LexVenture
A ninja stole my science fair project!
What would you do if a ninja dressed in black sabotaged your science
fair project and ran off with the blue prints of your new letter
creating invention? I am pretty sure you’ll want to hunt down the
culprit like the low-life rat that he is. Well, LexVenture allows
you to do exactly that but in an innocent and funny way.
In the fourth installment of the grinder, I will take thorough look
at LexVenture created by Interama. LexVenture is a family word game
in which the player must form words using scrambled letters.
Creating them will move the main character, an unnamed Charlie Brown
look-alike, around the screen, in order to pick up lost machine
parts as well as power-ups and bonuses, ranging from delicious
cupcakes to nasty bombs. As usual, I will start by looking at the
emotional side of the game then look at its technical side. Finally,
I will make personal suggestions to fix issues that have pointed
out.
Throughout this grind, I will be
referring to the player as “he” but this is only a matter of
simplicity. The context applies to both male and female player.
Emotional
How LexVenture makes the player
feel throughout its gaming experience? How does it keep the player
motivated? Is the game intuitive enough? Does it offer a good level
of experimentation? Let’s take a look.
Motivation
The player’s goal, the story, the originality and the emotional
involvement of the player in the game universe all affect how the
player will desire to play the game. If those elements are mixed
correctly, the game will hook the player for hours.
Goals
LexVenture
offers numerous different goals to the player. From long to
short-term goals, the game offers us many different possible targets
to achieve. Special items scattered around the levels, progressive
addition of gameplay mechanics, special mini-games placed between
certain levels, high scores and moving obstacles in the levels (such
as dogs and bullies) keep the player stimulated throughout the game.
The game
would benefit from having more long-term goals. As of now, the
story, the motivation of beating the game and getting the highest
score are the only factors that keeps the player in the virtual
world until the end. High scores and “beating the game” goals are
too common to truly captivate the player. The game would need to
find something else related to the gameplay to keep the player glued
to his seat.
Originality
In general, the game offers a
good dose of originality. It is not easy to come up with an
interesting word game. LexVenture does follow certain patterns found
in other word games so it is not completely original title, but it
still manages to offer something that feels new and fresh to the
player.
Storyline
The storyline of LexVenture is one of its major weak points. The
concept of having a science fair project sabotaged by a rival is
quite an acceptable idea for a family game. The problem lies in its
creation. The writing skills demonstrated by the cut scene are of
low quality. It would be a good idea to review the lines and make
sure that the dialogues focuses on what the reader doesn’t already
know by looking at the picture.
Emotional
involvement
The position of the player within the game world is imprecise,
making his emotional involvement wonky. The player names himself
within the game world, takes part of the main character’s adventures
but he is never called out during the experience. The main character
is never named so the player is left wondering who he is in the
game’s universe. The player is left to wonder on his own raison
d’être: Am I helping the bald kid or am I the character? Why am I
helping those kids? Where am I? Why am I?
The game needs to establish clearly the role of the player within
the game world so that emotional involvement can occur. This is
especially true when creating a game intended for kids.
In
summary...
LexVenture offers many motivational elements but fails to use them
to their full potential. The fact that the player has no clear role
within the game detaches the player from the experience, which ruins
most effects other elements such as the goals may have on him.
Intuitivism
Goal
clarity
It’s always clear what the player must do in order to progress in
LexVenture. Simple mechanisms and helpful tutorials make the game’s
goals very clear.
Solution
clarity
This is where the weakest part of the game lies. The player always
knows what to do but he cannot easily find the solution to overcome
the challenge. The player understands that he has to find the right
word to reach the next goal, may it be primary like the machine
parts or optional like the cupcakes. The problem is that the game
uses words seldom employed in our every day conversations. It would
be very important for the creators to review the words in the game’s
dictionary so that players with basic English skills, such as
children, can find the solution to the challenges offered. This also
applies to the mini-games where the player must find a word based on
a definition. Instead of having a dictionary style definition, it
would be interesting to have explicit clues on what the solution of
the challenge is.
The game offers hints to palliate this problem but it doesn’t solve
it, it only makes it somewhat worst. It’s annoying when you are not
able to find a solution to a challenge and it gets frustrating when
the game gives you an answer that makes you think “How was I suppose
to know that?” or “Is this even a word? I never heard that before!”
It’s not easy to only use common words in a game like LexVenture. In
fact, at some point, the game would become redundant if the same
basic words turned up over and over again. It would be a good thing
to implement a progression in the words used so that, in the first
levels, the player would easily come up with words like cat, boat,
cake, house, car, dog, school, apple, snow, star, space, lamb, wolf,
hero or dragon. Using words commonly found in the literature aimed
for kids like these would really help to create this progression and
would aid the young players when unscrambling the letters.
