and the reason why it's innovative is because it has an ice gun!" And you're
like, "That's not innovative. That's an ice gun."
I
literally saw -- and you're one of my favorite examples -- just these hardcore
jaded journalists like, "Okay, I'll check this game out. I heard it's kind
of cool." Literally, the whole facade of being jaded and stuff, I'd just
see them smile and be like, "This is fun. This is cool. What is
this?" They're like 10-year-old kids again when they first discovered
video games. They went back to that. It was awesome. Just time after time after
time, journalist after journalist after journalist just kept on doing that. I
was just like, "I knew Scribblenauts
was cool, and I knew we had something on our hands, but I never knew it was
gonna be like that."
I think for the journalists
specifically, it has to do with everyone at least on some level enjoying
writing. And your game deals with words and language. I can try to think of a
weird word and have it actually show up; that's kind of cool. It makes it feel
like what's happening is a product of your imagination.
JS: Yeah, yeah, right. It's yours. It's your imagination. It's your thinking of
it. What's really cool is that Scribblenauts
is -- I play a lot of DS games. I've played probably every major DS game that
came out, and even a bunch of minor weird ones.
I haven't
seen another DS game where there's like a party, where people just sit over
each other's shoulders and they'll be like, "Look at this. Look what I
just did. I want to share it with you." Nobody's like, "Hey, check
out my puppy." They maybe will for like five seconds, but they're not
like, "Yeah! Let's all crowd around and watch the puppy for an hour."
How long was the development process,
from concept to completion?
JS: About a year and three months, which is crazy. That's probably the only
thing I don't like about 5th Cell's development. It's just how it is. That's
the way it is. We're competing against companies like Square Enix and Nintendo,
triple-A products.
People
hold us to the same standard, which I'm totally fine with -- I want them to
hold us to that standard. But they get three years, and I get one year. That's
the big difference. I feel like a boxer with one hand tied between my back. I
can make incredible stuff in three years, you know. I made Scribblenauts in one year. What could I make in three years with
their budget? That's just how it is. That's just what you have to deal with.
Well, they have three years because they
have multiple teams and all.
JS: Unlimited pockets. That's fine. That's just how it is. They deserve it
because they got there. They built themselves up to that point. We'll get there
eventually.
Do you foresee yourself becoming large
in that way?
JS: Yeah. I'd love to. I'd love to be large. We still want to do original
stuff. We'll always do original stuff. Self-funding, self-publishing. I don't
know, we'll see where it goes.
Do you want to move on from handheld?
JS: We are. We're already doing that. This year, we're actually done with
handheld for original titles. We're not going to spend our stuff on new
original titles. We'll put that onto consoles. Not that we're going to ever do
handheld again, that's definitely not true. It's just for right now, that's
just where we want to go because we want to expand and get to where we're
comfortable, and then see what happens.
What kind of scale are you looking at on
console?
JS: Right now, we're making a $120 million... No, I'm just kidding. [laughs] We're
doing an Xbox Live Arcade title next, and it's going to be pretty big. It's
going to be really cool. We're very excited about it. It'll be cool.
Did you announce that yet?
JS: No, it's unannounced. It's totally not ready to be announced. It's far
away. The only thing that we've really announced is we're working on console
stuff, and we'll see where it goes.
I wish you success on that. But do watch
out, because getting bigger is how people become generic. That's all I'm
saying.
JS: I don't think that will ever happen with us, though.
A lot of people have said that.
JS: I guess. Well, everything we say comes true. [laughs] See, but we grow up
smartly. We learn. Because we actually grew really big way back in the mobile
days, and we learned that that's a bad thing. So, we grow smartly. We don't
grow just by hiring 200 people and firing them in six months after we don't
need them. We've been around for six years, so we vet potential employees. We
just go through tons of people, and do a big, deep interview process to make
sure that we're really happy with people that we've got and grow smartly, not
quickly.
Growth
for growth's sake is stupid. I guess on paper, you could be like, "Look,
we have 200 employees. We're awesome." But at the end of the day, if they're
no good and they're making crap, it's stupid. That's why we stuck on DS for so
long. People always ask us, "Why did you do four DS titles? Why haven't
you gone to consoles yet?" It's because we have all this awesome tech [for
the DS]. We still have ideas we can do, and it's all about the idea. Like I
said, if I come up with another Scribblenauts
idea, and say it would fit on DS, we're going to do it.
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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. :)