Interview: Scribblenauts creative director Jeremiah Slaczka
During E3, word of mouth changed 5TH Cell's Scribblenauts from a promising DS oddity to one of the most highly anticipated upcoming games on any system.Following this sudden and drastic rise in interest level, we spoke once again to creative director Jeremiah Slaczka, whom we last interviewed when the procedural adventure game was first revealed. Just how well has the world reacted to Scribblenauts' public debut? And who at 5TH Cell is a zombie? Read on!
How many "Best of Show" awards have you racked up so far? How does it feel to perform so favorably against huge, established franchises?
We won three Best of Shows from three major websites, and tons of Best Original and Best DS Game awards. It feels incredible - we're all very humbled to receive such huge praise. A handheld game has never won Best of Show, so no one expected that to happen. It shows people can still be wowed by great concepts which are executed well.
Did you expect the reaction that people had to Scribblenauts at E3? Did you know that letting people try it out would result in such a response?
We've always had positive reactions to the game when we had people playtest it, but I don't think we were ready for the kind of grassroots promotion we got. It's the best kind of marketing: people playing our game and telling others to come play as well - no celebrities, no buckets of cash, just people genuinely having a blast. We had no idea it would explode in popularity this much.
Does it seem like the game has gotten a lot more coverage since the show? How many interviews have you done since E3?
Oh yes, definitely a lot more coverage, but even better, a lot more coverage among forums and friends telling friends to check it out. The hype machine isn't coming from us at all - it's coming from people interested in the game, which is so incredible to us. Things like Post 217 and the god vs. Kraken video had nothing to do with marketing; it was just the game selling itself. We haven't done that many interviews because the E3 ones are still trickling out, but I'll be doing more soon.
Was there ever any talk of highlighting Scribblenauts at Nintendo's E3 keynote? Had there been any talk about the title with Nintendo at all?
There was, but it was just too late on our end to get anything ready in time. I've demoed the title personally to a lot of people at Nintendo and they all have loved it and seem very supportive of Scribblenauts. We'll see where that leads in the next coming months before launch.
Just how many people stumped the game at E3? Were we the only ones to come up with a word that needed to be added?
Not many people did, I remember a journalist friend of mine came by and said, "I'm going to stand here and stump your game for 20 minutes, so leave me alone." And this guy is hardcore even among hardcore gamers. Afterward he had to admit he had a real hard time stumping it and shook my hand. People will always stump the game if they really try, but the fact is there so much in Scribblenauts that stumping the game is only fun for a few minutes. Then people say, "Forget that - I want to play with the objects I'm creating!" – and you can!
How has the game evolved? Did it start off differently than it's ended up?
All our games are very different from their original game design documents. I'm not very document-heavy, and instead I believe deeply in iterative design. The way I work is by laying down the ground work and then as systems need fleshing out you work on the fly, play it, and make adjustments. If issues come up then we just roll with it. I'm not big into rapid prototyping though. I feel that if a mechanic doesn't make sense on paper, then it's not going to make sense in the game. But things can always and will always improve once you play it and you are able to see how you can make it better, and discover things you never thought of during the paper stage. That's iterative design and that's how you make the best games.
How do you make a sequel to Scribblenauts? Are you working on ideas for one?
We're just focused on the original Scribblenauts for the time being, but I have plenty of ideas for a sequel. If you look at Drawn to Life: The Next Chapter (DS) you can see how we don't just do rehashes when we make a sequel. That game was rebuilt from the ground up and it's fantastic. We take sequels very seriously.
Any DSi plans? Adding new words with the camera, for example? Or any other kind of user-created content we haven't heard about?
There are no DSi plans for this game. The DSi came out too late in development, unfortunately.
Can you explain how the creation utility works? You can set custom behaviors for objects in this mode?
The way I usually explain this is that our level editor is the icing on the cake, but it's not the cake. The cake is the normal game. I don't want people overestimating this system. The core of our focus was on the main game, but we felt we wanted to give people a little something extra. Basically, the editor works like this: you can edit any level you've beaten by spawning any obstacle you want, and if you add AI you can assign it properties like "is scared of" or "will attack", or "will consume" to other objects, AI or otherwise. So you can make a bear eat a plane while the pilot is afraid of a fruitcake. It's completely up to you how you make your own levels, and share them with your friends online.
One of our people experienced some touch-screen sensitivity issues. He reported that the game would either fail to register his taps, or he would tap too hard and end up holding an item. Is the interface still being tweaked? Did anyone else at the show run into this problem?
Sometimes DS's need to be recalibrated, so maybe his wasn't? The game wasn't finished at E3, so there's been a lot fixed since then. But unfortunately the DS isn't a powerhouse system so sometimes when a lot is going on, things like that can easily happen.
We didn't try any vulgar language, because we're grownups, but how does the game handle that? Does it just fail to recognize the words?