The game does allow words to come back occasionally from one level
to another. This behavior is a very good thing since you want the
player to learn something and feel good when he quickly finds the
solution. I think that mixing this behavior with a word progression
would truly benefit the game.
Mechanism
behavior
The mechanisms used in LexVenture are working properly and clearly.
The player can tell when something works or not when playing. Small
confusions may appear n the player’s mind when using items, like
bombs or hints, since the player has no clear sign of where to click
if he wants to cancel his move. Besides that, the game offers all
the feedback needed to know if what the player has done worked or
not.
In
summary...
LexVenture is a very intuitive game but fails in terms of difficulty.
The solutions to the challenges are often too nebulous because of
the language skills needed to solve them.
Experimentation level
Mastership
LexVenture offers a good share of mastership but still needs a bit
of work. The game offers many challenges but doesn’t offer any ways
to actually become better at the game without some external help. So,
even after playing through the entire game on both skill levels, the
player will not have learned much from the game during the
experience hence he will not be much better if he restarts. He will
be able to know how to score more points but he will only spot a few
more words then when he first started.
To learn a word, you must know how it is spelled and you must know
what it means. Tarantula might be worth many points in the game but
without a proper definition, the player will have not learned
anything else than how to score big points in LexVenture.
Avatar
experimentation
Since the player cannot alter his avatar in any way, the player has
nothing to experience with its avatar. The game doesn’t need any of
this to be enjoyable.
Level and
challenge experimentation
Levels can be completed in endless ways. The player may play the
same level many times in a row and will be able to find new ways to
finish it. Of course, this is mostly because the letters are
randomly generated but many gameplay elements included in the levels
give choices to the player. Even if the challenges found in
LexVenture all look alike, they do not become redundant due to the
fact that there are so many possible ways to deal with them.
In
summary...
LexVenture offers a great deal of experimentation but fails to make
the player learn all the needed skills to master the game.
Representation
Graphic
direction
The graphic direction taken for LexVenture is interesting but lacks
finish. The decision to go with a cartoon style is a good move but
the game’s graphics lack expression. Backgrounds, characters and the
interface all need a little spark of imagination. Right now, they
work but do not have the “magic touch”. The characters would need
more expressive reactions, the backgrounds, although detailed, would
need to look a bit less flat and the interface would need to blend
itself a lot more with the rest of the game.
The game feels like it’s on a
good track and takes some good steps toward a good cartoon approach
but doesn’t seem to reach it completely. It’s almost there, it just
needs a few more steps.
Character
design
As mentioned in the previous point, the characters follow simple but
effective concepts but fail to have expressive behaviors. In general,
the characters feel somewhat distant from the player. In addition,
the game would benefit from establishing the main character’s
psychology. Right now, the characters presented to the player have
no background story or introduction. They are simply there, without
any reasons. Establishing who the characters are is quite important
and right now, the game fails to do that.
Universe
design
The universe design suffers from the same flaws as the character
designs. The game does not established where the game unfolds. The
player has to guess where the introductory scene occurs and only
have few clues to understand the universe where he is evolving.
There is no need for in-depth detail but simply pointing out rough
concepts would do the trick, for instance, naming where the
character is when game begins.
Sounds and
Music
Sound and
music direction
Musically speaking, LexVenture does a fine job. The music direction
opted for a simple diversified soundtrack featuring styles ranging
from country to reggae. The music is a bit generic but does the job
nonetheless. The different styles of music fit with all the
characters shown n the main menu. It’s a shame we cannot change the
visuals of the main character so it could fit with the background
music.
Sound
effects
The sound effects are also well
crafted. The only issue with those is that the voice acting is
banal. A bit more enthusiasm would make them feel less generic. They
work very well but in the context of the carton approach, they do
not feel as vivid as they could be.
In
summary...
In general, LexVenture does a
good job in establishing the style they want for the game. The game
would benefit from establishing the characters and the universe
before the game starts and add more energy in the general graphic
and sound designs.
Immersion
Information divulgation
A game like LexVenture wouldn’t benefit from too much immersion.
Since the player needs to have access to many information to truly
have a good view of his game, removing those elements would damage
the game’s intuitivism.
The only downside of this in this game’s case is that the interface
is a bit too important compared to the rest of the screen elements.
The game would feel a bit more immersive if the interface would be a
bit more subtle.
Controls
The control scheme found in LexVenture is very intuitive. Since
everything can be controlled using the mouse, any player can easily
pick up and play this game with great ease.
Continuity
LexVenture does a good job to keep its universe constant and
logically balanced. Every little piece fit together and the player’s
belief is rarely broken. The only little snag found in the
continuity is the use of bombs in the game. In a context of a family
game, it would be wiser not to throw TNT bombs on dogs and other
characters. Although its use is constant throughout the experience,
bombing others to win is not the best choice of behavior in this
context.
