The problem with this game is that, despite possessing amazing creative potential, the game doesn't encourage the right type of creative process for the players. Although amazing in a create-your-own-scenario sort of way, most gamers aren't that sort of creative type. We're problem-solvers, and we live by the idea that necessity is the mother of invention. Our creativity shows itself not in what we decide to do, but in the way we go about doing it- and it's at its peak when we're given virtually nothing to do it with. As you'd guess Scribblenauts fails terribly at appealing to problem-solvers. When every problem can be solved with wings and a black hole, we don't really see any fun in solving it. Sure, having every item in free play mode is neat for experimenting and such, but in the actual game our tools should be limited, and we should be told what they are. Maybe we can only use items starting with a certain letter (hard mode: the letter x), or only certain types of items (take down a Spartan using nothing but fresh fruit, get a person to go from point A to point B safely using nothing but wild cougars to make them flee in terror, etc). If they ever make another game on this engine, they should take some hints from games like The Incredible Machine- although at times hair-tearingly difficult, the game exemplifies all the elements Scribblenauts lacks.