2009-09-02, 12:03 AM
Providence Wrote:Scribblenauts. The end.
[color="#cc8899"]To be fair, people could simply make a rom/emu for it. It'd probably turn out well, and potential to add in new content would exist. I'm just curious how Scribs is gonna affect the game dev market in the future, particularly to having vast creative options at your disposal to solve problems.
The way I see it, for current influential games,
Sims gave the realization that people enjoy creating their own stories for their characters
Starcraft gave the realization that people will take a creative tool and develop countless modifications and even unique new gametypes given the freedom to experiment with the game's engine.
Half Life gave the realization that, given a dev kit for a game, people will go beyond even the above and will create something entirely new and sometimes even more popular than the original game.
SPORE gave the realization that people LOVE to make things they can use and play with in their game world.
Scribblenauts is leading to the realization that people love to experiment and try to outsmart games.
Noting the above, I see a gradual increase (a year or two of no major change, then a leap, then another year or two of down time) over time of allowing individuality and creativity a place in video games. Free thinking (less and less "You cannot go here, even if reasonable, because the game devs either didn't think of that or because of plot-contrived circumstances") and creative problem solving (How many ways can you use Dynamite, Rabbits, Glue, and a Cloning machine to solve problems? I know I'll find plenty when Scribblenauts is released) are being acknowledged as preferable to straight story telling - it gives the player a feeling of actually having power over their game world, of making a difference, more than simply being along for the ride as in a movie.[/COLOR]

