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Scribblenauts Preview

DS Preview by Christian Donlan

6 February, 2009

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One of the most dependable joys of writing about videogames is hearing the implausible claims made by developers regarding their latest titles: "hundreds of separate light sources", "the frame rate will be locked at 1600fps", "it's basically interactive storytelling", "this time, you'll really care about Falco Lombardi". But Scribblenauts tops them all. This mild-mannered DS game has a premise so staggeringly unlikely that when you first hear it you may find yourself trilling with dainty laughter at the very thought of somebody trying to pull it off. "Yeah," sighs lead designer Matt Cox, the very somebody in question. "We tend to get that reaction a lot."

The premise is this: Scribblenauts is a platforming puzzle game, in which Maxwell, a chirpy cartoon boy who appears to have had a be-quiffed television set jammed over his head, has to collect Starites by completing a variety of challenges - dislodging one from a high tree, for example, or winning one as an award for helping an old man pass an eye test. "WarioWare is the best analogy for the way the game plays," says Cox. "It's different kinds of situations, one after the other, with a wide range of challenges." And the implausible bit? To beat each level, the player summons objects to help Maxwell, by writing their name on the bottom screen.

Yes: any object.

'Scribblenauts' Screenshot 1

Scribblenauts' graphics are a mixture of 2D backdrops and 3D models - a little like New Super Mario Bros.

Well, any object within reason. Proper nouns and anything grotty have been ruled out, but these are just about the only limits to what you can conjure up. The game's trailer, which features that Starite stuck in a tree, offers three different examples of the system at work. In the first, a ladder is summoned, and Maxwell simply climbs it to get his prize. In the second version, he calls up a football, and kicks it to dislodge the Starite. The final playthrough sees him conjuring up a beaver to gnaw through the trunk. Presumably, you could also blow the tree to pieces with nuclear weapons, ram into it with a New York City taxi cab, or even dislodge it with a passing swoop of a Sopwith Camel.

As the beaver example suggests, everything summoned into the world will act appropriately. "A lion behaves like a lion, and a frying pan behaves like a frying pan," says Cox. "It's all realistic, and it has to be: it's not like you write 'oven' and you get a magic oven that you can fly around on." There's another dream of ours cruelly dashed.

Unlikely as all this seems, 5th Cell, the developer of Scribblenauts, does actually have previous form with this kind of game. Drawn to Life, its breakout DS title, featured a similar user-generated premise, albeit one a lot more contained, as players sketched in their own artwork for the game's main character and much of the environment, before embarking on a simple platforming quest.

But Scribblenauts is a lot more ambitious, and the team has spent much of the last year trying to make the concept work. That's no easy task, since every word in the game's dictionary not only needs a corresponding graphic, but a set of believable attributes and behaviours as well.

'Scribblenauts' Screenshot 2

5th Cell has taken the unusual step of developing the game without a publisher attached, so that they could have complete control over the direction it takes.

To help them with this frankly insane task, the developers have created a database called Objectnaut. "The way it works is we've started with the qualities rather than the objects," explains Cox. "We've started with categories and sub-categories, like flammable, electrical, heavy, organic, and then we place each object within this framework. That means an object already inherits loads of qualities as soon as it's put into the system: we don't have to say fire would burn this wooden ladder or this boat. We simply say fire would burn everything that's flammable, and anything made of wood will already be marked up in the database as flammable. And when someone slots in a bird, we know from the start that it's organic and it flies, and it has AI properties and that sort of stuff, right from the word go. We don't have to go through thousands of objects one by one, assigning properties." So with Objectnaut in place, it's just a case of filling up the database. With every single object players are likely to think of. Simple.

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secombe
06/02/09 @ 08:16
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What a fantastic idea. Looking forward to it.
spazmo
06/02/09 @ 08:41
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Sounds amazing. Can't wait to try it out.
Ninja_Tino
06/02/09 @ 08:52
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Autumn? Damn, I thought it was sooner. Saying that, probably sooner in the US as they don't have to translate it for European countries. Wow, that's gonna take a while!
mingster
06/02/09 @ 08:56
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Sounds absolutely friggin awesome
Pirotic
06/02/09 @ 09:03
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Must be a localization nightmare!

