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Geek Culture / Frustrations, frustrations!! grr!

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Skynet Games
16
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Joined: 20th Sep 2008
Location: At home, building stuff.
Posted: 16th Feb 2013 04:01
Ok, here's whats up. I've been working on simple games for awhile now, and every game i design eventually turns out on the mainstream game market. FORCING ME TO ABANDON THE WORK I STARTED!! because i don't want to run in to any copyright issues i stop production on the game that has similarities to some of the games out there on the market. For example, i was working on a game similar to dead space. THEN DEAD SPACE COMES OUT!! and after reading about it, the game has much of the same ideas that i have been working on for several months. SO, what do i do?....Scrap it.... THEN i work on another game, ok. a few months go by and I'm happy with a working beta, and BOOM! Another game comes out on the mainstream market. This time its aliens colonial marines, and I'm a huge fan of the aliens franchise and AGAIN! I'm forced to scrap the project. And I'm thinking to myself FML!! So what do i do? You guessed it, scrap it. Now I'm at a complete loss, i want to continue to make video games of the franchises i love so much. But DAMNIT! every game released has similarities to the game titles I'm working on along with the back stories, and i don't know if this is a coincidence or not. But I'm getting a little tired of abandoning hard work because someone makes a better game with similar ideas to mine.

It's stressful that developers in the video game industry are often hard pressed to find original ways to games that are already out and to take new approaches to the games we know and love. And i don't know whats more heart breaking, the fact that the 500+ game dev staff are able to beat me to the punch, or the fact that one man is taking a huge under taking to an idea and is beaten to the punch with in months. I don't know if this has happened to any of you. But what do you guys do about this kind of thing? Because I'm at a loss and beginning to get discouraged from making a game title that is MILDLY entertaining when there are game developers out there that can make a game and make it EXTREMELY entertaining using similar ideas.

It's like I'm jinxed! i swear!

Speed of the wolf, power of the pack!!
http://www.wolfgames.110mb.com/home.html
thenerd
16
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Location: Boston, USA
Posted: 16th Feb 2013 04:20
Here's my recommendation. I think from the perspective of a hobbyist coder, there is no issue with creating a game that's similar to one that is already in the market. In fact, that can have it's advantages - often seeing how commercial games handle their design has led me to come up with better ideas for my own games. Don't take it as discouraging that your game ideas are similar to professional games. Mind you, this would be a little different if you were intending to sell your game commercially. However, when creating something as a hobbyist or a new coder... don't worry about that. Just do the best you can to design your game, and don't worry about similarities with other games. It's surprisingly hard to come up with ideas that are completely original, and work. In fact, some of the best games share ideas. Find motivation in the fact that your idea is similar to a commercial game - that means it has value!

And another thing. You compare your game concept to a commercial game, saying yours is "MILDY" entertaining while the professional one is "EXTREMELY" entertaining. Don't compare yourself like that. As an indie developer, yes, no matter how hard you try a commercial studio will have better art and better graphics, and in some cases (but not all) better design. A big step in my opinion is realizing that you can't compete with commercial studios but also that you CAN create an enjoyable game!

TL;DR Don't worry about similarities with professional games. Take that as a good thing and don't compare yourself to commercial products. Instead, use the opportunity to challenge yourself to create an EXTREMELY enjoyable experience with what you have - focus on fun over all else, you are creating a game after all

Skynet Games
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Location: At home, building stuff.
Posted: 16th Feb 2013 04:40
Quote: "Here's my recommendation. I think from the perspective of a hobbyist coder, there is no issue with creating a game that's similar to one that is already in the market. In fact, that can have it's advantages - often seeing how commercial games handle their design has led me to come up with better ideas for my own games. Don't take it as discouraging that your game ideas are similar to professional games. Mind you, this would be a little different if you were intending to sell your game commercially. However, when creating something as a hobbyist or a new coder... don't worry about that. Just do the best you can to design your game, and don't worry about similarities with other games. It's surprisingly hard to come up with ideas that are completely original, and work. In fact, some of the best games share ideas. Find motivation in the fact that your idea is similar to a commercial game - that means it has value!

