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Untapped Potential: The calculation of situations photo

[It's time for another Monthly Musing -- the monthly community blog theme that provides readers with a chance to get their articles and discussions printed on the frontpage. -- CTZ

While trying to come up with a good topic, I started in on making a bunch of different blogs. I started one about a Chrono Trigger sequel in my mind that never was and another about the Blues Brothers IP and car chases. I even thought about rehashing a blog article I wrote last year about a Star Trek idea. None of it really took form as a complete thought, and I've yet to throw my hat into the ring for this month's Musing.

However, I think I've been getting at one main idea with all these half starts. In all cases, each IP could benefit from a heaping serving of good old fashioned situational simulation and straight up, by the book, number crunching. While the payout isn't immediate to any investor, putting time into building a great simulation system could revolutionize our play experiences.



Take Chrono Trigger. What turned me on about Chrono Trigger wasn't just the character design or fun combat system. It was the idea that my action had consequence in consideration of time. If you plant a seed, it becomes a tree in a different time. Though limited by narrative situation and scope of project, real results come from meddling on the temporal grid.

What if there was more time to design around that mechanic? What if the death of a character in Pre-Historia was able to change the entire make up of the civilization thousands of years in the future, opening and closing gameplay situations as characters cease to exist or come into being? What if whistling a tune across the world and 30 years prior would inspire a nation's Anthem that could be heard in the present at a colonial outpost? Nuance and minutia, perhaps. But come on. Aside from any narrative, playing with that system would be a true blast.

Certainly, it would be difficult. The game would have to be built around this idea, and then, everything would have to work within the rules of whatever system is established. Situations would have to be considered and calculated, and results, inevitably, would have to be parsed out and normalized to ensure a fun experience. Its just a dream though.

I mean, you'd have to create some way to manage all these objects. You'd have to write a whole system to define how objects and people interact with each other. You'd need to figure out numbers and traits for things, and define types of things and general AI. Worst of all, you'd probably have to take maybe 5 to 10 people to just find and define a huge number of objects to exist in this world. Why, that's insanity. Its just unreal. This could never actually happen in the industry. Not this industry.


Oh right. Scribblenauts is actually happening. This September. On the Nintendo DS.

The core gaming world is losing their collective gourd over Scribblenauts, and with good reason. After years of the guided narrative and the cinematic presentation, feeding on gritty action gaming and accepting the slowing arc toward sport simulation perfection, here comes a database. A nerdgasmic database of 10,000 nouns that all have a meaning and purpose and an incomprehensible combination of computational results. We are shocked, awed and intrigued, but what are we looking at?

What we're looking at is a good idea magnified, smartly, to the nth degree. Not to trivialize the hard work the must have gone into the creation of this evocative wonder-software, but its just the escalation of game system creation. This is not a graphical leap necessitating cell-processors or fan-cooled horsepower. Its numbers on an array of arrays, played out in paperform gameplay.


We could have been playing with Scribbles and Time Lines generations ago. The untapped potential is simply clever systems, my friends. I think we had that in simulations like Civilization or SimCity at least 10 years ago! Imagine moving ever forward to the smarter simulation with more ways to process numbers and situational data. What if we had gone to macro with this system design structure? What if, instead of graphics and networking, the medium delved farther into bolstering simulations and gameplay-relevant calculation years ago?

We'll never know. But we're bound to draw a new conclusion in the coming months. Once people get turned on to what Scribblenauts does, and how it does it, we're likely to see a whole new way of thinking when it comes to game design and execution. Lets just hope that at least one inspired individual will look to create a consequential time traveling world. The possibilities (and paradoxes) are endless.

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12 comments | showing # 1 to 12

kauza's Avatar
kauza at 06/29/2009 22:52
What will really blow my mind is the (cliched, at this point) Terminator scenario, where we finally have computers that just decide to beat the shit out of us. Up until that point, though, I bet we'll have some pretty kick ass games, where the games themselves can choose to create new calculations to constantly adapt to the player. Hell, maybe it will never happen, but imagine the incredible simulations that would be possible.

Until then, I think you're right: Scribblenauts is going to help a lot, and I hope it doesn't turn into something that we'll be writing in the Untapped Potential blogs of the future.
megaStryke's Avatar
megaStryke at 06/30/2009 00:20
I think Scribblenauts will cure cancer, make peace in the Middle East, and discover the final digit of PI.
garison's Avatar
garison at 06/30/2009 00:36
Holy crap Scriblenauts looks amazing. And nice musing too. I enjoyed.
Monodi's Avatar
Monodi at 06/30/2009 02:32
In before frontpage. Awesome stuff
Magnalon's Avatar
Magnalon at 06/30/2009 07:59
I really hope Scribblenauts is that good, because I'm most likely going to give in to the hype and buy it before I read its reviews.

Also, on a related Tubatic note, Way of the Samurai is amazing.
Elsa's Avatar
Elsa at 06/30/2009 09:11
Well written with some interesting thoughts!
walkyourpath's Avatar
walkyourpath at 06/30/2009 09:50
I wish Scribblenauts was coming out for more systems than the DS. . . I don't want to miss the game, but don't have the time to invest in a new portable device, either.

Great write up! The kinds of systems you're describing are what I thought Molyneux was talking about when hyping the first Fable -- the whole acorn to oak tree concept.

I enjoyed both Fable games, but neither of them built a system more complex than -- if pastaction=good, then currenttowngraphic=vibrant. if pastaction=bad, then currenttowngraphic=rundown.
Tubatic's Avatar
Tubatic at 06/30/2009 10:11
@Magnalon

YES!

@WalkYourPath

Yeah, that's what I'm talking about! As much as I like Fable I and II, that series needs 5 guys filling in a database for 3 months.

There's an implication of good things, like how any person's opinion of you is a factor love/hate, fear/entertainment and attraction/repulsion. Its great to have a town full of people that love you, and then there's the one guy that fears you because he saw you use magic in an alleyway. But large, world changes are totally binary. Which is fine and all. But we can crunch more numbers than that, right?
Zippyduda's Avatar
Zippyduda at 06/30/2009 12:22
I seriously want to get Scribblenauts, but getting a DS with hardly any money is hard, so I do wish it would be released on other systems. You never know eh...
Reginald's Avatar
Reginald at 06/30/2009 20:29
WOOO! univacs rule !
HiddenAHB's Avatar
HiddenAHB at 06/30/2009 20:58
I'm putting my hopes in Scribblenauts and Milo.(I think because i played so much Black & White, and Fable's, i'm a Molyneaux whore now.)

@Tubatic

Once i used Lighting with my good hero in the Bowerstone Market Square and now everybody loves and fear me at the same time. I think it's a great system in Fable 2, it isn't the typical:
Good Guy(Lovable/Funny/Attractive)
Bad Guy(Hateble/Lame/Ugly)
Dexter345's Avatar
Dexter345 at 07/01/2009 14:18
Beautiful!
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