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Creative Plagiarism How to make a new game based on an old game Scott Kim, Shufflebrain Casual Games Conference Jul 19, 2005
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We all steal Tetris + Columns, Puyo Puyo Bejeweled + Jewel Quest, Big Kahuna Makigame + Collapse, Poppit Diner Dash + Wild West Wendy
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PITCHING : Easy sell MARKETING : Built-in audience PRODUCTION : Re-use assets GAME DESIGN : Proven play pattern And for good reason
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It’s nothing to be ashamed of Immature poets imitate; mature poets steal. T. S. Eliot
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It’s nothing to be ashamed of The old guys stole all our best ideas. Frederick Goudy
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The challenge is to do it well 1. S EQUEL TO HIT GAME 2. A DAPT TO NEW MEDIUM 3. I NSPIRE NEW IDEA
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From my experience designing puzzles PRINT TOYS MOBILE PC/CONSOLE WEB DOWNLOADABLE
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1.SEQUELS (and clones)
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MOVIES: Spiderman II PC GAMES: Sims II CASUAL GAMES: Bejeweled II Common in all media
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WORSE : Matrix Reloaded BETTER : Toy Story II SERIES : Harry Potter Issue: how to extend the original
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Ask yourself What do you lose? What do you keep? What do you add? ORIGINAL SEQUEL
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Shrek II Lose plot point: Fiona’s secret Keep theme: be true to self Add character: Puss in Boots ORIGINAL SEQUEL
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Bejeweled II Lose nothing Keep play mechanic Add play modes, rewards ORIGINAL SEQUEL
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Change look: Sweet Tooth, Nisqually… 1. Change something
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Change look: Sweet Tooth, Nisqually… Change goal: Jewel Quest Goal: turn board gold 1. Change something
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Change look: Sweet Tooth, Nisqually… Change goal: Jewel Quest Add modes: Action, Puzzle, Endless 1. Change something
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Change look: Sweet Tooth, Nisqually… Change goal: Jewel Quest Add modes: Bejeweled II, Tetris Change rewards: Bejeweled II 3 in a row = clear 4 in a row = bomb 5 in a row = hypercube 1. Change something
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2. Fix what’s wrong Inconsistent rotation + unified
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2. Fix what’s wrong Inconsistent rotation + unified Exhausting + 3-minute sprint
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2. Fix what’s wrong Inconsistent rotation + unified Exhausing + 3-minute sprint Single-player + Tetris Battle
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2. Fix what’s wrong Inconsistent rotation + unified Exhausing + 3-minute sprint Single-player + Tetris Battle No cascades + Tetris Cascade
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3. Balance complexity
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Larger board: 7x7 grid +
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3. Balance complexity Larger board: 7x7 grid New piece: 2x2 square
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3. Balance complexity Larger board: 7x7 grid New piece: 2x2 square Alternate exits
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3. Balance complexity Larger board: 7x7 grid New piece: 2x2 square Alternate exits Train theme
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2. A DAPTATIONS
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BOOK + MOVIE : Harry Potter MOVIE + GAME : Spiderman WEB + MOBILE : Bejeweled Across media, across platforms
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BAD : Rubik on PC, Final Fantasy movie GOOD : Lord of the Rings movies NATURAL : Tetris mobile Issue: how to adapt faithfully
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Three rules of adaptation 1. Avoid what’s hard 2. Keep what’s essential 3. Add what’s possible MEDIUM 1 MEDIUM 2
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Book vs. Movie Avoid inner thoughts Keep character, plot, setting Add visceral action BOOK MOVIE
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Web vs. Mobile Avoid big screen, mouse Keep play mechanic Add online element WEB MOBILE
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Rule 1. Avoid what’s hard Tangrams (Juniornet.com): physical + web
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Avoid 3D Driv3r (Atari/Glu): console + mobile
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Don’t always have to avoid Zuma (Popcap/Glu): web + mobile
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Dell Crossword (Blue Lava): print + mobile If you can’t avoid it, innovate
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Rule 2. Keep what’s essential Final Fantasy (Square Enix): PS2 + mobile
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Top Gun (Mforma): movie + mobile Keep action
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Keep mental experience Tangrams in Discover: physical + print
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Rule 3. Add what’s possible What is unique to the medium? How can that add to the game? Experiment and see where that leads!
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Add authoring Tangrams on Juniornet.com
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Puzzle Inlay (Gamehouse) Add scoring & error recovery
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Add bells and whistles Convenient access Improved interface Undo Levels of difficulty Interactive tutorials Automated opponent Algorithmically-generated puzzles Sound and graphics
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4. Design for the medium You Don’t Know Jack
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4. Design for the medium Daily Puzzle (Glu Mobile)
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3. I NNOVATION
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Take poetic license Romeo & Juliet + West Side Story Seeds with thorns + Velcro
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Three rules of innovation 1. Look wide 2. Break assumptions 3. Dig deep
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1. Look wide
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Tetris was inspired by pentominoes
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2. Break assumptions Make it 2d
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3. Dig deep Rubik’s cube is a permutation puzzle Like a 2D sliding block puzzle
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3. Dig deep Multiple pieces move at the same time.
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3. Dig deep 2D equivalent of rotation
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3. Dig deep COGITO 2D puzzle Slide row/column With wraparound Fill 9 center squares 100 levels
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3. Dig deep Keep core idea: simultaneous motion Change everything else Just 2 simultaneously moving objects
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Double Maze Move both balls onto both stars at the same time http://www.shufflebrain.com/doublemaze.html
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C ONCLUSIONS
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1. SEQUEL Change something Fix what’s wrong Balance complexity
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2. A DAPTATION Avoid what’s hard Keep what’s essential Add what’s possible Design for the medium
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3. I NNOVATION Look wide Break assumptions Dig deep
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Scott Kim, Shufflebrain scottkim.com
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