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The Logical Journey of The Logical Journey of the Zoombinis: Part Two — Rolling the Snowball

A note from the FableVision editor: This blog series over the next few weeks is written by FableVision’s Tone Thyne, Vice President of Creative. This series will give you a front-row seat to what it’s like to create a show, an over-the-shoulder look at the creative work that Tone and Gary Goldberger, FableVision President and Co-Founder do here at the Studio. Curious about how we got here? Catch up on Part One of the series here, and read more about Tone here, Zoombinis here, and download the game to play!


 I may not be exaggerating when I say I’ve been playing Zoombinis during every waking moment over the past couple weeks and there’s a chance I’ve actually spent a few more hours in Zoombiniville than the Zoombinis themselves. And my 10 year-old son has officially decided he wants my job when he grows up.

As for Zoombinis, I finally get the hype. It’s an incredibly addicting romp for someone like me who thrives on puzzles, logic challenges, and perseverance. The game is “deliberately designed with no tutorial or instructions with the intent of teaching kids to explore, develop theories, and test their ideas” so I’ve had to figure it all out on my own. That’s some accomplishment.

Here’s what I learned, in no particular order:

  • As a player, your goal is to navigate a group of little blue creatures called “Zoombinis” through different screens and ultimately on to their new home, Zoombiniville.
  • Players use strategy and logic to solve the puzzles that allow the Zoombinis to move safely through different screens.
  • The Zoombinis don’t have personalities or voices. They don’t even have arms. Although they are the main focus of the game, they pretty much go along for the players’ ride.

That’s the major CliffsNotes version. We’ll touch more on aspects of the game as we move through this journey of the Journey.

So – the big question –  how to turn this game into a show?

Let’s start with Laurie Brennan, David Libby, Glen Secor, Jodi Asbell-Clarke, and Teon Edwards to get a sense of what their hopes and dreams look like. Gary and I ventured to Cambridge to meet with the TERC team.

TERC, Gary and I discussed the massive fan base Zoombinis has amassed and how disappointed the devotees would be if the series were to veer too off-course from the beloved property. It’s far more common to create a digital game from a broadcast property than what we’re trying to pull off with Zoombinis. Game first – then series. Then again, there was this gem from 1982:

 
 

We want viewers to be able to toggle back and forth from watching the series to playing the game as a multi-platform experience, rather than different incarnations of the same property. So it’s really important to me that the Zoombinis characters in our series shouldn’t be cooler than the characters in the game. In other words, since the Zoombinis don’t talk or emote in the game, I think it would be strange for them to each have voices and personalities like The Smurfs. Although they can still be blue.

What that means is we need to create an engaging set of main characters that should connect with our young viewers – but do so without talking. It’s a bit like creating a theatrical production featuring a herd of mollusks. (Not the world’s worst idea.) 

So I proposed the Zoombinis series could perhaps take a page from Rosencrantz and Guildenstern Are Dead or Wicked – exploring the story from a different perspective. Perhaps watching the Zoombinis along their journey from the view of ancillary characters in the game who interact with the little blues? It may be an interesting way to feature the Zoombinis – without expecting them to do any of the heavy lifting (after all, they don’t have any arms.) 

Scot Osterweil, at right, showing off Zoombinis to a fan.

Scot Osterweil, at right, showing off Zoombinis to a fan.

TERC was intrigued, and so Gary and I immediately set a meeting with Scot Osterweil at MIT. Scot is the grandaddy of all Zoombinis. Actually, to be more specific, he’s their dad. The Zoombinis sprung from his imagination in the early nineties when he worked at TERC with Chris Hancock, together developing what would eventually become the beloved game. 

Scot, Gary and I are going to meet next week in Scot’s office to volley ideas around. I’ll come armed with some concepts I’ve been mulling since the meeting with TERC to avoid the dreaded: “What do you want to do?”  “I don’t know. What do you want to do?”  “I don’t know. What do you want to do?” 

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I love animation because by nature, it is a cumulative process.  Each important step along the production line allows the project to grow bigger and better.  Imagine a kid rolling a snowball through a field of snow.  As it gets bigger, another kid may need to help roll it.  The further the kids roll the snowball, the larger it becomes. Pretty soon, it’s so enormous and so magnificent that several kids need to help roll it.  Show creation is precisely that.

Gary and I are going to roll our snowball over to MIT to see how much bigger and better Scot can help us make it.  See you next time.

