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Creative Plagiarism
How to make a new gamebased on an old game
Scott Kim, ShufflebrainCasual Games Conference • Jul 19, 2005
We all steal
• Tetris Columns, Puyo Puyo• Bejeweled Jewel Quest, Big
Kahuna• Makigame Collapse, Poppit• Diner Dash Wild West Wendy
• PITCHING: Easy sell• MARKETING: Built-in audience• PRODUCTION: Re-use assets• GAME DESIGN: Proven play pattern
And for good reason
It’s nothing to be ashamed of
Immature poets imitate;
mature poets steal.
T. S. Eliot
It’s nothing to be ashamed of
The old guys stole allour best ideas.
Frederick Goudy
The challenge is to do it well
1. SEQUEL TO HIT GAME
2. ADAPT TO NEW MEDIUM
3. INSPIRE NEW IDEA
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From my experience designing puzzles
PRINT TOYS
MOBILEPC/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
• WORSE: Matrix Reloaded• BETTER: Toy Story II• SERIES: Harry Potter
Issue: how to extend the original
Ask yourself
What do you lose?
What do you keep?
What do you add?
OR
IGIN
AL
SE
QU
EL
Shrek II
Lose plot point: Fiona’s secret
Keep theme: be true to self
Add character: Puss in Boots
OR
IGIN
AL
SE
QU
EL
Bejeweled II
Lose nothing
Keep play mechanic
Add play modes, rewards
OR
IGIN
AL
SE
QU
EL
• Change look: Sweet Tooth, Nisqually…
1. Change something
• Change look: Sweet Tooth, Nisqually…
• Change goal: Jewel Quest
Goal: turn board gold
1. Change something
• Change look: Sweet Tooth, Nisqually…
• Change goal: Jewel Quest• Add modes: Action, Puzzle,
Endless
1. Change something
• Change look: Sweet Tooth, Nisqually…
• Change goal: Jewel Quest• Add modes: Bejeweled II, Tetris• Change rewards: Bejeweled II
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3 in a row = clear
4 in a row = bomb
5 in a row = hypercube
1. Change something
2. Fix what’s wrong
• Inconsistent rotation unified
2. Fix what’s wrong
• Inconsistent rotation unified • Exhausting 3-minute sprint
2. Fix what’s wrong
• Inconsistent rotation unified • Exhausing 3-minute sprint• Single-player Tetris Battle
2. Fix what’s wrong
• Inconsistent rotation unified • Exhausing 3-minute sprint• Single-player Tetris Battle• No cascades Tetris Cascade
3. Balance complexity
3. Balance complexity
• Larger board: 7x7 grid
3. Balance complexity
• Larger board: 7x7 grid• New piece: 2x2 square
3. Balance complexity
• Larger board: 7x7 grid• New piece: 2x2 square• Alternate exits
3. Balance complexity
• Larger board: 7x7 grid• New piece: 2x2 square• Alternate exits• Train theme
2. ADAPTATIONS
• BOOK MOVIE: Harry Potter• MOVIE GAME: Spiderman• WEB MOBILE: Bejeweled
Across media, across platforms
• BAD: Rubik on PC, Final Fantasy movie
• GOOD: Lord of the Rings movies• NATURAL: Tetris mobile
Issue: how to adapt faithfully
Three rules of adaptation
1. Avoid what’s hard
2. Keep what’s essential
3. Add what’s possible
ME
DIU
M 1
ME
DIU
M 2
Book vs. Movie
Avoid inner thoughts
Keep character, plot, setting
Add visceral action
BO
OK
MO
VIE
Web vs. Mobile
Avoid big screen, mouse
Keep play mechanic
Add online element
WE
B
MO
BIL
E
Rule 1. Avoid what’s hard
Tangrams (Juniornet.com): physical web
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Avoid 3D
Driv3r (Atari/Glu): console mobile
Don’t always have to avoid
Zuma (Popcap/Glu): web mobile
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
Top Gun (Mforma): movie mobile
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Keep action
Keep mental experience
Tangrams in Discover: physical print
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!
Add authoring
Tangrams on Juniornet.com
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
4. Design for the medium
Daily Puzzle (Glu Mobile)
3. INNOVATION
Take poetic license
• Romeo & Juliet West Side Story
• Seeds with thorns Velcro
Three rules of innovation
1. Look wide
2. Break assumptions
3. Dig deep
1. Look wide
1. Look wide
Tetris was inspired by pentominoes
2. Break assumptions
Make it 2d
3. Dig deep
• Rubik’s cube is a permutation puzzle
• Like a 2D sliding block puzzle
3. Dig deep
• Multiple pieces move at the same time.
3. Dig deep
2D equivalent of rotation
3. Dig deep
COGITO• 2D puzzle• Slide row/column• With wraparound• Fill 9 center
squares• 100 levels
3. Dig deep
• Keep core idea: simultaneous motion
• Change everything else• Just 2 simultaneously moving
objects
Double Maze
• Move both balls onto both stars at the same time
http://www.shufflebrain.com/doublemaze.html
CONCLUSIONS
1. SEQUEL• Change something• Fix what’s wrong• Balance complexity
2. ADAPTATION
• Avoid what’s hard• Keep what’s essential• Add what’s possible• Design for the medium
3. INNOVATION
• Look wide• Break assumptions• Dig deep
Scott Kim, Shufflebrainscottkim.com