And another thing. You compare your game concept to a commercial game, saying yours is "MILDY" entertaining while the professional one is "EXTREMELY" entertaining. Don't compare yourself like that. As an indie developer, yes, no matter how hard you try a commercial studio will have better art and better graphics, and in some cases (but not all) better design. A big step in my opinion is realizing that you can't compete with commercial studios but also that you CAN create an enjoyable game!

TL;DR Don't worry about similarities with professional games. Take that as a good thing and don't compare yourself to commercial products. Instead, use the opportunity to challenge yourself to create an EXTREMELY enjoyable experience with what you have - focus on fun over all else, you are creating a game after all "


I'm not looking to create a game that is fun, there is a fun factor. But I'm looking for concepts that put the players mental powers to the test. Such as puzzles, a thing that i have always loved about a game (Referring to resident evil 1, 2, 3, and so on)as the puzzles. Parts of the game that make you think, some of the beta games I've created are just "Gung hoe" grab a gun, and kill as many enemies as you can. But I'm trying out new ideas such as the puzzles, sadly. I have to create another game all over again and try to figure out how to script the puzzle to work the way i want it. Yes, Some of my ideas include puzzles. But i am having a hard time trying to figure out how to script it to work.

Speed of the wolf, power of the pack!!
http://www.wolfgames.110mb.com/home.html
mr Handy
17
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Posted: 16th Feb 2013 06:11
I have many indie (and just not AAA) games that have so-so graphics but immersive awesome gameplay. And despite next gen graphics I can't play Crysis.

*** Merry Chuckmas! ***
BMacZero
19
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Location: E:/ NA / USA
Posted: 16th Feb 2013 07:54
There's no need to scrap those projects. A game design cannot be copyrighted, as has been demonstrated by recent cases of games like Vlambeer's Radical Fishing being blatantly cloned. If you like the game you are working on, just keep working on it! You can even learn from the released game and try to improve on the things they didn't do as well.

mr Handy
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Posted: 16th Feb 2013 08:37
Oh I misread the OP.

1. I think you are little bit paranoid - big companies don't spy on you. Gameplay borrowed from finished and successfully selling games, believe me.

2. Indie developers have opportunity to make a very special game, like Journey.

3. You are probably doing mainstream games. you must be prepared that there is a hundreds of shooters, so you won't invent something very original anyway.

p.s. that's why Skynet will destroy humanity, btw. nothing personal, you know.

*** Merry Chuckmas! ***
nonZero
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Location: Dark Empire HQ, Otherworld, Silent Hill
Posted: 16th Feb 2013 10:30
Don't give up man. The same thing happens to me and it's with games AND books. Listen there are a finite number of things you can do with mechanics and plots. I dunno how far we are to absolute 0 with games but with plots there's nothing much original left as far as elements or devices. So the point is the composition of it all; how your script and arrange it. Don't give up so easily. I'll give you some of my friend Kazuma's advice: "If you see a wall in front of yu, break through it!"

Seriously, just go for it!

"Quotes in signatures are just stupid, especially if you're quoting yourself" ~ me
Skynet Games
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Posted: 16th Feb 2013 16:38
Thanks everyone, i appreciate the boost. And I'll take another crack at it. But now i just don't know what to name my untitled game or even how to set it up, i spent a good portion of last night trying to design the levels on paper before i actually build the levels. But FPSC can only do so much with the game engine. Because all i can do is create block-based worlds (labs, buildings, etc..) I'm limited, but I'll get to work on something and see what evolves.

Speed of the wolf, power of the pack!!
http://www.wolfgames.110mb.com/home.html
mr Handy
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Posted: 16th Feb 2013 18:27 Edited at: 16th Feb 2013 18:29
No no no, it's okay, just make something very unusual with enemies and plot. Make an interesting motivation to kill enemies. It's not important what kind of levels you can do, more imnportant why you play it.