Brilliant concept and brave execution, hope it turns out well for everyone.
Freelancepolice
06/02/09 @ 09:15
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It'll be very simple from a loc point of view. It's mostly single words with little need to explain what the context is. It'd be like a dictionary, translating whole sentences and story in games is a lot more of a headache
JohnnyWashnGo
06/02/09 @ 09:20
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Crikey - they must be limiting the number of nouns that can be used as I cannot imagine everything being in there.
It just seems great but ludicrous at the same time.
I will be buying a copy though ;)
andywilkie35
06/02/09 @ 09:23
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if this turns out as good as it sounds then this could be the first DS game I really bother playing
UncleLou
06/02/09 @ 09:30
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Fantastic idea, and it looks nice. Looking forward to trying it out.
Domovoi
06/02/09 @ 09:31
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Sounds like magic. If it works like they say it will, this might be one of the most amazing DS titles so far.
Edited 1 times, most recently on 06/02/09 @ 09:35
Rizzle
06/02/09 @ 09:40
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Summon Bubble Chamber!

Colour me interested, even if it isn't invoking Penny Crayon Magic.
merkdot
06/02/09 @ 09:56
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I would write "obedient T-Rex"
viper_h
06/02/09 @ 10:00
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This game sounds awesome.

Why is it so far away??
PearOfAnguish
06/02/09 @ 10:03
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Sounds really great. I'd love a PC version with the option to design and download custom levels and objects.
iokthemonkey
06/02/09 @ 10:04
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That's such a fantastic concept. I hope they can pull it off, as it sounds like a great game.
Khab
06/02/09 @ 10:22
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Niiiice.
Evolution
06/02/09 @ 10:25
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Only on the DS
coojam
06/02/09 @ 10:57
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...is still skeptical
Meho
06/02/09 @ 11:18
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Sounds amazing but healthy scepticism is of course always a good option. Developers always promise wonders in their new games (just as Christian says at the beginning of the article) and I remember Ion Storm and Bethesda spouting excited enthusiasm about the incredible level of emergent gameplay in Deus Ex: Invisible War and Oblivion respectively and I am sure I am not the only underwhelmed person in the room. Still, Scribblenauts sounds like an amazing concept and I will gladly give it a spin once it's out.
aine
06/02/09 @ 11:32
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Proper nouns and anything grotty have been ruled out

pfft. if i can't play every level using penises and penises alone, whats the point?
toythatkills
06/02/09 @ 11:41
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merkdot: I would write "obedient T-Rex"

Nouns only, no adjectives
Pac-man ate my wife
06/02/09 @ 11:52
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It sounds brilliant, here's hoping they can pull it off to some degree of success at least.
IneptPercy
06/02/09 @ 12:23
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I will see if a llama can solve every puzzle.
InsoFox
06/02/09 @ 12:33
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I want this badly.
Edited 1 times, most recently on 06/02/09 @ 12:39
JHuxley
06/02/09 @ 12:48
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Burn the witch!

It's black magic I tell you.
Nexus 6
06/02/09 @ 12:49
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It says no proper nouns, then the writer gives Sopwith Camel as an example.....
Pac-man ate my wife
06/02/09 @ 13:06
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Well they also New York taxi cab, but presumably 'taxi' or 'biplane' would work - which is still amazing! :)
Dizzy
06/02/09 @ 16:07
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Fantastic idea but I cannot see how they are going to pull it off.
roz123
06/02/09 @ 16:12
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"pfft. if i can't play every level using penises and penises alone, whats the point? "

well since its touch screen you can play it with your own penis
schachmatt
06/02/09 @ 16:20
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It's really interesting how the DS beats every other platform in innovation.
I would have missed out on a lot if I wouldn't have picked up my cousins one out of boredom. Now I'm loving it.
InsoFox
06/02/09 @ 16:48
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The guy explained very well how it's going to work. They think of all the properties stuff might have, from common like 'flammable' 'eats plants' 'is very heavy' to not very common like 'is scared of mice' and program into the game exactly how those properties interact with the world. Then they get a list of all the objects they can think of and make sure those properties apply to the appropriate objects. So someone needs to make an elephant. They don't need to program that elephant from the ground up, they just need to make sure the game knows an elephant is heavy, scared of mice, drinks water, whatever else.

