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Game Originality

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Title: Game Originality


1
Game Originality
  • Bryan Boyer
  • 2/19/07

2
Seeking the Original
  • Everyone cries out for original things and new
    creativity, but why arent we flooded with it?
  • Clones and Sequels Money
  • Cannot be expected to abandon the brands that
    have achieved proven market success

3
Chreodes
  • Biologist C.H. Waddington in the 1950s
  • Pathway of probability
  • Descriptive language to describe the way
    organisms develop
  • The idea can apply to any field of probability
    and evolution of something

4
Chreodes (cont.)
  • The entirety of games can be looked at as a
    series of chreodes, with the channels
    corresponding to the genres of games
  • By mentally rendering the sphere of organic life
    and the games market in terms of a landscape of
    chreodes, we create a metaphorical model allowing
    us to make comparisons between the evolution of
    life, and the evolution of computer games

5
Evolution to Originality
  • Games have been a varied set of genres exploring
    a set of market niches. They grow where the
    money is.
  • Huge amount of originality at beginning because
    nothing was done yet.
  • Branching off towards different areas.
  • If no major branch, then no major originality.

6
The Shooter Example
  • Space Invaders (1978)

7
The Shooter Example (cont.)
  • Battlezone (1980)

8
The Shooter Example (cont.)
  • Wolfenstein 3D (1992)
  • Doom (1993)

9
The Shooter Example (cont.)
  • Goldeneye 007 (1997)
  • Half-Life (1998)

10
The Shooter Example (cont.)
  • Halo (2001)

11
The Shooter Example (cont.)
  • The Elder Scrolls IV Oblivion (2006)

12
Extinction of Originality
  • Events can crush chreodes as well.
  • The continue ends games that were made for one
    sitting.
  • Also lets players see the end of some games.
  • New platforms and graphics leave old things
    behind.
  • Extinction brings about originality in a new wave
    a lack of constraints or need to be like
    another thing. It gives a freedom to develop.
  • Must be a genre, not a specific game. Anything
    else would just alter the path of the genre.

13
Cost?
  • A lot of originality comes at low cost, not high.
  • the cost of creation is fractional compared to
    the mass market end of the spectrum
  • Examples
  • Wolfenstein 3D was shareware
  • Movies like Blaire Witch Project
  • High Cost also wins
  • The Sims (2000) by Maxis was high budget

14
Sequels?
  • Still very important.
  • Refinement of design is as valuable a process as
    raw originality
  • The original product is the new chreode, the
    sequels polish it to something even better.
  • Cant let the desire for originality detract from
    important aspects of existing games.
  • Problem When do you stop?

15
Originality Summary
  • Want it to flourish in a financially safe way.
  • Take advantage of breakthroughs in design and
    technology and extinctions
  • Do not stray too far from the backbone of a
    genres chreode
  • Exceptions Spare money or smaller companies

16
Originality Summary (cont.)
  • Cant predict what genre or chreode to evolve,
    but the payback for a successful change towards
    originality is greater than sequels for the
    company and the industry.
  • The best place for originality would be
    mainstream games, which are ironically the haven
    for sequels. A downward spiral until the next
    big gaming extinction

17
Originality Summary (cont.)
  • Computer games have been driven by originality,
    but sustained by sequels.
  • My personal opinion I want to increase that
    drive.

18
Design Suggestions
  • Originality is closely related to being
    successful. If a lot of people like a particular
    product, you have a crowd to push originality
    onto.
  • 5 general tips for making a successful game by
    François Dominic Laramée
  • (Amazingly a lot of games dont do some of the
    more obvious things.)

19
Design Suggestions (cont.)
  • Exploit Setting Consistencies
  • Make a seamless environment to allow for gamers
    to get more entranced into a game
  • Use resources to find mistakes and blooper-ish
    things and fix them. It is more towards quality
    control than testing for bugs.
  • Maintain Focus
  • Dont become an overzealous developer and make a
    million man cast for an epic story or make the
    gamer keep track of trivial, minor details.
  • As we learned before, originality has its limits
    and needs sequels to polish out things, you dont
    want to overdo it all at once.

20
Design Suggestions (cont.)
  • Make The Interface Your Friend
  • Pick an interface style suitable to your game
    genre one that is simple and efficient.
  • This isnt anything new, weve learned it all in
    previous classes.
  • Design Modularly
  • If you get a killer idea that would be amazingly
    original halfway through the production of a game
    you need to be able to implement without
    reworking everything.
  • Design defensibly, in clearly and connected bits
    of a game. Similar to an OO approach for a
    system.
  • Design with extensibility in mind that can shift
    and change with relative ease.

21
Design Suggestions (cont.)
  • Ditch The Unworkable Clichés
  • The essence of originality!
  • Cliché examples
  • Entire races of beings doing evil for evils sake
    where is their lifes purpose? yawn
  • Good vs Evil Light vs Dark Where are the grey
    areas? Our lives are not so simple.
  • Alien races all looking humanoid because of old
    tv shows needing actors in costumes. Reality
    says otherwise!
  • Sports games being roster updates
  • You can do these and have success, but there is
    room for so much more.

22
New Waterfall Model
23
New Spiral Model
24
References
  • Bateman, Chris. The Evolution of Games
    Originality Chreodes. International
  • Game Developers Association. 2003.
  • Laramée, François Dominic. The Stealth
    Designers Handbook Part 1. Designers.
    February 2001.
  • Wikipedia.com for process pictures before I
    modified them
  • Reviews of games that I didnt explicitly use in
    this presentation, but read for general knowledge
    located at Gamespot.com
  • Google.com image search for pictures of games.
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