The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.
Taken from NeoGAF, because everyone knows GAF -> Internet -> GAF
Newest NP talked about the next Scribblenauts game. Here I was yesterday saying how people aren't talking about it because there no info on the sequel.
Quote:
-10,000 more words
-120 new and improved levels
-adjectives play a big role
-improved controls
-fleshed out level editor
-par system removed
-more merits
-new hint system
-coming this fall
Taken from NeoGAF, because everyone knows GAF -> Internet -> GAF
Newest NP talked about the next Scribblenauts game. Here I was yesterday saying how people aren't talking about it because there no info on the sequel.
Quote:
-10,000 more words
-120 new and improved levels
-adjectives play a big role -improved controls
-fleshed out level editor
-par system removed
-more merits
-new hint system
-coming this fall
I can kind of understand that. Hopefully it means they'll go for more of an emphasis on rewarding crazy and convoluted solutions to their puzzles instead of using the same few items for every one that the par system encouraged.
Taken from NeoGAF, because everyone knows GAF -> Internet -> GAF
Newest NP talked about the next Scribblenauts game. Here I was yesterday saying how people aren't talking about it because there no info on the sequel.
Quote:
-10,000 more words
-120 new and improved levels
-adjectives play a big role -improved controls
-fleshed out level editor
-par system removed
-more merits
-new hint system
-coming this fall
I know I'm keeping an eye out for this.
That's all they needed.
Double lime. I wonder if they'll fix the racist watermelon thing in the sequel.
Taken from NeoGAF, because everyone knows GAF -> Internet -> GAF
Newest NP talked about the next Scribblenauts game. Here I was yesterday saying how people aren't talking about it because there no info on the sequel.
Quote:
-10,000 more words
-120 new and improved levels
-adjectives play a big role -improved controls
-fleshed out level editor
-par system removed
-more merits
-new hint system
-coming this fall
I know I'm keeping an eye out for this.
That's all they needed.
Double lime. I wonder if they'll fix the racist watermelon thing in the sequel.
It had to happen, really. With over 22,000 words in its vocabulary, it was only a matter of time before someone managed to find a racist angle with Scribblenauts, and that racism came in the form of the word "sambo." The word, commonly regarded as a derogatory term for black people, is in the game. Even worse, it conjures up a watermelon when used -- a fruit classically portrayed as the favorite food of a stereotypical black man.
According to 5th Cell, this racially charged imagery occurred totally by accident. Creative director Jeremiah Slaczka told Joystiq that "sambo" is an Ecuadorian name for "fig leaf gourd." The gourd looks like a watermelon because 5th Cell reuses art for a number of in-game items.
"Fig leaf gourd looks a lot like a watermelon," he said. "It's just an alternative name in a giant list of tens of thousands of names."
Buy the NP mag when it comes out on shelves next week. Some things I can confirm from the article.
-Developed by 5TH Cell.
-DS Only.
-Out this Fall.
-Yes, D-pad controls for Maxwell are in along with significantly improved stylus controls and camera is now fixed.
-Big updates to physics (it's still DS, but it's vastly improved).
-Levels are revamped completely improved (no more solving every level with rope/unicorn/death/etc), levels are deeper in content.
-The 10,000 words refers to adjectives, we didn't add 10,000 new objects, we put in 10,000 new adjectives (we put in some new words too).
-You can string adjectives together.
There's a lot more info in the NP article, buy it!
I'd trade better controls and more words in exchange for better interactions. I think tweaking what they've got could make the game way better than adding more shit to it.
It's neat that summoned "halflings" will protect a ring, and stuff like that, but it sucks when more obvious and gameplay related things don't work.. like when bee keepers or bug catchers run away from bees..
It had to happen, really. With over 22,000 words in its vocabulary, it was only a matter of time before someone managed to find a racist angle with Scribblenauts, and that racism came in the form of the word "sambo." The word, commonly regarded as a derogatory term for black people, is in the game. Even worse, it conjures up a watermelon when used -- a fruit classically portrayed as the favorite food of a stereotypical black man.