The game is already programmed to know how those properties work, so as long as it has been given enough of the right kind of properties, it should act like an elephant. So all that's left to do is for the artists to make the sprite. In order to save on assets, they are animated using a ragdoll style 3d thing, and there you have it, instant elephant - it's just a collection of properties with a graphic and some basic animation. As you can see the art style is sketchy so it doesn't take long to make the art for the game, so I can imagine that they can knock out dozens of these objects a day while still maintaining quality. Maybe more. They've been working for it for some time, and they have most of the year left, so I can see how they'll manage it.

The test won't be how many objects they can include - that's not so hard, just time consuming because of sheer numbers needed. The real test will be how well these various properties work, and the early signs look good.
CapnCloudchaser
06/02/09 @ 18:48
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That sounds incredibly awesome. But yet again I got preview confused with review and thought it was coming out soon :(
moople
06/02/09 @ 19:25
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Ace! Want.
Camorrista
06/02/09 @ 19:59
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I think this will actually be impossible to localize.

First, while the object itself doesn't change between languages, the terms will. For example, the English "nut" means two things (and more, yeah, but let's stick to non-grotty). In every other language, there are multiple words for this. Now how are you going to differentiate? Also consider the opposite case: The German "Schloss" can mean "castle" or "lock". What now?

Second, Many languages have a larger or (in most cases) smaller vocabulary than English. You cannot simply re-map the existing database entries to other languages without re-assessing the elements' importance to the game. Stuff would likely need to be dropped from the game, and the developer would need to choose exactly which items to keep.

Third, and most crucial: If I'm not totally wrong, the developers have stated that another rule would be "only one word", i.e. you couldn't write "fuzzy apple" or something, which would render this already difficult task all but impossible.
Now remember two things: First, many languages rely on determinators in order to express English concepts, like the Italian "mazza" (club) and "mazza da tennis" (racket). This is really the only clear way of saying "racket" in Italian, but completely gets shot down by the one-word rule.
The other thing is that speakers of the teutonic language have basically every freedom they want to actually amalgamize words into new ones. Example? Videospieletestermonatsgehalt. Created on the spot, perfectly understandable and 0 google hits.

In my opinion, the only way to localize this would be to re-develop it from scratch in each language. Oh, and not release it in Germany.
Domovoi
06/02/09 @ 20:25
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It's really interesting how the DS beats every other platform in innovation.

I don't know. Nintendo is supposed to be the one with all the innovative games, but I'm seeing Sony come up with a lot of innovative titles for a while now too. Patapon, Locoroco, Eye of Judgement, LittleBigPlanet.. I was kind of annoyed for a while that I got a DS, and then saw all the quirky, innovative thinking-outside-the-box games come out for the PSP while the DS games didn't seem to get any further than "You have to blow in the speaker!!!"
ResidentKnievel
06/02/09 @ 20:28
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Rockets + Glue + Velociraptor - it's the first thing I'll try
toythatkills
06/02/09 @ 21:41
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Camorrista: Third, and most crucial: If I'm not totally wrong, the developers have stated that another rule would be "only one word", i.e. you couldn't write "fuzzy apple" or something

You're totally wrong. They haven't said you can only write one word, they've said you can only write nouns. In your example, fuzzy is not a noun and therefore isn't allowed, no problem with that.

As for "nut" having a few meanings, I'm sure there's a simple enough solution to that, involving choosing which type of nut you want on the touchscreen before it appears up top.

As far as localisation goes, I'd be more interested to see if it's localised to proper English, to be honest. Are we going to be stuck with "check" for "cheque" etc.
Edited 1 times, most recently on 06/02/09 @ 21:42
Nikanoru
06/02/09 @ 22:58
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Scribblenauts' graphics are a mixture of 2D backdrops and 3D models - a little like New Super Mario Bros.


