Should you STEAL game ideas and mechanics?

  Рет қаралды 1,640

Madbook

Madbook

Күн бұрын

I often find there is a huge emphasis on creating completely unique designs for every aspect of our games - however, this might be making us less innovative and creative. The games we know and love today are here because they are heavily inspired by by other classics.
Plagiarism is obviously not okay, but iterating on previous design, adhering to gameplay standards and re-inventing old ideas is definitely an important tool for the tool box - and often complements the unique new ideas we do have.
----------------------------------------------------------------------------
Remember to Subscribe!
Follow me on twitter:
/ madbookstudios
Join the madbook discord:
/ discord
Check all my FREE games on itch:
madbookstudios.itch.io/
Website:
----------------------------------------------------------------------------
TIMESTAMPS
0:00 - Intro
0:13 - Plagiarism Bad
0:29 - How Great Games Are Made
1:46 - Gameplay Standards
1:57 - FPS Progression
5:00 - Copyrighting Mechanics is Bad
5:25 - Example of Inspiration
6:33 - Spelunky Ghost
8:14 - Copying Idea's
10:02 - Closing Thoughts
10:32 - Madbook Info
----------------------------------------------------------------------------
Thanks all!
#gamedesign #indiedev #gamedev #mechanics

Пікірлер: 20
@NeonStorm5
@NeonStorm5 3 жыл бұрын
So for those orbital bombardment crosshairs, I think you should make the countdown more visible. If you miss the exact moment they spawn it's hard to determine exactly when they will go off, since they're completely static after the first second or so. For example an increasing frequency flash and colour change, and/or have the crosshairs part of it zero in to touch the circle the moment it will go off.
@Madbook
@Madbook 3 жыл бұрын
This is a great idea, I'll definitely be sure to implement something like this!
@_sphnx
@_sphnx 3 жыл бұрын
Honestly that's brilliant. I wouldn't have realized that you reinvented the concept from Spelunky.
@UnderfundedScientist
@UnderfundedScientist 3 жыл бұрын
Great advice as always, I feel great pressure to make everything myself , I did come to my senses slightly and outsource for music
@rickyspanish4792
@rickyspanish4792 3 жыл бұрын
that's a pretty brilliant way of taking their mechanic, using the principles, but implement it in a totally different way. which is very creative, which is why I wouldn't consider it plagiarism. well done :)
@UnderfundedScientist
@UnderfundedScientist 3 жыл бұрын
Notification squad, keep up the great work brometheus
@epichazmat
@epichazmat 8 ай бұрын
0:00 General Kenobi, and awesome video.
@Itsysss
@Itsysss 3 жыл бұрын
I always try my best not *copy* a game as it is not too great in the long term, great video Madbook
@Skeffles
@Skeffles 3 жыл бұрын
It's awesome to see how you've take inspiration from splunky for project drifter.
@CRead227
@CRead227 3 жыл бұрын
Liked, subscribed and hit the notification bell. Doom has definitely come a long way since it first came out. You make some interesting points here. Love Celeste.
@BlackJar72
@BlackJar72 10 ай бұрын
Has some slight similarity to the discussion of clones versus shared genera I included in a philosophical appendix I tacked on the end of the design doc for the life simulator I've been working on (among other things).
@marxy3720
@marxy3720 3 жыл бұрын
Oh, excuse me, we do no use that word here... We intstead * borrow* mechanics... I love watching these design talks, even if when making a game i hardly think about them (and thus take them into consideration)
@LuchM
@LuchM 3 жыл бұрын
I often like to take one specific mechanic and take it into a new direction, expanding on it as far as it can go. But these versatile mechanics can be kinda hard to find sometimes so you've always got to have an eye out. Do you have any tips? Cuz getting ideas/inspired on command would be nice, lol
@Madbook
@Madbook 3 жыл бұрын
I think one of the best ways to be 'creative' on command is to impose restrictions on yourself, and just push to make something within those restrictions - whether the output ends up being good or bad. Doing this generally gives me a point from which I can either scrap the idea and try again, or iterate on it until it's good! I find that most mechanics tend to be quite versatile, and sometimes it is just a case of taking the idea to it's logical conclusion. Also, consider how X will interact with each other element of the game - this can help make even the simplest mechanics feel alive and varied because they then inherently have versatility. Got a grappling hook platformer? Make the grapple hook affect enemies to pull them closer. What if the grapple hook could be used on objects in the environment? Perhaps it could be used to prevent an object from moving, because it's tethered to something else. How would the mechanic be different in a different genre? A grapple hook in a 2D platformer would be totally different to an FPS, and completely different again to a grapple hook in a racing game. Being creative on demand is really difficult and it's something I can struggle with sometimes too. All we can do when we feel 'creatively exhausted' is to look for inspiration elsewhere, whether that's games or even real life. How have other games progressed something to make it better? Can we isolate the 'fun' part, and then take it further? Hopefully some of these ideas help aha. There's definitely a skill and process to master in there somewhere, and I think it's something we are all trying to work out!
@StigDesign
@StigDesign 3 жыл бұрын
Looks Really cool :D
@kunai9809
@kunai9809 3 жыл бұрын
hard timer on games? I think Xcom 2 has made it's experience with that... I think you did a good job with your approach. Also, when you make a game of a certain genere, you automatically copy some basic ideas of that genere (e.g. control scheme as you mentioned). For those it can also be a very good thing to question those mechanics instead of blindly taking them. Does my RPG need a skill tree? If yes, why exactly? What are the benefits compared to other progression systems?
@tauheedgamedev2388
@tauheedgamedev2388 3 жыл бұрын
I also think being inspired by a core mechanic or feature is fine but outright copying it is wrong. I did a similar thing where I was inspired by Lost Vikings when I made Default Dungeon but other then the core mechanic of switching players being the same the features and mechanics are completely different.
@billy6427
@billy6427 11 ай бұрын
Just like in the Sciences, Einstein studied the work of those before him
@beskamir5977
@beskamir5977 3 жыл бұрын
Agreed, patents in general are a horrible idea in a world where literally nothing is completely new and everything is a derivative of something else. So I guess in an ideal world patents wouldn't exist but if they had to it'd be wonderful if patents were only valid for direct plagiarism of an idea while any modification, extension, or iteration on that idea would be okay. As they are implemented currently, neither of these best case scenarios exist.
@MujjMujj
@MujjMujj 3 жыл бұрын
Me rn: 😅
The Real Reasons We Find Games Fun  | A E S T H E T I C S
9:02
Каха инструкция по шашлыку
01:00
К-Media
Рет қаралды 8 МЛН
La revancha 😱
00:55
Juan De Dios Pantoja 2
Рет қаралды 43 МЛН
Why UI is More Interesting Than You Think...
7:57
Madbook
Рет қаралды 936
I Made the Same Game in 8 Engines
12:34
Emeral
Рет қаралды 3,8 МЛН
How To Break Down Game Design (3 Easy Steps)
8:56
Madbook
Рет қаралды 1,3 М.
How Jusant Makes Rock-Climbing More Immersive
19:12
Game Maker's Toolkit
Рет қаралды 575 М.
Optimizing my Game so it Runs on a Potato
19:02
Blargis
Рет қаралды 399 М.
Don't Let Scope Creep Snipe Your Games
7:28
Madbook
Рет қаралды 818
Why Cause and Effect is Vital for Great Game Design
7:53
Madbook
Рет қаралды 1,1 М.
I Made a Neural Network with just Redstone!
17:23
mattbatwings
Рет қаралды 549 М.