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Guide To Original Games, Keep your games new and fun!
RhysAndrews
post Jul 6 2006, 06:54 AM
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Guide to Creating Original Games
Written by Rhys Andrews | Latest Update 6th July 2006


I've noticed, that there have been a lot of GM trends over time; all to do with fan games or certain types of games. At the moment, as most of us know, lots of people are releasing "Drink Tea or Die" games, and there are many who are complaining about it. Now, here's my statement about this issue. The most important aspect of game design is gameplay. There's nothing more important, and if you say "replay value" or "controls", they all fit into the same category as gameplay. As does originality. A lot of us around here are creating games that we've seen proof of it being fun to play before; so stealing the idea apparently means getting a popular game everyone will play. This keeps until the original game, with lots of positive replies, has disappeared down the pages and all the front pages are replaced with clones of the same game, with negative replies, stopping people from thinking the game was fun in the first place, and alas, you have a dead trend.

Introduction:
I've typed up this guide as a means to stopping users from taking other ideas and adding their own theme to it; and instead, starting new original concepts. Game Design can be a pain, because you'll be tempted over and over to make a game just like another popular one running around the forum. I was tempted to create a top-down online game, so much so that i'm almost a whole year into Conflict: Online, so there's no turning back. So here are some tips and guidelines to get you started on creating your own original concept and getting a good response to it. One thing to remember while designing original games, are that you don't need to create a new "genre". In fact, that's almost impossible. It's the concept that matters, and sure, if you make a game with a popular genre like a first-person-shooter, it's going to be harder to make unique. But then again, it'll have a better result if you pull it off.

Chapter 1: Giving twists to popular genres
If you're tempted to take a popular concept and make your own version of it, sometimes it's good to surrender to your temptation, but on one or more conditions. Sure, you could easily start your own top-down game, with it's stereotypical features like
  • Cyber or Modern Weaponry
  • Absolute or Relative Controls
Or, you could reinvent top-down games, into your own, original concept. One idea might be to add a Z-axis to top-down games, allowing your player to climb hills and jump. And that's just the controls. Consider these:
  • Set the game in a time-era rarely used; like medieval, roman, or even the beginning of time.
  • Don't go squad-based or team-based; Start up your own "base", for instance everymanforhimself-based, or rebellion-based.
  • Make unique goals; not just killing everyone, using stealth, or completing standard missions, but instead something weird and wonderful; like pickpocketing objects from enemies or pushing over as many enemies as possible in the time-limit.
  • Allow the user to control things other than the character. Like cranes, vehicles, robots, or even other team-mates.
  • Little minigames and puzzles to get through levels (or just as an option) are always fun little addons. For instance, in GTA; San Andreas, you can play old arcade games on video consoles, plugged into the TV.
  • Reinvent Melee. Don't have just gun strikes; do whatever, head butts, kicks, punches, leaps, whatever you want.
  • Ironic features. How about being the enemy instead of the allies? Sure, sounds dumb, but pull it off and here comes your bonus points. The True Crime video-game series by Activision used the popular GTA-style genre, and gave it a twist of playing the cop, not the gangster.
  • Interesting keyboard-patterns. Allow the user to have to press certain keys in patterns, or at certain speeds, to get through obstacles. For instance, maybe the user must press certain keys to play certain notes on an instrument, and if they do it in order and in rhythm, they pass.
So as long as you give your game a make-over from the stereotypical features, you could give into your temptation to create RPG's, Top-Down Games, or so long as you really work hard, Drink-Tea-or-Die games.

