Super Scribblenauts features a reprogrammed Maxwell
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Upon playing Super Scribblenauts, it becomes readily apparent why you'd want to use the D-pad to manipulate the game's hero, Maxwell. So why wasn't that an option in the first game? Joystiq asked 5TH Cell Creative Director Jeremiah Slaczka, and were told that the original touch-screen input didn't draw any complaints -- at least not from casual players. "We haven't gotten any emails from casual users," he told us this week, "that are like, 'Hey, I don't like the controls.' It's the hardcore users that are like, 'I play Mario all of the time, and I'm a hardcore gamer, and I'm used to these kinds of controls, and what's what I want."
Though controlling Maxwell directly with the D-pad may seem an obvious choice, it wasn't the first time around. "Maxwell's actually an AI," Slaczka said. "So it wasn't just like throw the D-pad controls in." Maxwell was programmed to respond to the rest of the game's systems rather than just follow button directions, and so it didn't occur to the developers to control him directly. "You'd have to overwrite all of the code that we'd built up for him. So in the second one, we basically did that." The team "stripped out" all of the behaviors and responses that had been coded, and created the option for "one-to-one player control."
For his own part, Slaczka says he doesn't care which option players use, but he'll stick with the stylus. "This isn't a platforming game," he said. "This is a puzzle game. Unfortunately, it has a platforming-type feel to it. So we said for the second one, that's fine, we'll address it, we'll give you both. And we actually fixed up the stylus controls, too, so Maxwell doesn't run away as you tap -- when you let go he stops. So we made it way better."
Though controlling Maxwell directly with the D-pad may seem an obvious choice, it wasn't the first time around. "Maxwell's actually an AI," Slaczka said. "So it wasn't just like throw the D-pad controls in." Maxwell was programmed to respond to the rest of the game's systems rather than just follow button directions, and so it didn't occur to the developers to control him directly. "You'd have to overwrite all of the code that we'd built up for him. So in the second one, we basically did that." The team "stripped out" all of the behaviors and responses that had been coded, and created the option for "one-to-one player control."
For his own part, Slaczka says he doesn't care which option players use, but he'll stick with the stylus. "This isn't a platforming game," he said. "This is a puzzle game. Unfortunately, it has a platforming-type feel to it. So we said for the second one, that's fine, we'll address it, we'll give you both. And we actually fixed up the stylus controls, too, so Maxwell doesn't run away as you tap -- when you let go he stops. So we made it way better."
Reader Comments (26)
Posted: Sep 1st 2010 10:37AM Ospov said
Why can't they just admit the controls sucked? Running into a T-Rex on accident wouldn't have happened half as much if he was controlled with the d-pad in the first place. That was the only bad part about the first one. I'm glad they're fixing it for the second one.
Reply
Posted: Sep 1st 2010 10:58AM NaeemTHM said
@Ospov
Indeed.
"This is a puzzle game. Unfortunately, it has a platforming-type feel to it."
He makes it sound as though people were clamoring for D-Pad controls because we wanted to navigate the levels. That's not it at all! Maxwell would CONSTANTLY get confused and think I wanted to pick up an object when in fact I just wanted to run past it. It frustrated me so much that I honestly couldn't finish the game.
That said I think Super Scribblenauts is going to make up for the first in spades.
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Indeed.
"This is a puzzle game. Unfortunately, it has a platforming-type feel to it."
He makes it sound as though people were clamoring for D-Pad controls because we wanted to navigate the levels. That's not it at all! Maxwell would CONSTANTLY get confused and think I wanted to pick up an object when in fact I just wanted to run past it. It frustrated me so much that I honestly couldn't finish the game.
That said I think Super Scribblenauts is going to make up for the first in spades.
Posted: Sep 1st 2010 11:02AM MLS said
Yeah, I loved this game. I only played like half of it when I came out. There was a 3 hour blackout this week, so I busted out Scribblenauts again, and remembered why I put it down.
I try to click on something, and Max mindlessly hurls himself towards it and straight off a cliff. Also, attaching a rope to something was a frustrating chore.
The puzzles where you had to creatively solve a situation for an NPC were fun, but anything that involved getting or escorting from point A to point B was not worth the frustration.
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I try to click on something, and Max mindlessly hurls himself towards it and straight off a cliff. Also, attaching a rope to something was a frustrating chore.
The puzzles where you had to creatively solve a situation for an NPC were fun, but anything that involved getting or escorting from point A to point B was not worth the frustration.
Posted: Sep 1st 2010 10:38AM thisredengine said
Kudos to Slaczka for listening to feedback and improving his company's games. Other devs could learn a thing or two about receiving criticism.
...Denis Dyack
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...Denis Dyack
Posted: Sep 1st 2010 10:41AM Themoreyouknow said
@thisredengine
Valve says Hi.
Oh, you must be a console gamer. Yeah, those companies generally don't care.
Reply
Valve says Hi.
Oh, you must be a console gamer. Yeah, those companies generally don't care.
