Scribblenauts context immersion guide
72 pages
English

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72 pages
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Description

Immerse yourself completely in the Scribblenauts Gameplay with this in-depth context guide.


Context, history, background, plot, production, design, development, coverage, characters, setting, and gameplay is all covered in this extensive book that will make sure you get the most out of your Scribblenauts experience.


This book covers the world that is Scribblenauts with these in-depth context detail chapters:


Scribblenauts, 5th Cell, Jeremiah Slaczka, Nintendo DS, Emergent gameplay, Warner Bros. Interactive Entertainment, Drawn to Life, Lock's Quest, Mad Libs, Data-driven design, Sleeper hit, D-pad, Side-scrolling video game, Super Scribblenauts


Topic relevant selected content from the highest rated wiki entries, typeset, printed and shipped, combine the advantages of up-to-date and in-depth knowledge with the convenience of printed books. A portion of the proceeds of each book will be donated to the Wikimedia Foundation to support their mission.

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Publié par
Date de parution 24 octobre 2012
Nombre de lectures 0
EAN13 9781486433131
Langue English
Poids de l'ouvrage 2 Mo

Informations légales : prix de location à la page 0,0598€. Cette information est donnée uniquement à titre indicatif conformément à la législation en vigueur.

Extrait

Scribblenauts
Topic relevant selected content from the highest rated wiki entries, typeset, printed and shipped. Combine the advantages of up-to-date and in-depth knowledge with the convenience of printed books. A portion of the proceeds of each book will be donated to the Wikimedia Foundation to support their mission: to empower and engage people around the world to collect and develop educational content under a free license or in the public domain, and to disseminate it effectively and globally. The content within this book was generated collaboratively by volunteers. Please be advised that nothing found here has necessarily been reviewed by people with the expertise required to provide you with complete, accurate or reliable information. Some information in this book maybe misleading or simply wrong. The publisher does not guarantee the validity of the information found here. If you need specific advice (for example, medical, legal, financial, or risk management) please seek a professional who is licensed or knowledgeable in that area. Sources, licenses and contributors of the articles and images are listed in the section entitled "References". Parts of the books may be licensed under the GNU Free Documentation License. A copy of this license is included in the section entitled "GNU Free Documentation License" All used third-party trademarks belong to their respective owners.
Contents Articles Scribblenauts5th CellWarner Bros. Interactive EntertainmentJeremiah SlaczkaNintendo DSDrawn to LifeLock's QuestEmergent gameplayMad LibsData-driven designSleeper hitD-padSide-scrolling video gameSuper ScribblenautsReferences Article Sources and Contributors Image Sources, Licenses and Contributors Article Licenses License
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ScribblenautsScribblenauts
Scribblenauts
Developer(s5thCe) ll sherWarner BEnterta nt Publi (s)ros.Interactive inmeJeremiahSlaczkaDesigner(s) MattCoxMarius Fahlbusch(Programmer)EdisonYanArtist(s) Composer(s)David JFranco EngineObjectnaut (fordevelopment) (s) PlatformNintSendoD Releasedate(s)NA[1] September 15,2009 AUS[2] September30,2009 EU[3] October9,2009Genre(s)puzzle,Em nt, actionerge Mode(s)Single-player,online levelsharing Rating(s)ESRB:E10+ OFLC:PG PEGI:12[4] DJCTQ:LMediaNintendo DS GameCardTouchscreenInputmethods
Scribblenauts is an emergent puzzle action video game developed by 5th Cell for the Nintendo DS publishedby[1] Warner Bros. InteractiveEntertainment.15, 2009 in North America,The game was released September September[2] [3] 30, 2009 in Australia, and October 9, 2009 in Europe. It is the third Nintendo DS video game made by 5thCell, Drawn to Life Lock's Quest Scribblenauts the first two being and . The objective of , as implied by itscatchphrase "Write Anything, Solve Everything", is to complete puzzles to collect "Starites", helped by the player's abilityto summon any object (from a database of tens of thousands) by writing its name on the touchscreen. The gameis considered by its developers to help promote emergent gameplay by challenging the player to solve itspuzzles within certain limitations or through multiplesolutions.Scribblenauts Jeremiah Slaczka, creator of , envisioned the game as a combination of solving life situationpuzzles alongside Mad Libs. His vision was brought to realization through the "Objectnaut" engine created by 5thCell's technical director, Marius Fahlbusch. Objectnaut allowed for a data driven approach, and a significant portion ofthe
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Scribblenauts 2 development time was spent researching nouns and their properties, and categorizing them into theObjectnautdatabase. This, along with the simple art designs of 5th Cell's Edison Yan, allowed for the team to easily addnew words to the database without expending much effort to program newbehavior.Scribblenauts was first shown in a playable form at the 2009 ElectronicEntertainmentExpo, and became asleeper hit, winning several "Best of Show" awards, being the first portable console game to win such praise.Reviewers believed that 5th Cell delivered on their promise to allow nearly any possible object to be created for usein Scribblenauts , but also lamented that the choice of controls in the game hampered their full enjoyment of thetitle.Gameplayis an exclusively side-scrolling gamecontrolled Scribblenautsalmost entirely with the Nintendo DS stylus, with the D-padand face buttons controlling the camera and the left and rightshoulder characterobjects. The player controls a buttons rotating