Zelda-killer or
unofficial Metroid sequel with this package. D.I.Y. is, after all, a WarioWare product,
and that means it simply grants you the power to create your own
WarioWare-style microgames. And even then, there are some pretty severe
limitations.
Yet despite these drawbacks and caveats, D.I.Y. is genuinely
incredible. Players (or rather, creators) are given access to a studio
in which they can assemble their own microgames from scratch. It's about
one step removed from bare-ass-naked programming, dependent on building
scripts and objects and relationships and event flags and even
assembling your own graphics and music, but Nintendo has managed to make
it feel whimsical and unintimidating despite the innate complexity of
the process of game creation. The game's lengthy tutorial -- about two
hours of mandatory learning, plus an equal amount of optional expert
techniques to be explored in the "dojo" -- plays a big part in this,
wisely using Wario as a dim-witted foil to the lector in order to avoid
the sensation that the game is talking down to the you.
Click the image above to check out all WarioWare D.I.Y. screens.
But just as important is Nintendo's clever interface design, which is
equal parts functional and whimsical. The game development process is
organized into a handful of tabs. The process begins with creating the
in-game objects under the Graphics tab, then using the Assembly tab to
define their behaviors and interactions. The tool system offers an ocean
of icons to wade through, but many of them are contextual and only
appear when needed. And while the icons are functional and effective,
many of them are infused with WarioWare-style whimsy. The undo function,
for instance, is represented a tiny time-traveler who proclaims "I've
just undone your last action!" when tapped. Players scroll through
action scripts by clicking and dragging on a tiny ninja who hangs
suspended in front of a literal paper scroll that unfurls as
you move him downward. The game doesn't go overboard with these little
embellishments -- most icons are far more functional -- but there are
just enough of them to add a little flavor to the package, and (more to
the point) help make certain key functions more memorable.
The game creation tools do have some maddening limits,
unfortunately. Player interaction is more or less limited to simple
tapping with the stylus, and my very first project was quickly derailed
by this limitation. My original intention was to make the player drag a
pair of rabbit ears along an arc in order to tune a TV, but this was
impossible; you simply can't incorporate dragging into your games.
Unfortunately, I didn't fully realize this until after I'd
already put together the artwork, so I was forced to improvise. The
final result wasn't nearly as interesting as I'd intended -- now players
tune the TV by tapping on the barely-visible tips of the rabbit ears to
make them rise to full antenna height -- but on the other hand, it does
mean that D.I.Y. offers enough flexibility to make it possible to
salvage a project gone awry by applying a touch of ingenuity.
Click the image above to check out all WarioWare D.I.Y. screens.
A more crucial limitation is the game's utter lack of DSi
integration. Given that the game is launching simultaneously with the
DSi XL -- and in fact seems like a marquee title for the system, since
its editing suite is far easier to use with the larger screens -- you'd
think it would be a key opportunity to make use of the system's unique
features, such as its camera. But no, you can't snap photos to use in
your D.I.Y. creations. And so far as I can tell, it's not even possible
to import images from an SD card. You can import preexisting art from
the built-in microgames, but while that's a handy shortcut it's terribly
weak as far as personalization goes.
These are definitely flaws, but to Nintendo's credit, WarioWare
succeeds in the most important area: sharing. D.I.Y. is basically an
expanded version of Mario Paint ,
offering remarkably similar art and music editing interfaces, then
upping the ante by adding a purpose to these abilities (namely, creating
your own mini-videogames). I always liked the idea of Mario Paint, but I
never saw the point of it; launched in the days before easy video
capture and online sharing via YouTube, Mario Paint creations were built
for an audience of one, ephemeral and quickly forgotten. Why bother?
But D.I.Y. provides not only a purpose for all that goofy art and
ear-piercing music, but also a centralized online repository for those
creations as well. As with all user-created content, finding the gems
will require sifting through a river of crap -- but still, at least you
can take comfort in knowing that the hours you pour into your creations
have the potential to find an audience of more than just your mom.
1UP.com.
© 2011 UGO Entertainment, Inc. All Rights Reserved. This copy is for your personal, noncommercial use only.