According to 5th Cell, this racially charged imagery occurred totally by accident. Creative director Jeremiah Slaczka told Joystiq that "sambo" is an Ecuadorian name for "fig leaf gourd." The gourd looks like a watermelon because 5th Cell reuses art for a number of in-game items.
"Fig leaf gourd looks a lot like a watermelon," he said. "It's just an alternative name in a giant list of tens of thousands of names."
This is great
I hope they do more stuff like this just to fuck with the people that are just obviously trying to type derogatory terms into a kid's game
I'm cautiously optimistic. I was so excited for Scribblenauts, got it, loved it for a while and then it all just fell apart when I ran into the problems everyone else had with it. The controls sucked, there were just too many "Win the game" items that were counter-productive to what the game meant, and it just really got a point where certain obvious things actually didn't work and it got frustrating.
Don't know if I'd be willing to pick this one up outright, but we'll see.
I thought 5th Cell said they were moving onto Consoles though?
Jesus, if we were to try and think of what Tim Schafer wanted us to draw...
most of us wouldn't get past the tutorial.
Hillean on
0
anoffdayTo be changed whenever Anoffday gets around to it.Registered Userregular
edited March 2010
The first one kind of let me down. The controls annoyed the crap out of me, and it was one of those games that was exciting for a little bit but got boring quick. Also I felt like half the time I beat a puzzle, it was by accident.
I never got the first one, but I was pretty excited for it. I know about the bad controls and stuff, but this one seems to be better! I am excited for this.
LemmingHead on
[SIGPIC][/SIGPIC] hugs!
0
ShadowfireVermont, in the middle of nowhereRegistered Userregular
I'd trade better controls and more words in exchange for better interactions. I think tweaking what they've got could make the game way better than adding more shit to it.
It's neat that summoned "halflings" will protect a ring, and stuff like that, but it sucks when more obvious and gameplay related things don't work.. like when bee keepers or bug catchers run away from bees..
Or like when a "driver" won't make a fucking car move.
The removal of the par system will also be nice so every level isn't solved by summoning a pegasus or jetpack. God damn this game pissed me off.
I bought the first one mainly because of the absolutely crazy amount of hype around it, and was acutely disappointed. Once I got bored of checking if certain words were in it, it was a waste of time. It was like, "Think of three things that belong on a farm!" Well, shit, game, I could do that without spending fifty bucks.
I remember people saying "it's because you're uncreative! That's why you're bored, you have no creativity!"
That's pretty much true, though that's more the way someone who is intentionally being a jerk would put it. It's a game that only really stays fun if your able to create self imposed rules on yourself for how you play. (i.e. things like never use a certain item, try to come with the craziest solution, etc ...). Many people don't like doing that, have a hard time doing that, or refuse to do that due to some sort of principle (the latter is a stupid reason in my opinion) so they then lose enjoyment from the game very quickly. Hopefully the second game will find a way to encourage creativity better.
I'd trade better controls and more words in exchange for better interactions. I think tweaking what they've got could make the game way better than adding more shit to it.
It's neat that summoned "halflings" will protect a ring, and stuff like that, but it sucks when more obvious and gameplay related things don't work.. like when bee keepers or bug catchers run away from bees..
The first one kind of let me down. The controls annoyed the crap out of me, and it was one of those games that was exciting for a little bit but got boring quick. Also I felt like half the time I beat a puzzle, it was by accident.
This stuff is what bugged me, along with the floppy controls. Sometimes, it WOULD be an accident if I solved a puzzle. I'd just sit there a second before going "Okay..." and moving on.
I remember people saying "it's because you're uncreative! That's why you're bored, you have no creativity!"