named Maxwell, who must collect objects called "Starites" tocomplete each level. Maxwell is guided by tapping the touchscreen, or ifthe player taps an object, Maxwell will pick it up or be givenother options for interacting with that object, such as riding a horseor [5] bicycle or shooting at an object if he holds a weapon.A fundamental element of is the ability of the playerto Scribblenauts summon myriad objects into the game. This is achieved bywriting [5] the name of an object on the touchscreen (or via keypad).For example, the player can write "ladder", summoning aladder, [5] which the player may use to climb to an out-of-reachStarite. [5] The player may turn the ladder on its side and set it on fire.The player may also chain objects together, such as chaining a pieceof [5] meat to a pole and holding it while riding on a raptor. Assuch, the developers consider the game to strongly promoteemergent [5] gameplay.Screenshot ofScribblenauts. The topscreendisplays an image of the level andvariousindicators. The Summoned objects range among animals, weapons, forcesof bottom screenshowsMaxwell, using a helicopter and nature, famous people (both fictional and real),vehicles, ropetorescue an injured woman during one ofthe [6] puzzlelevels.team,easter eggs of the development household objects, and [7] even internet memes. However, the game does notinclude[8] [9] trademarked terms, nor potential profanity. The game includes a homonym system to offer the playerpossible choices betweensimilar-soundingobjects, such asdistinguishingand a hot-air balloon;toy balloon between a there [10] isalso a spellchecker words. The North American releaseto provide close matches for misspelled includes support for other languages including Brazilian Portuguese, French, and Spanish, withFrench-CanadianandLatin [11] American variants available for words in the French and Spanish language sets,respectively.The UKversion also accounts for difference between American and British English, such as the differing meanings of theword [12][5] "football". 5th Cell has stated that the limit to what objects may be summoned is up to the player'simagination. Players, using special software, claimed to have discovered that the full list of words is greater than 22,800unique [13][14] entries, but, in response, Slaczka asserted there were many more than thisnumber.The game is segmented into 220 levels over 10 themed areas, and each given a 4 star ranking based on itsdifficulty, with later areas featuring more high ranked levels. Puzzles are given a par for the number of objects theycan summon, typically being between two and four, though the player is free to summon more, so long as there isspace [11] in the meter at the top screen (summoning the same number of objects as the par or less earns more points).There
Scribblenauts 3 are two types of levels puzzle and action levels. Puzzle levels are real-life situations (such as having to openañ pi ata) where the Starite is awarded once the puzzle is solved, while action levels will appeal to gamers thatprefer [15] side-scrolling platformers, featuring switches, spike traps, and other similar elements. Players areawarded "merits" for completing levels while meeting certain requirements, such as not summoning any weapon-likeobject. Once the player completes a level, a silver star appears on the level selection button and a "Free play" modeis unlocked. At that point, the player is given the option to play through the level three consecutive timeswithout [5][10][16] reusing objects. Successfully completing the challenge grants the player a gold star for that level. [5] Scribblenauts presents a simplistic storyline, as the developers wished to focus on engaging gameplay.The game always rewards the player with "Ollars", its in-game money, to allow them to purchase new areas,different avatars [17] and other visual changes to thegame.The game includes a level editor, allowing users to share these levels over the Nintendo Wi-Fi system. Theplayer can start with any level that they have already beaten from the main game, and add new objects with newgame properties. These new properties can vary significantly from the normal behavior, such as having a bear able to eata [6] plane.DevelopmentScribblenautswas first conceived in the second quarter of 2007,near[5] Lock's Quest the same time that they had envisioned .Creative Director for 5th Cell, Jeremiah Slaczka, stated that they wereseeking Nintendogs Brain Age counterparts of and , games that had attracteda much wider demographic than most other niche games, that 5thCell [14] [17] Scribblenauts could develop. The concept of camefroma combination of a previous idea he had for the DS that was similarto Mad Libs and a dream of his. An example given for the Mad Libswas Jeremiah Slaczka, creative directorfor5TH Cell, that players could write a Mad Lib of a "dog walking through aforest", upon receiving theGameDevelopers Choice and a dog would appear in a forest and walk through it. However,he Award forBestHandheld Game for realized the game would be tedious and that players would onlybeduring the 2010 GameDevelopers Scribblenauts Conference. interested in using keywords. The dream was of being inside anAztec temple and having to solve puzzles; one in particular involvesthreepaintings, with the objective being straightening them and then moving on to the next room through a portal.While he thought it was a cool idea for a game, he also felt that it lacked both a hook and replayability. He debatedwhether this would work best on the Wii or the DS, but later decided to combine the writing element with a puzzle elementto [15] fix the lack ofreplayability.the game may have been consideredSlaczka realized that the concept of impossible by otherprogrammers,confident they couldbut found that 5th Cell's Technical Director Marius Fahlbusch felt create [5] the required elements. During development, Slaczka and the team tried to figure out what the DS was allabout, Scribblenauts Lock's Quest trying to make appeal to everyone. As was thought of first, they focused on releasingthat Scribblenauts game first while beginning the development of . The game entered beta around May 2009, andhad [18] [5] numerous play-testers exploring the game. About half of 5th Cell's staff worked on the game. It wasdeveloped [19][20] Drawn to Life: The Next Chapter alongside the DS version of .