Chapter 2: Using rarely-used genres
Now, if you're able to go "no, i'm not going to make another lousy top-down MMORPG"; and you wanna go something new-but-old... Ever considered a puzzle game, racing game, or even a sports game? Violence and shooting isn't needed in games to be fun. Making a puzzle game, although can really put a dent on the chances of people downloading, can be an incredibly fun game. Fast-Paced or just logical, puzzle games are actually quite hard to make, and quite hard to play too. But if you pull it off, you're definitely commended for it. Here are some tips.
  • Don't use old puzzle-genre's like "Tetris" or "Minesweeper". If you're ready for it, go the full mile and make your own new set of rules. Give it a catchy name, lots of little features here and there, and watch the response sky-rocket.
  • Puzzle games, as i've stated, can be hard to draw attention to. So make sure you really polish this one off! Give it vibrant graphics, a broadway-style topic layout, and lots of little bits and pieces here and there.
  • Follow chapter 1; Turn an dusty old overly-used genre and bring it to life with a huge puzzle concept. Old Platformers used to have lots of puzzles, like pushing blocks correctly so that new areas are accessed; or simply stepping on the right steps in the right pattern.
Something that can sometimes get harder than puzzle-games, are racing/sports games. These games can be incredibly hard to program and release; because sports have rules to be considered, racing has physics/damage to be considered, and they both need extremely powerful AI and graphics. But who ever said they can't be done, and who ever said they aren't some of the most enjoyable games with the best replay-value? Here's some ideas on keeping your game fun, and easy to make.
  • You don't need to have a simulation of the sport (like Soccer, Football, Hockey, etc). How about a simple arcade game with no rules? For instance, soccer could be very straight forward; get-ball-in-goal. AI just needs to follow the ball, and then the goal. Easy stuff.
  • Use urban-sports or extreme-sports. Examples are Hacky Sack, Skateboarding, Street Fighting, or street-racing.
  • Go for something that isn't commonly played, or never created as a game. Cow-tipping, Hacky Sack, Handball, Squash, etc.
  • Create something new! Sports aren't too hard to make, you could base the rules on a common sport or go straight from scratch. This will become even more original.
  • Racecars, trucks, whatever; they don't need to be known-to-man. Create something crazy. Racecars that can dig under ground, whatever, it doesn't matter; so long as it's fun, fast, and can create some sick crashes; it's going to give a lot of enjoyment to the player.
Chapter 3: Make it all up!
Oh, fine, you're too good for me? Then leave me and go make your own thing. You see, some of the finest games ever to be released have just come out of nowhere. Not based on a common genre, not an original of a rarely-used genre, but instead, just a load of random stuff put together into an enjoyable experience. Some of these games include 2D Cube's Wubly, Mr.Chubigan's Sandbox of God, or my unpopular, first proper release, Bounce Arena. As you can see some of the most original games have been put on Staff's Choice. In some respect that is your target. Here's some tips for making a completely new concept:
  • Trial and Error some interesting controls. Maybe start with the arrow keys, and have interesting moving-patterns to move something around. Stick in gravity, friction, whatever, to see how it moves. Trial and Error can always mistakingly lead to some very interesting concepts.
  • Play with some DLLs; like gmphysics. Do some crazy things with them, and see what you come up with. It's completely up to your imagination.
  • Personificate things. Bring objects you would rarely find alive... to life. Who knows? You could be walking around as a pineapple fighting rather large Television sets. It's totally up to your imagination.
  • Base your game vaguely on something you like... Ninjas? Emoticons? Whatever.
This chapter is the hardest to follow; because original concepts are up to two things: Imagination, and Mistakes/Trial&Error.

Outroduction:
So, here's a simple guide for you to follow if you're thinking of something to do for a game. Don't follow another concept. Use it as a very vague foundation, sure; But in the long run you'll be much happier with yourself if you make new concepts. If you've seen the Guide to Raising Replies, it's the same go here. If not; here's how it works. Comment on the guide by all means, and if you have any suggestions as to what I can add to the guide, post it and i'll consider it for sure. As a final note, you need to remember these simple things when designing original games:
  • Take risks. Risks are what every good gaming company should do; do something original, and if you can't tell whether it's gonna get a good response or not, go for it anyway.
  • When we say let your imagination run wild, we don't mean make extremely random games each time. My examples of "Running around as a pineapple" or whatever was not meant to be a truthful concept; but rather something that you could end up with so long as you're good at making games original.
  • Sky is the limit.

Thankyou
Regards
Rhys Andrews
GameCave Team

This post has been edited by RhysAndrews: Jul 8 2006, 09:04 AM
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TCGamer
post Jul 6 2006, 07:07 AM
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This is really good. I can see you've taken the time to write this. It should be pinned just as your other topic.

