games  anime  |  toys
Destructoid is gaming news, community, videos, and sometimes love. Take the tour or jump in with Facebook:

 


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.

Continue: More Promoted stories stories





prev next

12 comments | showing # 1 to 12

kauza's Avatar - Comment posted on 06/29/2009 22:52
kauza
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 - Comment posted on 06/30/2009 00:20
megaStryke
I think Scribblenauts will cure cancer, make peace in the Middle East, and discover the final digit of PI.
garison's Avatar - Comment posted on 06/30/2009 00:36
garison
Holy crap Scriblenauts looks amazing. And nice musing too. I enjoyed.
Monodi's Avatar - Comment posted on 06/30/2009 02:32
Monodi
In before frontpage. Awesome stuff
Magnalon's Avatar - Comment posted on 06/30/2009 07:59
Magnalon
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 - Comment posted on 06/30/2009 09:11
Elsa
Well written with some interesting thoughts!
walkyourpath's Avatar - Comment posted on 06/30/2009 09:50
walkyourpath
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 - Comment posted on 06/30/2009 10:11
Tubatic
@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 - Comment posted on 06/30/2009 12:22
Zippyduda
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 - Comment posted on 06/30/2009 20:29
Reginald
WOOO! univacs rule !
HiddenAHB's Avatar - Comment posted on 06/30/2009 20:58
HiddenAHB
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 - Comment posted on 07/01/2009 14:18
Dexter345
Beautiful!
prev next

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

 
New on Destructoid.TV play all videos

Loading
Loading Destructoid Videos


    Win this!
    Dive in! meetup+play for a chance to win a PC

    Dtoid Twitter    Got news?   tips@destructoid.com

    Reviews & Previews
    Assassin's Creed 2 review
    Crossfire Remote Pistol review
    Resident Evil: The Darkside Chronicles review
    Left 4 Dead 2 review
    Call of Duty: Modern Warfare Reflex review
    more reviews
    Driver
    Avatar
    GT Racing Motor Academy
    Bad Company 2 beta dishes out meaningful experiences
    Legend of Zelda Spirit Tracks
    more previews


    - The Dtoid Army is 51017 strong -

    Showing Cblogs with 3+ faps   show all

    Call for entries: do the wrong thing

    New to Dtoid? Read the survival guide




     Originals
    Chad Concelmo: The tragic history of the videogame turkey





















    More Destructoid Originals




     Popular now more






















    Team Destructoid   tips@destructoid.com
    Nick Chester
    Editor-in-Chief
    Niero
    Founder, publisher
    Jim Sterling
    Reviews Editor
    Hamza Aziz
    Community Manager
    Dale North
    News Editor
    Rey Gutierrez
    Video editor & director
    Anthony Burch
    Features Editor
    Colette Bennett
    Tom Fronczak Brad Nicholson
    Ashley Davis Ben Perlee
    Conrad
    Zimmerman
    Chad Concelmo
    Jonathan Holmes Jonathan Ross
    Brad Rice Jordan Devore
    Will Maddock Matthew Razak
    Dyson Joseph Leray
    Topher Cantler Samit Sarkar
         
      Dexter
    Adam Dork
    Daniel Lingen
    Hollie Bennett
    Joe Burling
    Mikey
    Stella Wong

    Josh Tolentino




     

     
      get involved

    register or login
    post a blog
    post a forum
    enter a contest
    contribute a news tip
    suggest a feature
    be a guest editor
    support

    new member's guide
    login assistance
    tech support
    report abuse
    email our editors
    read our dev blog
    nuclear crisis?
    keep in touch

    RSS feed
    Twitter
    Facebook
    Myspace
    Flickr
    Game nights
    Meetup+play online
    seriously

    about Destructoid
    advertising
    terms of use
    privacy policy
    jobs at MM
    buy our crap
    our network

    Tomopop
    Japanator
    Despingation?




    Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
    living the dream since March 16, 2006