Yes, it just doesn't understand those words.
You breakdance in the game, and artist Edison Yan appears as a dinosaur in a bandana. Matt Cox told us he hadn't decided what he wanted yet. How do some of the other 5TH Cell staff appear?
One of our designers, Liz, is a zombie version of herself, which looks pretty awesome, but honestly I don't even know half the things that are in our game. It's just too much for a single person to keep track of. I'm continually surprised by what's in there. There are a ton of Easter eggs like the developers, though. I guess you could say the whole game is an Easter egg, huh?
Is there any one item or creature that has proven to be much more useful than others? Or is there anything in there that acts as a "cheat code" -- something deliberately put in the game to solve all kinds of stuff? If not, can we be one?
We've tried very hard to balance the game to ensure there are no uber characters. That way people can have fun experimenting without fearing that they aren't using the best object possible to solve a puzzle.
What's the craziest thing you've seen in the game so far?
This game has a lot of crazy moments. One recent one was that I was flying a helicopter over some enemy soldiers, but I was too close to them and so one decided to hop in the backseat with Maxwell still flying and I was shot in the back of the head. I was like, "Wow, this game keeps on surprising me." It's hard for me to keep playing a game after working on it for so long when you're done with it, but I continue to laugh and have a blast with Scribblenauts and I think that says a lot.
The design for the main character is very cute, but unusual. What exactly is Maxwell wearing? Is it a hat? Does he have headphones on?
Destructoid called it a Rooster Helmet, so I'm going with that. We went through about 20 different designs of Maxwell before we ended up with what we have today. And yes those are headphones, he's probably written those.
Do you know if there's a deal in the works with Prima or someone to make a strategy guide? If so, how exactly would you make a strategy guide for this game?
We'll see, it's a good idea though.
How do you beat the leprechaun? Seriously, just spoil it for us. It's been driving us crazy.
*laughs* Just think outside the box! Don't give up after you've only tried a few things. You really have to use your brain on some of the puzzles, but that's the point right? It'll come to you. I promise.







Get a WordPress.com Blog





Reader Comments (Page 1 of 1)
SuperAfroBoy @ Jul 10th 2009 12:01PM
GOTY. I can't wait for this.
Stix Remix @ Jul 10th 2009 12:04PM
It might be time for me to buy a DS.
Courtney @ Jul 10th 2009 1:03PM
I have the same thought everytime I read something about this game. I could live with a PC version though...please.
Singular Trap @ Jul 10th 2009 4:20PM
I haven't owned a hand-held game system since the original Game Boy (the grey brick) when I was in High School. I know - dates me.
However, I just bought a DSi strictly with this game in mind. I'll probably buy it if it ever comes to XBLA, too. It's a game I can play with my kids, encourages reading and creativity at the same time!
It is certainly my GOTY!
VaultICEE @ Jul 14th 2009 9:31PM
I bought a DSi for this game and Pokemon, as well.
I believe this game is one of the few to buy a DS for, and the time is right to purchase one I believe.
Leroy_Octopus @ Jul 10th 2009 12:04PM
“So you can make a bear eat a plane while pilot is afraid of a fruitcake.”
I think I will thank you.
Doctor John Smith @ Jul 10th 2009 12:06PM
This is going to be amazing, but what's really intriguing me is the comment about the sequel. I'm really looking forward to seeing just how they'd make this incredible concept new again.
Setting the item spawning tool in another genre would be interesting.
il_duce620 @ Jul 10th 2009 12:20PM
Day one.
Neuromancer @ Jul 10th 2009 12:22PM
XBLA port please.
Mr Khan @ Jul 10th 2009 12:34PM
That would rather defeat the point, unless you alter the game to center around keypad inputs, which would remove a good amount of the whimsy.
JXCgunrunna @ Jul 10th 2009 12:40PM
buy a DS already. I would say there are equally as many fun and enjoyable games on the DS as there on the PS3 and easily more than the wii and its a fraction of the price plus you dont have to get controllers and all that shit. its a fun system.
Neuromancer @ Jul 10th 2009 1:46PM
Just out of curiosity can someone tell me why my comment got downvoted? I really don't understand Joystiq readers sometimes.
Snowblind @ Jul 10th 2009 1:51PM
Wanting an exclusive game on another system = downvote.
Austin @ Jul 10th 2009 2:13PM
A port to the 360 would be the least expected thing. Not even worth discussing.
WINterfang @ Jul 10th 2009 2:20PM
Why not? it could use voice recognition? I for once don't care about this game and I own a DS lite.
Singular Trap @ Jul 10th 2009 4:27PM
I actually agree Neuromancer. But I think it should be a timed release so that it plays out for a while on the DS. I would like to see the developers and publishers make their money back, spend a little time on the port, and make boatloads of money! I want to see this dev succeed in this game so that they can make more of this kind of game.