That's pretty much true, though that's more the way someone who is intentionally being a jerk would put it. It's a game that only really stays fun if your able to create self imposed rules on yourself for how you play. (i.e. things like never use a certain item, try to come with the craziest solution, etc ...). Many people don't like doing that, have a hard time doing that, or refuse to do that due to some sort of principle (the latter is a stupid reason in my opinion) so they then lose enjoyment from the game very quickly. Hopefully the second game will find a way to encourage creativity better.
I don't know, sometimes you can be pretty creative, and the game won't know what you're talking about, or things just won't work...
Heck, sometimes I've had things work one time, but then not another. It's crazy.
LBD_Nytetrayn on
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
I think the most telling thing about the first Scribblenauts is that the PA Scribblenauts thread was thriving before it came out, a second thread was created for the iron scribbler challenge, and then when the game actually came out both threads were dead within a week. It was a good idea with great marketing, but the game was so lifeless and dull.
AnteCantelope on
0
RentI'm always rightFuckin' deal with itRegistered Userregular
edited March 2010
I hope this game is not a lame tech demo for Objectnaut
But really 5th Cell should just be bought out by Bethesda/ Rockstar/Square-Enix etc
I'd much rather play with your awesome item creation engine in Fallout 4/whatever then play with it in some lame ass puzzle game
Edit: Also, linking GAF should be illegal. What a terrible site
Holy balls, Jackson, get away from such a horrid place and hang out here, we're like GAF but less absolutely terrible
Rent on
0
Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
edited March 2010
I was just playing on my brothers scribblenauts to day for the first time, it was fun playing with all the things, once I discovered that gluing a chainsaw to a lance would make your little guy thrash around like crazy so nothing could get close to him, allowing him to beat up elder gods, and that you could tie two chainsaws together with chain to make some sort of crazy chainsaw nunchucka I was pretty happy.
But the actual puzzles and things were less than thrilling, and as I'm sure has been stated many times, the controls were infuriating.
So I'll keep in eye on the sequel so long as they let me move my man around with the d-pad.
I'd trade better controls and more words in exchange for better interactions. I think tweaking what they've got could make the game way better than adding more shit to it.
It's neat that summoned "halflings" will protect a ring, and stuff like that, but it sucks when more obvious and gameplay related things don't work.. like when bee keepers or bug catchers run away from bees..
Or like when a "driver" won't make a fucking car move.
The removal of the par system will also be nice so every level isn't solved by summoning a pegasus or jetpack. God damn this game pissed me off.
Scribblenauts
Wait.
There is a game where not only can you summon a pegasus at will in every level, but it's actually to your benefit to do so.
I remember people saying "it's because you're uncreative! That's why you're bored, you have no creativity!"
That's pretty much true, though that's more the way someone who is intentionally being a jerk would put it. It's a game that only really stays fun if your able to create self imposed rules on yourself for how you play. (i.e. things like never use a certain item, try to come with the craziest solution, etc ...). Many people don't like doing that, have a hard time doing that, or refuse to do that due to some sort of principle (the latter is a stupid reason in my opinion) so they then lose enjoyment from the game very quickly. Hopefully the second game will find a way to encourage creativity better.
Or people like me, who got annoyed because our creativity wasn't supported by the game.
I stopped playing on a level where I had to get past 2 guards without hurting them. After trying to wall them in for a while I figured I'd have some fun. I created some tranquilizer and tried putting it on a donut and giving it to them.
Nothing. No matter how many different ways I tried putting the guards to sleep with tranquilizers or sedatives in their food or through blow guns to something nothing worked.
They should just market/license the engine. Imagine if they had all this working on a proper system (powerful), with proper physics, proper graphics and proper gameplay.
I remain cautiously optimistic. It really sounds like they're addressing fan concerns about the first game and I want to support that sort of thinking.
It would be nice to have another developer out there which actually takes effort to address common concerns.