This post has been edited by TCGamer: Jul 6 2006, 07:09 AM
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FredFredrickson
post Jul 6 2006, 07:10 AM
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I didn't read the entire thing, but it should probably be added that to make a unique game is not to create a new genre... Even if that seems it's the only way to make a new game concept (which it's not, of course!). tongue.gif

This post has been edited by FredFredrickson: Jul 6 2006, 07:12 AM
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OpticalLiam
post Jul 6 2006, 12:03 PM
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Very good article, should give some of the people round here something to think about.
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Snorri
post Jul 6 2006, 01:27 PM
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I think that the problem with todays game developers is that they are falling into the same pit that is making the film industry doring and stagnant. Sequels and adaptations.

I think that the way for gamers, developers and publishers to futher their horizons would be not to hang on to existing series of games, with repeats of ideas that over time just become boring. We need more people like Keita Takahashi, who has brilliant, innovative ideas about gaming. The best bit about his work is that he's not making another Katamari sequel, and is instead working on new material. I think developers need to let go of a gaming series, and clutching onto a money maker, instead of thinking outside the box.

It's also about taking risks. Look at the Nintendo Wii for example. Nintendo have abandoned tradition with it's radical new conroller and playing techniques, and are not trying to compete with Microsoft and Sony in an HD technology arms-race. This drastic change is very risky, and might theoretically not pay off, but it's about having new ideas, breaking away from the norm, and coming out with something innovative.

That's my 2 cents.
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Koran
post Jul 6 2006, 01:47 PM
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Great stuff. This is helping. Problem is, new puzzles are hard ot make, I've been thinking for ages bout that one.
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NatetheGreater
post Jul 6 2006, 02:23 PM
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Wow! Very informative and interesting, RhysAndrews (as usual! tongue.gif ). Great guide!
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abacus
post Jul 6 2006, 02:33 PM
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QUOTE
Violence and shooting isn't needed in games to be fun.
completly correct.

I also think that violence can be used to greatly improve the fun factor.


I think that a great way to make new games is to go off a contest's rules, even if yu don't want to submit it. It'll keep you from straying off the path too much, but contest's often add interesting twists (Like ChIcKeN aTe My DoNuTs june contest, "make a platform game, with exactly 10 sprites, less than 5 rooms, and has a chicken be the main character.).


Ponder.


~Math out!
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Polystyrene Man
post Jul 6 2006, 07:49 PM
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QUOTE
Chapter 1: Giving twists to popular genres
You should make it clear that this means giving twists to popular GENRES, not GAMES. A Zelda game where Zelda can fly isn't original. (Or maybe he can already fly. I don't know, I haven't played Zelda before mellow.gif).

Otherwise, great job! (Perfect timing too).
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sinkhead101
post Jul 6 2006, 08:18 PM
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Cool. I think this should be pinned as well, but is there getting to be too many pinned topics?
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Bear1991
post Jul 6 2006, 08:23 PM
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This guide is great, they should pin this. It helps me too
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RhysAndrews
post Jul 7 2006, 02:33 AM
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QUOTE
I didn't read the entire thing, but it should probably be added that to make a unique game is not to create a new genre.
Agreed; I've made a few little edits in response. Thanks.

QUOTE
Great stuff. This is helping. Problem is, new puzzles are hard ot make, I've been thinking for ages bout that one.
Yeah, it's a problem. It's also hard to get users interested in downloading it; usually the thought of a game being a puzzle turns a user off.

@Snorri, it's true; risks need to be taken. Unfortunately a lot of companies, like EA Games, don't like that risk factor, so they like to release games that are very very stereotypical; because they don't find risks in that.

Thanks everyone for your comments; much appreciated.
Regards
Rhys Andrews
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darkpulsaromega
post Jul 7 2006, 08:22 AM
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I really liked your article, it's very inspiring...I think I'm going to brainstorm a bit before continuing on my projects.
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Snorri
post Jul 7 2006, 09:55 AM
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I think that risk goes two ways. The people that make a caluculated risk, based on market research, nanalyst advice etc. Some companies may do this and find that it's not viable to make that risk at that time, because it might lose them market share, lose them money etc.