I am very eager to buy it on the DS, but, as I wrote above, I would still buy it as an Xbox 360 Arcade game. Especially if they came out with extra levels. They could actually sell those chatpads, bundling a code for this game in it at retail.
Kevin949 @ Jul 10th 2009 8:49PM
@winterfang
I think you forget the DS has a built in mic and probably could do voice recognition if the game had it built in.
I think most people forget the DS has a mic built in.
dantebk @ Jul 10th 2009 12:22PM
I usually rent 80% of games I play but will probably buy this one. This seems shelf-worthy. Good job, Scribble-dudes.
Saneless @ Jul 10th 2009 1:03PM
This will be a rare new game purchase for me. Day 1 even. I can't wait and usually I can forget about most games with no problems
Mr Khan @ Jul 10th 2009 12:38PM
Despite the fact that this game seems to be powered by pure imagination, it still doesn't really seem to have captured my imagination.
I'll wait and see what the buzz is after the game is released
samfish (uses the Joystiq Comment-Kill filter!) @ Jul 10th 2009 12:40PM
I'm buying this on Day 1.
And then I'll buy it again (assuming it lives up to the hype) when the seemingly inevitable iPhone port drops!
Kevin949 @ Jul 10th 2009 5:37PM
and yet no one down-votes you for mention of a port to another "system". Odd. (No, I didn't down-vote you)
uncle jesse @ Jul 10th 2009 12:48PM
It would be really cool if Nintendo let them use their properties. Think about the possibilities. Maybe in the sequel? He did say that they are really pleased and into the game....
NightSoD @ Jul 10th 2009 12:55PM
YOU USE THE LUCKY CHARMS!
Storm Eagle::The Blood Edge @ Jul 10th 2009 2:57PM
No. No. Leprechauns belong at the end of a rainbow, right? So you make a circular rainbow. The Leprechaun runs in circles trying to find the end and dies of exhaustion!
Ashitaka @ Jul 10th 2009 5:38PM
Just give him a pot of gold and he'll die of happiness.
Danny @ Jul 10th 2009 8:31PM
If you watch the movie leprechaun the answer is.... shoes. apparently.
aj @ Jul 11th 2009 7:16AM
No, you just summon a bottle of whiskey and give the leprechaun a crippling drinking problem.
VaultICEE @ Jul 14th 2009 9:32PM
You summon a hooker, he'll be busy for hours.
bongoes @ Jul 10th 2009 12:58PM
"something deliberately put in the game to solve all kinds of stuff?"
Hey I know what I'm going to try first. Deus ex machina!!
mike @ Jul 10th 2009 1:02PM
Wow. This will be fun.
Nin10dude @ Jul 10th 2009 1:29PM
That dude totally reminds me of Travis Touchdown... so sure, I'll buy his game.
Josh @ Jul 10th 2009 2:29PM
I was just about to say that, haha.
Neuromancer @ Jul 10th 2009 1:52PM
Oh sorry, here I am thinking putting a game out for more people to play and enjoy was a good thing. What was I thinking?
Shiaoran @ Jul 10th 2009 2:04PM
Jeremiah Slaczka is strangely familiar... Kinda looks like a Power Ranger...
Storm Eagle::The Blood Edge @ Jul 10th 2009 2:58PM
With longer hair maybe....TOMMY!!
Shiaoran @ Jul 10th 2009 3:14PM
I thought that too, but that's not what I meant...
Shiaoran @ Jul 10th 2009 3:19PM
Ok, I'll say what I meant.
He's 'lame new ranger' material :P
wirebrain0 @ Jul 10th 2009 2:44PM
Is it just me, or does Mr. Slaczka look like crazy photographer Kent from Dead Rising?
GameInMind.com @ Jul 10th 2009 2:49PM
Why 2009 is the Year of the Scribblenaut:
http://www.gameinmind.com/game-in-mind/2009/07/bricolage-gaming-why-2009-is-the-year-of-the-scribblenaut.html
ArchiGamer [thephilosophyofgames.wordpress.com] @ Jul 10th 2009 3:21PM
This is for sure a must-buy.
Dio Brando @ Jul 10th 2009 4:22PM
Must have for Dio
@tomic @ Jul 10th 2009 4:54PM
"Was there ever any talk of highlighting Scribblenauts at Nintendo's E3 keynote? Had there been any talk about the title with Nintendo at all?
There was, but it was just too late on our end to get anything ready in time."
That's a shame. It really would've enhanced their keynote.
St.McDuck @ Jul 10th 2009 6:50PM
Already pre-ordered in full. Cannot wait.
gaph2000 @ Jul 10th 2009 6:52PM
I'm willing to bet that you can capture the leprechaun with a butterfly net.