[5] Scribblenauts was originally developed without having a publisher for the game. Slaczka noted that unlikeother games where the developers could complete and polish a single level to garner interest while work on the rest ofthe Scribblenauts game continued, needed to show support for its large dictionary from the start, making it difficultto [17] promote the game. The company was in negotiations with a publisher in the early part of 2009, lettingthat [19] publisher decide when it would be best to announce the game. Warner Bros. InteractiveEntertainment officially [21] Scribblenauts announced itself as the publisher for in May 2009. Slaczka noted that of the other publishersthey talked to, they felt Warner Bros. was the best one, particularly due to their proximity to 5th Cell and their interestin
Scribblenauts 4 [18] thetitle. Scribblenauts Scribblenauts was originally titled "Wordplay", but the team felt was "generic". The title began asa temporary name to replace it that would work better for pitching the game, but as development proceeded, thename [22] stuck and became the final title of theproduct.Engine[5] Scribblenauts The core engine of is a data-driven engine called "Objectnaut" created by Fahlbusch.Within Objectnaut, each object is given a set of properties, including physicalcharacteristics,artificial intelligencebehavior, [5] and how the player (through Maxwell) can interact with it. Five people from the team spent six monthsresearching dictionaries andencyclopediasa large database of objects within the Objectnaut's framework, andto create then [23] mapped out a hierarchy of data from thisinformation.For example, everymammal-basedthe gameobject in is given the property of having "organic flesh", allowing it to be eaten or turned into meat, without having tospecify [5] these functions for each type of mammal they used. The Objectnaut approach allowed the team to createtwo distinct objects for words that may have similar meanings simply by adjusting each word's properties in thedatabase: [24] "lion", "tiger", and "leopard" while similar will behave differently and have different art assets, while theonly [19] difference in the game between "croissant" and "danish" is that the Danish may be able to roll like a wheel.The team made sure to balance the abilities of the various objects that could be summoned to avoid creating an"uber character" that would act as a skeleton key for solving all of the levels, and give players more courage to trydifferent [6] elements. Slaczka noted that he would be frequently asked if certain difficult words were in the gamewhen [18] interviewed by the press, most of the time being able to respond affirmatively to these questions. In anexample given by Slaczka, a "hardcore" journalist wanted twenty minutes with the game to try to stump it during the 2009E3 [6] convention, but, according to Slaczka, "he had a real hard time stumping it and shook my hand" after thatperiod.Designing each item required the developers to goword-by-word.Slaczka stated that certain kinds of words, suchas cheeses, require little to no differences, besides items such as Limburger which would scare people away from it.He stated that the developers used discretion when deciding what to make look different, providing a cyborg, robot,and android, which he felt were different enough to require their own individual designs. He later stated that there wasno way to test out each item and each way they interact with another item, as it was virtually impossible for themto accomplish this, using an example of an airplane being frozen, brought back in time, placing an old man on top ofit, bringing it back to present time, and setting it on fire as an example. Slaczka stated that while many games createa first level with enemies and platforms, polishing the level and moving on, the players can write any item availablein level one that they can write in a later level. He commented that if players wrote "anvil" and it was missingits "heavy" property, they may be turned off of the game. They spent roughly 80% of the development fine-tuningthe various items, and as such, they could not provide a preview to demonstrate thegame.Each of the words programmed into the game has associated art with it lead by 5th Cell artist Edison Yan. Thetask [5] of creating the art was simplified through the "minimal" design style of 5th Cell's previous games. Each objectis [5] rendered as in 3D with objects acting as doll on a 2D plane. This was chosen to avoiding having to create alarge [5] number of animations for 2D. The development team had to design each AI-controlled object by hand,according to Slaczka, describing how the objects moves, and what it likes and dislikes, how much health it has, andother [20] possiblecharacteristics.including splittinglarge variety of situations, Level design focused on providing a levels between Puzzle and Action types, to avoid having the player develop a limited toolbox of common words andnot [17] exploring other possible solutions. Much of the initial level development was done on paper and toexplore situations not commonly found in video games, due to their vocabulary system. They ended up selecting more thana [25] hundred levels out of over seven hundred they had generated internally for the game. Both Merits and Ollarswere [17] added to reward the player for completion, with Slaczka comparing these to Xbox LiveAchievements.The game primarily uses the touchscreen to control Maxwell and other objects; the developers considered usingthe directional pad of the DS but realized that they would still need to rely on the touchscreen for certain actionsand
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