In
summary…
LexVenture could be slightly more immersive but the game needs to
have a lot of information on-screen to make it enjoyable so too much
immersion would not help it.
Fairness
As of now, LexVenture is not a fair game. It requires the player to
use external knowledge to win and does not provide ways to gain this
knowledge inside the game world. As mentioned in the mastership
point, it would be a good idea to add some way to learn the skills
inside the game in order to become better without consulting
external media.
Technical
Now that I have looked how the
game makes the player feel it’s time to take a closer look on how
the game has been crafted.
Mechanisms
Most mechanisms found in
LexVenture offer enough feedback so the player always knows if his
actions changed something in the game world. There’s only one
exception: the mechanisms used when using items could use more
feedback to indicate the player how to cancel. This also includes
the fact that item icons in the interface do not turn grey when you
cannot use them creating a little confusion. The rest of them are
clear and simple to understand.
Flow
The flow in LexVenture is smooth and easy to follow. Few screens
lack a “cancel” button, “Choose player” and “Options” screens, which
break the flow a bit but overall, it flows very well.
Economics
LexVenture offers a decent array
of economical elements. Points, items, point bonuses, letters, game
mechanics and levels are all part of its economical system. The
economy could be a bit more developed, allowing the player to unlock
more levels using points or perhaps allowing the player to customize
its avatar looks with un-lockable content. Even in its simplicity,
the economics of LexVenture work and offer enough elements to feel
diversified.
Ergonomics
and accessibility
The game is
ergonomically speaking well crafted. There are few irregularities,
such as the fact that, in the in-game tutorial windows do not have
the same button layouts as other screens, but in general, everything
is well crafted. The game allows many customizations so it is quite
accessible.
Stability
In terms of stability, the game
looks bug free and I have not experienced any crash. Except a
display bug occurring when using two bombs in a row in the word
challenge and that there is no curse filter in the name entry, the
game runs smoothly.
Personal
suggestions
I believe the game would benefit
from an in-game custom dictionary. It would be a good move to allow
the player to learn the definition of the words when playing so that
he doesn’t need to go elsewhere to find answers to his questions.
Straight from the start, the player could have access to a
dictionary that would fill up with the words he find while playing,
allowing him to see his progress.
While playing, I had the
impression that kids have not tested this game at all or, if it has,
the kids were not playing by themselves. I think the game would
benefit a lot from having a bunch of youngsters try out the game.
The creators could watch their reactions and see how they feel while
playing without helping them out.
In the “How-to-play” tutorial
screen, I would personally change the label “continue” to “Play” to
eliminate as much confusion as possible.
When the stage is completed,
instead of writing “Biggest word”, I’d write “Longest word” just to
make sure no one thinks the game is saying “Nastiest word” or
something like that.
The custom cursor fits the game a
lot more than the window defaults. It may be a better move to have
this cursor enabled from the start and have the player change it if
desired instead of doing the opposite.
In the stage select screen,
perhaps making the “Continue” button flash or glow would catch our
eyes a bit more and the player will know right away where to press
to begin. It doesn’t need something too strong, just a little
something to say to the player: “Hey! I’m here!”
It would be a good idea to allow the player to leave a level for the
world map. For example, if the player reaches the word challenge
mini-game and is out of bombs and hints, he cannot go back in
previous level to rack up on goods. He has no choice but complete
the mini-game since quitting will bring him to the main menu and
loading a game will send him straight to the cut-scene.
Conclusion
In conclusion, the game bathes in a good dose of originality,
craftsmanship and polish but somehow fails to soak it up to its
fullest. The artworks look modern but feel sterile. The gameplay is
varied and polished but misses its target public by being too hard
and unfair. The ergonomics and economics are elaborated but still
present some irregularities. The game is practically bug free and is
quite stable but displays poor storytelling elements…
Determined to become one of the world’s best batters, a very good
baseball player decided to stop playing for a year to train in a
gymnasium. Then, when his arms became big as tree trunks, he walked
up to the plate again and completely missed every ball thrown at him.
“How could this happen?” he thought. “I have trained all year to
gain all this power! I should be hitting homeruns!” The player had
forgotten why he was training in the first place. Sure, he had
gained strength but forgot that his goal was to be able to hit the
ball, not strike it with immense power. It feels to me like this is
what happened to the creators of LexVenture. They worked hard on
this title, focusing on making the game polished and well crafted,
making it look as professional as possible but forgot along the way
that it was aimed for a young public. So in the end, the result is a
game that runs smoothly but fails to be intriguing and delightful.
The situation is not impossible
to reverse. I firmly believe that, with a little refocus and some
play testing with kids, team Interama could turn this strike into a
homerun. So? What would you do if a ninja would steal your science
fair project? |