Then you get those that are refusing to change. You might argue that it's just change for change's sake, but change is good, and the industry (infact, ALL industries) need to evolve to stay alive.
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marbs
post Jul 7 2006, 12:27 PM
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Good guide =)

I hope it will stop all these DToD games, and clones of other games.

Marbs

This post has been edited by marbs: Aug 29 2006, 07:38 PM
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KenonTheGravityJ...
post Jul 7 2006, 12:28 PM
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QUOTE (rhysandrews)
Personificate things. Bring objects you would rarely find alive... to life. Who knows? You could be walking around as a pineapple fighting rather large Television sets. It's totally up to your imagination.
This would be the only thing I would change. Who would want to play a game where you're a pineapple fighting large TVs? The games CAN be random, but it is better if they make some sense.
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chipman
post Jul 7 2006, 05:16 PM
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I thought I'd add that:

Game design has no rules and, in some ways, no limits.


Plus, about that Zelda flying post:

If that's the only gimmick, it's unoriginal, unless they've got a lot more tricks or, possibly it's in a different genre. A Zelda Platform Game?
The main character's called Link, not Zelda and he has an item that he can fly with for a few seconds.
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rup13
post Jul 7 2006, 05:40 PM
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QUOTE (KenonTheGravityJumper @ Jul 7 2006, 01:28 PM)
QUOTE (rhysandrews)
Personificate things. Bring objects you would rarely find alive... to life. Who knows? You could be walking around as a pineapple fighting rather large Television sets. It's totally up to your imagination.
This would be the only thing I would change. Who would want to play a game where you're a pineapple fighting large TVs? The games CAN be random, but it is better if they make some sense.
*


As long as the developer included some indepth background first in the game into why you were fighting rather large TV sets, then I see no reason why it wouldn't make some sense. Some of the most well known and watched cartoons (at least in the UK) include ones like Spongebob Squarepants, which is about a yellow sponge and his life. That series has brought video games and even a movie about it. Going back to the pineapple idea, sure you wouldn't have to explain why you were a pineapple, but giving it a story to do with why you were fighting the TV sets, you could use it and have it still make sense.

Anyway I find this to be a good resource for people that are at that stage of beginning to plan a new game they would like to make. I think you have covered quite a lot and I cannot think of anything right this minute to add to your already helpful guide. As noted, it is your imagination that creates some of the most original and fun games. Maybe you should note how sitting in a room trying to force yourself to think doesn't always work, but looking outside and other places can inspire you. Also how games can be based firstly on how you feel about a certain subject, and other ideas can be developed from there. Always wanted to do something in real life but couldn't because of laws of physics or whatever, then create an arcade game or another genre of game giving you the chance. For example, create a game allowing you to dive from skyscrapers while trying to score points by flying over the streets, dropping tomatos hoping to gain bonuses by hitting the different targets below, etc.

Just my views on this topic and the content written in it.
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RhysAndrews
post Jul 8 2006, 04:10 AM
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Thankyou all for your replies.
QUOTE
This would be the only thing I would change. Who would want to play a game where you're a pineapple fighting large TVs? The games CAN be random, but it is better if they make some sense.


As long as the developer included some indepth background first in the game into why you were fighting rather large TV sets, then I see no reason why it wouldn't make some sense. Some of the most well known and watched cartoons (at least in the UK) include ones like Spongebob Squarepants, which is about a yellow sponge and his life. That series has brought video games and even a movie about it. Going back to the pineapple idea, sure you wouldn't have to explain why you were a pineapple, but giving it a story to do with why you were fighting the TV sets, you could use it and have it still make sense.
I've established that fact. I'm not saying stick whatever into a random game that doesn't make sense. But like I had many times in the guide, if you're able to pull it off into a sensible concept and storyline, go for it. And as I said for starting from scratch; you don't need to sit there and think, do some trial & error, look around you and find something interesting that might be good incorporating into a game.

I do appreciate all your comments.
Regards
Rhys Andrews
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Newly Discovered
post Jul 8 2006, 09:00 AM
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Hurray, I read the entire thing. And it was definatly worth while. Very informative and helpful in every aspect.

Once again Rhys, great guide.
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