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This week, Destineer ships Magellan Interactive's Word Jong Party for the Wii to retail. A follow up to the successful Word Jong on the Nintendo DS, Word Jong Party adds new multiplayer modes, power-ups that take advantage of the Wii motion controls, and updated visuals. We loved Word Jong on the DS, its simple and addictive design came highly recommended when we ran our review for the game last year. So when we heard there was an updated version coming to the Wii, we hunted down the game's designer Scott Balaban to see what it was all about. Balaban is a veteran of both the videogame and traditional toy industry, starting work with Hasbro and its interactive division in the late 90s. This is a guy who knows a thing or two about a thing or two when it comes to both the toy and the videogame industries. Hit the jump for our full interview with Balaban where we talk about what's new in Word Jong Party, the success of the Wii, and what makes a "casual" game. [Thanks to Destineer for providing us with some great, exclusive concept art from the production of Word Jong Party, all which can be seen throughout the interview and in our gallery.] Destructoid: Word Jong is good, and sort of caters to that in that it's definitely the kind of game that's easy to pick up and understand. There's really not too much complexity. You have tiles of letters and you're basically forming words for points. And we took that basic mechanic and we tried to make it and cater it to this party experience. And that's really what the goal was for Word Jong Party.
We have a few modes in Word Jong Party. The main mode is the "Party Mode" where you have up to four people sitting around and you have your own individual stack of tiles and you're racing to form words and sort of clear tiles to reach a certain score, or have the highest score after a certain amount of rounds. Those are the core elements there.
So would you define Word Jong Party as a "casual" game? I would. And I'm not one of those people who thinks casual games are the bane of our industry. I'm actually, I think -- if anything -- they underestimate how powerful the category is. I think the biggest mistake in casual gaming is that when you're trying to create it as a category and kind of say, "OK this is a casual game" or "This is not a casual game" it sort of misses the bigger point. Most casual games are design for ease of pick up and play. I think it's really catering to the non-gamer market which, in my mind, is good because you're getting more people into games.
We actually had a big internal argument here at Destructoid over what defines a casual game or a hardcore game. Someone actually chimed in and said Halo could be considered casual, since you have so many people just picking it up and playing it, not necessarily competitively. To you, what's the distinction? Is it in design, in that because you use more buttons in Halo, it's somehow less casual or more hardcore than Word Jong Party. Is it budget, or something else? It's almost impossible to define it like that. What's really funny about this whole conversation -- what is a casual game versus a hardcore game -- I think for the most part it's our own industry internal discussion. When people are strolling the aisles of Wal-Mart of GameStop, they're not thinking "Oh, I'm looking for a casual or a hardcore game." They're just looking for a game that they're going to enjoy. When you're talking about budget, you can't use that as a metric because that new Bejewled Twist cost what? 85 million? That's clearly a casual game. And same thing with design and button simplicity. Something like N+ is certainly a pretty hardcore game by my measure, from a difficultly point of view. But that's only one button and a joystick.
And again, that's where I think Nintendo and the Wii are doing the same sort of thing, where it's reaching out to people that aren't quote unquote gamers. These are not people that are experience in sort of the gaming on all different systems; they see it, they understand it, and then they're involved. I think that's a good measure of a casual game. Since you've worked in both the toy and videogames industry, what's the distinction for you between a toy and a videogame? And, I think what it comes down to is that you can create a much deeper, richer experience with a videogame. And what you're trading off there you don't have the physical element of the toy which is, I still think, the big ace-in-the-hole for the toy industry right now. It's having that tactile experience. If you want to talk about LEGOs, we can talk about that for hours. You know, that's something you can hold and assemble, and that's not something you can really do in any sort of videogame.
So toys nowadays certainly can't get by on just being basic wooden blocks, although you'll always have your sort of traditional toys. But most toys today have an electronic component in a way that will sort of enhance the play mechanic, whether it just be basic audio -- it'll just give off some sound -- or lights or screens. They're trying to create a deeper play experience that videogames can only capture. The whole "tactile experience" thing you say is interesting, because I think in a lot of ways people expect and even get that with the Wii experience. They feel it's more "interactive." Do you think that's why the Wii has been so successful? I think that's definitely one of the reasons. My big theory on the whole Wii thing is that, I think they've managed to capture the casual bug. And there's something to be said about if my grandparents come over, are they going to pick up a Wii game and play it. I mean, that's certainly not going to happen on my Xbox 360. They've captured something just about the simplicity of just a basic game. There was a quote somewhere where someone was calling the Wii "the most expensive board game," and I think that's both a good and bad thing. I think it's catering towards sort of a simple, clean play experience, they've managed to capture -- like you're saying -- a tactile experience, which I think is a big thing.
It's interesting, when you take a look at the fads in the toy industry, a lot of toys are driven by the entertainment properties that they're based on. So "Elmo" is a good example. The inventor that actually came up with that whole "Elmo" series, it's just one after another, where they keep trying to recreate that fad. So the original "Tickle Me Elmo" was followed up by the singing one and then there was a chicken dance Elmo ... they keep sort of riding that, they keep pushing it out.
The Wii, like any videogame system, it's a system that you can obviously keep expanding with games and stuff like that. So it's sort of an unfair comparision to compare to the other. Back to Word Jong specifically, do you think it could come to 360 or the PS3?
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2:00 PM on 12.17.2008, 



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