Hmm. The man certainly thrives on popularity, doesn't he?
All right, so I've already been labelled an idiot. And doubly so, vis-a-vis the article, in that I'm fashioning a reply. One hopes Yahtzee has the perspective to recognize that such a broad brush inevitably paints him as well.
Still, uninformed plebeian that I am, I felt I needed to mention a couple of things.
The real problem with "non-linear" games is that developers, and their whip-cracking bosses, really hate to create content that no one is going to see. Thus we have numerous instances of "You have to save the kingdom/your family member/the universe! Time is running out!... Of course, if you want to run an obstacle course and pick up some stars along the way, it'll keep." Occasionally you run across a game where dilly-dallying has real consequences (Fallout and Star Control 2 come to mind), but most "open-world" games have diversions that are just diversions and not meaningful branches from the main path. Maybe a "good ending" and a "bad ending". Ooh.
It sounds, from most accounts, like the problem with Scribblenauts is not so much that it pushes creativity as that it claims to push creativity, gives tools to enable creativity, and then doesn't actually reward creativity. For every "Wow, they thought of that!" There are three "I can't believe they didn't consider this"es. And for every creative solution that pays off, there will be three that cause you to fail. That, and that gamers generally being geared to win a game first and express creativity in it a distant second, if helicopters, ropes, and C'thulu do the trick, one's incentive to see if one can use a lawnmower and a giraffe to do the exact same thing is going to be significantly diminished.
All right, so I've already been labelled an idiot. And doubly so, vis-a-vis the article, in that I'm fashioning a reply. One hopes Yahtzee has the perspective to recognize that such a broad brush inevitably paints him as well.
Still, uninformed plebeian that I am, I felt I needed to mention a couple of things.
Ever read Alan Moore? Many of his graphic novel collections pretty much do exactly this, right down to the crossword puzzle. Sometimes the results are galling (BAD Black Dossier! No treat!) but it has been done...No other medium does this. It'd be like reading a novel, and every few pages there's a crossword you can do, or there's a little short story booklet stapled to the page that says "YOU CAN READ THIS IF YOU WANT BUT YOU DON'T HAVE TO! IT'S YOUR CHOICE!" And if you read that then it doesn't affect the story but the rest of the pages become slightly easier to turn.
The real problem with "non-linear" games is that developers, and their whip-cracking bosses, really hate to create content that no one is going to see. Thus we have numerous instances of "You have to save the kingdom/your family member/the universe! Time is running out!... Of course, if you want to run an obstacle course and pick up some stars along the way, it'll keep." Occasionally you run across a game where dilly-dallying has real consequences (Fallout and Star Control 2 come to mind), but most "open-world" games have diversions that are just diversions and not meaningful branches from the main path. Maybe a "good ending" and a "bad ending". Ooh.
Oh, come now, Yahtzee. Are you really suggesting that someone having had money thrown their way at some point is the best indicator of whether what they will produce is any good? You of all people should know better than that. Sturgeon's Law remains firmly in effect across the board, but just because someone chose to do something that would actually pay their bills rather than struggle up through the industry until they finally made that lucky connection and got noticed doesn't mean that they aren't capable of producing something creative and worthwhile. I'd certainly take something that had been designed by one of the better Half-Life 2 mod groups who have never made a cent off their work over something from a studio that's well-paid to, say, make video game spinoffs of Dreamworks Animation movies.Q. Was this level designed by someone who is employed professionally as a games designer or in another relevant creative industry?
If no, fuck it.
It sounds, from most accounts, like the problem with Scribblenauts is not so much that it pushes creativity as that it claims to push creativity, gives tools to enable creativity, and then doesn't actually reward creativity. For every "Wow, they thought of that!" There are three "I can't believe they didn't consider this"es. And for every creative solution that pays off, there will be three that cause you to fail. That, and that gamers generally being geared to win a game first and express creativity in it a distant second, if helicopters, ropes, and C'thulu do the trick, one's incentive to see if one can use a lawnmower and a giraffe to do the exact same thing is going to be significantly diminished.