The first was far from perfect but good fun. However it mainly served as a platform for iterative improvement. The main drive on the first game was getting every noun going in there so, that achieved, I'm hoping that now the dev time has been spent putting in all (or most) of those object interactions people found lacking in the first game.
Jam Warrior on
0
Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
edited March 2010
The first one had the gimmick (albeit with a rather lacking dictionary) now they just need a compelling game to attach it to.
Mojo_Jojo on
Homogeneous distribution of your varieties of amuse-gueule
Posts
That's all they needed.
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
Double lime. I wonder if they'll fix the racist watermelon thing in the sequel.
Racist watermelon thing?
http://www.neogaf.com/forum/showpost.php?p=20138711&postcount=77
Meh.
Switch - SW-3699-5063-5018
Me too. Damn.
It's neat that summoned "halflings" will protect a ring, and stuff like that, but it sucks when more obvious and gameplay related things don't work.. like when bee keepers or bug catchers run away from bees..
This is great
I hope they do more stuff like this just to fuck with the people that are just obviously trying to type derogatory terms into a kid's game
Don't know if I'd be willing to pick this one up outright, but we'll see.
I thought 5th Cell said they were moving onto Consoles though?
5th Cell DoubleFine TEAMUP GO!
\o/
Jesus, if we were to try and think of what Tim Schafer wanted us to draw...
most of us wouldn't get past the tutorial.
Or like when a "driver" won't make a fucking car move.
The removal of the par system will also be nice so every level isn't solved by summoning a pegasus or jetpack. God damn this game pissed me off.
https://steamcommunity.com/profiles/76561197970666737/
I never played the first Scribblenauts, but I may pick this up.
That's pretty much true, though that's more the way someone who is intentionally being a jerk would put it. It's a game that only really stays fun if your able to create self imposed rules on yourself for how you play. (i.e. things like never use a certain item, try to come with the craziest solution, etc ...). Many people don't like doing that, have a hard time doing that, or refuse to do that due to some sort of principle (the latter is a stupid reason in my opinion) so they then lose enjoyment from the game very quickly. Hopefully the second game will find a way to encourage creativity better.
This stuff is what bugged me, along with the floppy controls. Sometimes, it WOULD be an accident if I solved a puzzle. I'd just sit there a second before going "Okay..." and moving on.
I don't know, sometimes you can be pretty creative, and the game won't know what you're talking about, or things just won't work...
Heck, sometimes I've had things work one time, but then not another. It's crazy.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
But really 5th Cell should just be bought out by Bethesda/ Rockstar/Square-Enix etc
I'd much rather play with your awesome item creation engine in Fallout 4/whatever then play with it in some lame ass puzzle game
Edit: Also, linking GAF should be illegal. What a terrible site
Holy balls, Jackson, get away from such a horrid place and hang out here, we're like GAF but less absolutely terrible
But the actual puzzles and things were less than thrilling, and as I'm sure has been stated many times, the controls were infuriating.
So I'll keep in eye on the sequel so long as they let me move my man around with the d-pad.
Bridge is not long enough? Type "boat" and you have yourself something with which to cross a gap. Barely worked on the genie level, but it worked!
Can't wait for the sequel.
"drawbridge"
Wait.
There is a game where not only can you summon a pegasus at will in every level, but it's actually to your benefit to do so.
And this is a bad thing?
Or people like me, who got annoyed because our creativity wasn't supported by the game.
I stopped playing on a level where I had to get past 2 guards without hurting them. After trying to wall them in for a while I figured I'd have some fun. I created some tranquilizer and tried putting it on a donut and giving it to them.
Nothing. No matter how many different ways I tried putting the guards to sleep with tranquilizers or sedatives in their food or through blow guns to something nothing worked.
So I stopped playing.
https://medium.com/@alascii
pretty much, I remember half the stuff I tried didn't even work. so much for creativity
probably going to avoid this sequel
It would be nice to have another developer out there which actually takes effort to address common concerns.