5th Cell Misses Point, Jumps into Pit
The creative director at 5th Cell has talked more about the decision to add D-pad controls in Super Scribblenauts, and rest assured it's your fault because you're such a whiner.
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."
Intelligent, reactive behaviors and responses like "keep running two seconds after I want you to stop" and "jump off this cliff" and "run into that thing I just set up and knock it over."
You can be forgiven for mistakenly thinking you wanted D-pad controls because the stylus controls in the first game were shit. It turns out, however, you want them because you're a hardcore gamer and set in your ways and you insist on having everything play like a platformer. That's not how it's supposed to play, but since 5th Cell are such kind spirits, they'll let the baby have his bottle.
It alarms me to think that any developer is making decisions based on whether or not they get e-mails from casual players. Here's the thing about casual gamers:
- They don't fucking e-mail game companies. They're too busy having sex and attending sock-hops and whatever else it is regular people do.
- They don't know any better. That isn't a "hurr casual gamers are stupid" comment, it's just natural. When people who don't play a lot of games do get around to one, they often take the game at face value; that is, whatever's happening, that's how the game is supposed to work. People who don't play a lot of games often are more tolerant of certain issues than people who have played enough to know it can be done better.
- Standard disclaimer: the casual/hardcore divide is dumb and arbitrary anyway.
Besides, who writes e-mails to a developer that start out "Dear sirs, allow me to lodge a formal complaint about the unsatisfactory performance of your product Scribblenauts. But first, a brief history of my gaming accolades. I was born..."