Maybe I'm really blind, but I don't see anything 3D in this game. Maybe you're confused by the characters made up of rotating sprites?
Camorrista
07/02/09 @ 00:08
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toythatkills: See this Neogaf thread, scroll to post #70. Jackson is one of the developers, he says "no adjectives", which is not quite, but pretty much a confirmation of the "single word" rule.
Edited 1 times, most recently on 07/02/09 @ 00:08
toythatkills
07/02/09 @ 00:24
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Camorrista:

That's what I said, only nouns are allowed, as in, no adjectives. That's not even remotely the same as "only one word." Straight off the top of my head, Tyrannosaurus Rex, I imagine, will work.

Nikanoru:

Sprites would take up waaaay too much memory, so all the things are made in 3D, but to look 2D.
UncleLou
07/02/09 @ 00:56
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The other thing is that speakers of the teutonic language have basically every freedom they want to actually amalgamize words into new ones. Example? Videospieletestermonatsgehalt. Created on the spot, perfectly understandable and 0 google hits.

In my opinion, the only way to localize this would be to re-develop it from scratch in each language. Oh, and not release it in Germany.


But every German will easily be able to differntiate between a basic noun and a composite noun. We're talking about "elephant", "ladder", "bottle" here. I have a hard time coming up with an idea of a composite noun where the basic noun that would work isn't immediately apparent.

First, while the object itself doesn't change between languages, the terms will. For example, the English "nut" means two things (and more, yeah, but let's stick to non-grotty). In every other language, there are multiple words for this. Now how are you going to differentiate? Also consider the opposite case: The German "Schloss" can mean "castle" or "lock". What now?

Just ask the player what he meant? If you type "mouse", the game could ask you whether you mean the animal, or the computer device. The game could also simpy show you the different objects, and you pick the one you meant.And this could certainly be automated - after the word-for-word translation of the dictionary, the game (or the devs/localisation team) just looks for double entries with different meanings, and link it with a query of the game. So in your "Schloss" example, they will find after the translation that they translated "lock" and "castle" with the same German word - problem pretty much solved. I really don't see the problem.
Edited 4 times, most recently on 07/02/09 @ 01:22
FaceOmeter
07/02/09 @ 14:02
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This sounds excellent. It's important not to expect too much, I suppose, but I'll definitely be checking this out when the time is ripe!
Nikanoru
12/02/09 @ 15:05
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Sprites would take up waaaay too much memory, so all the things are made in 3D, but to look 2D.


Where did you pull that "fact" from? Look at the video. Those are characters made up of a bunch of rotating sprites.
toythatkills
12/02/09 @ 23:12
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The dev in an interview on IGN said it.
PJDubyaM
13/02/09 @ 12:36
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First thing I'd write?

"Infinite Polygon Engine"
Nikanoru
13/02/09 @ 19:56
#46
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I'd like to see the specific quote on that. Besides, if someone says they drew a circle while you clearly see a square, what do you believe?

Just look at it, there is no 3D movement, it even shows the typical texture artifacts you get when you rotate a flat image on the DS.
toythatkills
16/02/09 @ 01:20
#47
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Besides, if someone says they drew a circle while you clearly see a square, what do you believe?

I was going to find you the quote, but then you made that absolutely absurd analogy, and now I'm not going to. I don't think I need to explain why it's so stupid, do I? Go to the back of the class.

The quote's on IGN, find it yourself.
Nikanoru
17/02/09 @ 11:00
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Way to dodge the argument.

So I started looking up the quote and I KNEW it was gonna be something people would misinterpret. And surely, what do I find:

"Our art style is very minimal, and we did that on purpose just because of the nature of the game, and all the animation is 3D. It's still a 2D game of course, but they're all basically "doll" animations, so that made things a lot easier."

Do you know what he means by "doll" animations? That's right, a bunch of rotated 2D drawn sprites for limbs, like I said. It's just so immediately obvious. It's the same thing they use in Aquaria and other games.

It's only "3D" if you count anything that's a texture mapped to a quad as such (apparently he does), but then there would be countless so called 2D classics that you would suddenly have to classify as 3D. For instance, every single 2D game ever made for the PSX (that's right, Alundra was all polygons underneath).

So humour me, why was my analogy stupid?
Clicky
18/02/09 @ 21:23
#49
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I kind of want to get this game, get a dictionary and start trying out every noun to see what comes up.
Clicky
18/02/09 @ 21:24
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Also, as the previewer demonstrated, you can use two-word nouns in this game, because he asked for that warming dish thingy.

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