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The Logical Journey of The Logical Journey of the Zoombinis: Part One — Where It All Begins

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A note from the FableVision editor: This blog series over the next few weeks is written by FableVision’s Tone Thyne, Vice President of Creative. This series will give you a front-row seat to what it’s like to create a show, an over-the-shoulder look at the creative work that Tone and Gary Goldberger, FableVision President and Co-Founder do here at the Studio. Curious about how we got here? Read more about Tone hereZoombinis here, and download the game to play!


In 1981, I had my 12th birthday at the totally tubular arcade at our local mall called Aladdin’s Castle: “The Ultimate Party Place” as their tokens boasted. That year, I also got PITFALL and KABOOM for my Atari 2600. I had achieved 8-bit adolescent nirvana.

Soon after though, my attention turned toward animation, MTV, and Lizzie Rossman. Video games sort of drifted out of my orbit, to use a Space Invaders reference, and never really drifted back. Until last month, when The Logical Journey of the Zoombinis popped up deliberately onto my radar screen. Or more specifically, when Gary Goldberger, FableVision’s Co-Founder and President, put it there.

This is Gary. Get to know that face (and those thumbs) well because Gary is going to be a main character in this blog series. He’s a dear friend, a wonderful colleague, and knows more about digital media than anyone I know. He is to digital what I am to children’s programming and so we make for fantastic partners at FableVision. Gary has spent the last 20+ years establishing FableVision’s respectable presence in the world of digital media and has been pivotal in connecting the dots between FableVision and The Logical Journey of the Zoombinis.

Zoombinis (for short) was a 1996 CD-ROM equivalent of what we today would refer to as a viral sensation. If you were a kid or a parent of a kid in the mid-‘90s, you know exactly what I’m talking about.

When I arrived at FableVision a couple of years ago, Gary and the team at FableVision had been working closely with our good friends at TERC to resurrect the phenom for a whole new generation of super fans on modern mobile devices.

Together, TERC and FableVision caused a certain portion of the internet (the one populated by nostalgic 20-something Zoombinis enthusiasts who credit the game with their reason for living) to completely blow up when they released an updated version of Zoombinis.

I get out of my jammies and come to FableVision every morning to create innovative, charming children’s properties, and given the tremendous reception of the Zoombinis release, it seemed only natural for Gary to suggest that together we create an original television series based on the beloved game.

(NOTE: Given the tremendous amount of digital platforms offering original programming these days, the term television series is about to go the way of answering machines, payphones, and VCRs. Broadcast series is a far more relevant term.)

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Now, before we start creating anything, I need you to meet someone. This is my dear friend, Kate. She’s the one on the left.

Kate is one of those friends we all need in our life. If I didn’t want to keep her all to myself, I’d introduce you so she could be your friend too. She’s the world’s greatest cheerleader and thinks everything I do is brilliant. See why I like Kate so much? Kate loves when I share my show ideas with her and she is unapologetically gobsmacked by the process. Kate is an accomplished novelist, yet awe-struck by the world of show creation. Here’s one of her classics: “I don’t even understand how someone’s brain even comes up with something like this!”

So for all the other Kate’s in the world that wonder how brains come up with shows, Gary and I decided it might be fun to take you along with us on our journey to develop Zoombinis into a broadcast property. Hence, this blog. 

Until I read about FableVision and TERC’s recent Zoombinis release, I had no idea what Zoombinis even was. You see, when 1996 rolled around, my joystick and AV cables were packed deeply in Styrofoam peanuts and I was busy picking out china patterns, reception venues, and cake toppers.  But there was enough excited buzz in the ether to become instantly intrigued.

As of today, Gary and I have no idea what in the world we’re going to dream up, but you’ll be by our side as the bulbs over our collective heads begins to illuminate.  

Before we embark on our logical journey, my first order of business, as I see it, is to download the app and get intimately familiar with the game and the world and the characters. I have to catch up to Gary and the Zoombinis’ giant network of fans!

I mean, seriously, what in the world is this game?? Is that a talking tree stump? Why do the little blue guys have no arms? Is that a pizza sitting on a rock? I’ve got my work cut out for me as I catch up.

If you’re not already there either, click here to download the game (scroll down for links to download Zoombinis on tablets, desktops, and Steam) to get Zoombinis on tablets, desktops, and Steam) and come along with me as I familiarize myself with the cult classic.

Early next week, Gary and I are meeting with both the team at TERC and Zoombinis creator Scot Osterweil to begin to volley ideas. I’ll be sure to document everything we discuss and  write all about it here. That will really put my friend Kate (and hopefully you) on the edge of your seats.

For now, I’ve got to go play Zoombinis. See you next time. 

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