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Fountain of Scribbles: 5th Cell's Jeremiah Slaczka Speaks
 
 
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Features
  Fountain of Scribbles: 5th Cell's Jeremiah Slaczka Speaks
by Brandon Sheffield
8 comments
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October 9, 2009 Article Start Previous Page 3 of 5 Next
 

Logistically, did you have to go literally word-by-word...

JS: To find the words? Yes.

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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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Comments

Josh Milewski
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I think I'd really love to get an internship at 5TH Cell. I mean, I've got to do an internship or some kind of research at school in order to get my CS degree (it's a graduation requirement), so I'm planning on trying to get an internship for next summer, but I'd really really like to do one in game development.

And the spirit of 5TH Cell's games and of their attitude about their own work is just so.. good.

Ah man, it's like a dream, haha.

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

Jeffrey Parsons
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I don't particularly like Scribblenauts, but I completely fail to understand how Ben Croshaw's opinion of it matters. I realize he has picked up a crowd of people who like his tiresome, repetitive, smug, world-weary-cynic ranting, but those who realize he's just another failed game designer with a huuuuuge chip on his shoulder tuned out of his monochromatic, kiddie-pool depth schtick a while ago.

Stephen Northcott
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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
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>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
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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.

Jeffrey Parsons
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"My point was that Scribblenauts is flawed. Great idea. Badly implemented"

This may be the case - liking it, like Croshaw's act, is a matter of personal taste. And I'm certainly no fan of the tremendous hype that seems to accompany certain games from the indie sphere.

But the double-edged sword of game development seems odd to me. On the one hand we have people complaining that nothing new is tried. On the other we have people who complain endlessly when something new is tried, but it isn't pitch perfect.

I'm not a fan of Scribblenauts, but I wouldn't take a stance advising people not to buy it. It's cheap, it's portable, and it has some appeal.

Stephen Northcott
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@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. :)



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