Guide To Original Games, Keep your games new and fun! |
Here you can develop your existing game ideas, or discuss more general game design issues. Make sure to read this forum's rules prior to posting: Game Ideas and Design Rules.
And remember that the General GMC Rules apply here too.
![]() ![]() |
Guide To Original Games, Keep your games new and fun! |
Jul 6 2006, 06:54 AM
Post
#1
|
|
|
Web Designer, Musician Group: GMC Member Posts: 2240 Joined: 19-October 03 From: NSW, Australia Member No.: 370 |
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
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.
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:
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:
Thankyou Regards Rhys Andrews GameCave Team This post has been edited by RhysAndrews: Jul 8 2006, 09:04 AM |
|
|
|
Jul 6 2006, 07:07 AM
Post
#2
|
|
|
Zelda Freak Group: GMC Member Posts: 1780 Joined: 25-May 06 From: The Netherlands Member No.: 50716 |
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 |
|
|
|
Jul 6 2006, 07:10 AM
Post
#3
|
|
|
Artist Group: Global Moderators Posts: 8620 Joined: 21-October 04 From: California, USA Member No.: 15789 |
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!).
This post has been edited by FredFredrickson: Jul 6 2006, 07:12 AM |
|
|
|
Jul 6 2006, 12:03 PM
Post
#4
|
|
|
GMC Member Group: GMC Member Posts: 856 Joined: 1-September 05 From: 127.0.0.1 Member No.: 34376 |
Very good article, should give some of the people round here something to think about.
|
|
|
|
Jul 6 2006, 01:27 PM
Post
#5
|
|
|
GMC Member Group: GMC Member Posts: 58 Joined: 6-December 05 From: Scotland Member No.: 40249 |
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. |
|
|
|
Jul 6 2006, 01:47 PM
Post
#6
|
|
|
Level Design Specalist Group: GMC Member Posts: 662 Joined: 9-February 06 From: C:/programfiles/ tanimaxgames/koran.exe Member No.: 44234 |
Great stuff. This is helping. Problem is, new puzzles are hard ot make, I've been thinking for ages bout that one.
|
|
|
|
Jul 6 2006, 02:23 PM
Post
#7
|
|
|
Quarter Pounder Group: GMC Member Posts: 79 Joined: 11-January 04 From: Elsewhere Member No.: 4599 |
Wow! Very informative and interesting, RhysAndrews (as usual!
|
|
|
|
Jul 6 2006, 02:33 PM
Post
#8
|
|
|
GMC Member Group: GMC Member Posts: 1437 Joined: 23-December 05 Member No.: 41414 |
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! |
|
|
|
Jul 6 2006, 07:49 PM
Post
#9
|
|
|
Fake Plastic Fun Group: GMC Member Posts: 863 Joined: 2-April 06 From: Coding Bob 2 Member No.: 47285 |
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 Otherwise, great job! (Perfect timing too). |
|
|
|
Jul 6 2006, 08:18 PM
Post
#10
|
|
|
sinkhead.net Group: GMC Member Posts: 604 Joined: 11-February 06 From: England Member No.: 44344 |
Cool. I think this should be pinned as well, but is there getting to be too many pinned topics?
|
|
|
|
Jul 6 2006, 08:23 PM
Post
#11
|
|
|
GMC Member Group: GMC Member Posts: 188 Joined: 24-June 05 Member No.: 30121 |
This guide is great, they should pin this. It helps me too
|
|
|
|
Jul 7 2006, 02:33 AM
Post
#12
|
|
|
Web Designer, Musician Group: GMC Member Posts: 2240 Joined: 19-October 03 From: NSW, Australia Member No.: 370 |
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 |
|
|
|
Jul 7 2006, 08:22 AM
Post
#13
|
|
|
GMC Member Group: GMC Member Posts: 52 Joined: 21-June 04 Member No.: 10749 |
I really liked your article, it's very inspiring...I think I'm going to brainstorm a bit before continuing on my projects.
|
|
|
|
Jul 7 2006, 09:55 AM
Post
#14
|
|
|
GMC Member Group: GMC Member Posts: 58 Joined: 6-December 05 From: Scotland Member No.: 40249 |
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. |
|
|
|
Jul 7 2006, 12:27 PM
Post
#15
|
|
|
GMC Member Group: GMC Member Posts: 510 Joined: 1-May 05 From: Britland Member No.: 26994 |
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 |
|
|
|
Jul 7 2006, 12:28 PM
Post
#16
|
|
|
Stressed Stress Ball Group: GMC Member Posts: 175 Joined: 23-December 03 From: Lufkin, Texas. Member No.: 3836 |
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.
|
|
|
|
Jul 7 2006, 05:16 PM
Post
#17
|
|
|
GMC Member Group: GMC Member Posts: 208 Joined: 19-December 04 Member No.: 18233 |
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. |
|
|
|
Jul 7 2006, 05:40 PM
Post
#18
|
|
|
GMC Member Group: GMC Member Posts: 646 Joined: 30-November 04 From: Harlow, England. Current WIP: Design. Member No.: 17159 |
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. |
|
|
|
Jul 8 2006, 04:10 AM
Post
#19
|
|
|
Web Designer, Musician Group: GMC Member Posts: 2240 Joined: 19-October 03 From: NSW, Australia Member No.: 370 |
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. 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.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 do appreciate all your comments. Regards Rhys Andrews |
|
|
|
Jul 8 2006, 09:00 AM
Post
#20
|
|
|
Harmonious Genius Group: GMC Member Posts: 2031 Joined: 14-October 05 From: ....Wonderland.... Pwned? Of Course Member No.: 36998 |
Hurray, I read the entire thing. And it was definatly worth while. Very informative and helpful in every aspect.
Once again Rhys, great guide. |
|
|
|
![]() ![]() |
|
Lo-Fi Version | Time is now: 22nd November 2009 - 01:24 PM |