Posted: Sep 1st 2010 10:45AM thisredengine said
@Themoreyouknow
Okay, we get it. You hate consoles and you wish you were a yellow and black robot in real-life.
Reply
Okay, we get it. You hate consoles and you wish you were a yellow and black robot in real-life.
Posted: Sep 1st 2010 12:27PM Hank Hill said
@Themoreyouknow The way you continuously complain about consoles on every conceivable occasion reminds me of how closeted homosexuals complain about gays. Are you really that insecure that you have to remind us on EVERY POST that you are a PC gamer and will never, ever be a console gamer?
It's okay to be play(station 3) dude. No-one's going to laugh at you if you come out. Look, why not try out a different experience than what you're used to? Perhaps you'll enjoy it. Don't be ashamed, it's perfectly natural to want something different. Do you want to stay cooped up all your life, denying your true self?
You can play consoles AND PC games, if that's how you feel. I did it all the time back in college. It's perfectly alright, the best of both worlds even.
Reply
It's okay to be play(station 3) dude. No-one's going to laugh at you if you come out. Look, why not try out a different experience than what you're used to? Perhaps you'll enjoy it. Don't be ashamed, it's perfectly natural to want something different. Do you want to stay cooped up all your life, denying your true self?
You can play consoles AND PC games, if that's how you feel. I did it all the time back in college. It's perfectly alright, the best of both worlds even.
Posted: Sep 1st 2010 7:04PM Themoreyouknow said
@thisredengine
No don't hate, just letting you know the truth since you seem amazed that a company listens to feedback when it happens all the time. What next, are you gonna freak out when devs start allowing custom key binds for every console game?
Reply
No don't hate, just letting you know the truth since you seem amazed that a company listens to feedback when it happens all the time. What next, are you gonna freak out when devs start allowing custom key binds for every console game?
Posted: Sep 1st 2010 10:55AM Wakkawipeout said
@Sage009
lol, I guess logic escaped 5th Cell when they made that decision.
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lol, I guess logic escaped 5th Cell when they made that decision.
Posted: Sep 1st 2010 10:48AM aristokrat said
I'd imagine that a lot of casual players wouldn't know to complain about it because they didn't have other points of reference, using his definition of the terms. If you've played a lot of games, and probably played some good ones, then you know that the controls for Scribblenauts sucked in comparison. That's like saying a person who has never heard of a computer hasn't complained about their typewriter.
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Posted: Sep 1st 2010 11:06AM wcarnation said
@C1 you sound like the watered down byproduct of every "gaming jouralism" source ever
Reply
Posted: Sep 1st 2010 11:11AM thisredengine said
Well, that settles it. Famed reviewer C1 gives the game 6/10. 5TH Cell would be best served to bring C1 in to fix the sequel.
Reply
Posted: Sep 1st 2010 12:03PM TLatshaw said
Why would it be so dependent on feedback? Couldn't the people who made the game think, "Gee, when I try to get Maxwell to pick this up, he jumps off a cliff! Maybe we should address that..." There has to be another reason. Deadlines? Corporate pressure? Whatever, but trying to pass it off on the fans is kind of cheap.
That said, if they do deliver with the next game, all will be forgiven and then some.
Reply
That said, if they do deliver with the next game, all will be forgiven and then some.
Posted: Sep 1st 2010 2:18PM tmujir955 said
@TLatshaw
They did say (a long time ago) that most of the focus was on the art team (lets face it, someone has to draw up everything), and they didn't have enough time or money to create Dpad options.
http://www.joystiq.com/2009/11/16/5th-cell-on-scribblenauts-control-scheme-and-more-insights/
Reply
They did say (a long time ago) that most of the focus was on the art team (lets face it, someone has to draw up everything), and they didn't have enough time or money to create Dpad options.
http://www.joystiq.com/2009/11/16/5th-cell-on-scribblenauts-control-scheme-and-more-insights/
Posted: Sep 1st 2010 4:10PM masterpain22 said
I'm glad they made the changes, even if he doesn't want to admit that he is wrong and that the game wasn't well designed before.
So Maxwell is actually an AI that was programmed to respond with the game, then why did he jump into lava pits and run toward monsters all on his own, was he programed to be suicidal? I'm happy they stripped out all of the behaviors that have been coded, even if this guy makes it sound like it was such a loss, and that "that's what we got for complaining" kind of attitude.
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So Maxwell is actually an AI that was programmed to respond with the game, then why did he jump into lava pits and run toward monsters all on his own, was he programed to be suicidal? I'm happy they stripped out all of the behaviors that have been coded, even if this guy makes it sound like it was such a loss, and that "that's what we got for complaining" kind of attitude.
Posted: Sep 2nd 2010 12:31AM Roto13 said
I didn't realize Maxwell was an AI. That explains why his reactions to my commands were so frigging random. I'm trying to solve puzzles and I don't know if my character is going to throw himself into a lake full of sharks.
Completely ruined the game for me. I couldn't enjoy it at all past the first world.
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Completely ruined the game for me. I couldn't enjoy it at all past the first world.
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