*** Merry Chuckmas! ***
Phaelax
DBPro Master
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Posted: 16th Feb 2013 18:34
Quote: "I'm not looking to create a game that is fun,"



"You're all wrong. You're all idiots." ~Fluffy Rabbit
TheComet
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Location: I`m under ur bridge eating ur goatz.
Posted: 16th Feb 2013 18:36
Making games fun? Why would anyone ever want to do that? No. This is serious stuff man!

TheComet

http://blankflankstudios.tumblr.com/
"You're all wrong. You're all idiots." - Fluffy Rabbit
"Bottom line, people are retarded." - Fluffy Rabbit
Skynet Games
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Posted: 16th Feb 2013 21:01
XD. A game can be fun, but a game with puzzles presents itself as a challenge.

Speed of the wolf, power of the pack!!
http://www.wolfgames.110mb.com/home.html
mr Handy
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Posted: 16th Feb 2013 21:03
puzzle game can be fun, right..?

*** Merry Chuckmas! ***
Skynet Games
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Posted: 16th Feb 2013 23:36
Of course. Look at resident evil, resident evil 2, and so on.

Speed of the wolf, power of the pack!!
http://www.wolfgames.110mb.com/home.html
Fluffy Rabbit
User Banned
Posted: 17th Feb 2013 00:27
I think that the more similar your games are to big budget studio games, the more people will like them. Games are far from being like films. A ripoff isn't a bad thing. Where FPS Creator is concerned, I would worry more about your games looking too similar to other FPSC games. Remember to change up the HUD, make your own art assets, and give the player something interesting to look at. If I look at a game and can immediately tell that it was made in FPS Creator, something was done wrong.
Skynet Games
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Posted: 17th Feb 2013 02:04 Edited at: 17th Feb 2013 02:20
Quote: "I think that the more similar your games are to big budget studio games, the more people will like them. Games are far from being like films. A ripoff isn't a bad thing. Where FPS Creator is concerned, I would worry more about your games looking too similar to other FPSC games. Remember to change up the HUD, make your own art assets, and give the player something interesting to look at. If I look at a game and can immediately tell that it was made in FPS Creator, something was done wrong. "


Maybe i wasn't clear when i said RE, RE2, RE3, and so on. What i meant was that the games have PUZZLES IN THEM PEOPLE! FPSC is a low level game creation software to begin with, however. You can make some pretty neat games using FPSC, IF! you know how to do it correctly. Which, i don't at the current time. I'm looking at all my possible avenues, and one of them is the PUZZLES! I noticed when i first bought the software that if i place a random object on the map, i can pick it up by simple right clicking the mouse button. So, my thoughts are "What IF! i can use the right mouse click option to pick up specific objects in the game i have in mind and USE them as puzzle pieces. Resident evil for the PS1 had this similarity, accept you weren't looking through your characters eyes. You where using the camera already defined by the games creator. BUT! what if you can use the concept of picking up puzzle pieces and taking them from point A to point b. Point A being ware you found them and point B being ware they need to be for a specific part of a puzzle to activate and let you in to the next part of the level or to initialize the next sequence of the puzzle.

With that said, RE, RE2, RE3. Gave me those idea. I wasn't referring to the movies fluffeh bunneh XD jk. But seriously, has anyone ever tried this approach before? Just wondering..

(Website in development)
Quik
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Posted: 17th Feb 2013 10:52
Quote: "XD. A game can be fun, but a game with puzzles presents itself as a challenge."


and that is fun... Challanges = fun



Whose eyes are those eyes?
Seppuku Arts
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Posted: 17th Feb 2013 11:21 Edited at: 17th Feb 2013 11:23
Basically what you're talking about is an adventure game spawned from the original point and click adventures. Games like Resident Evil were actually born from that genre, which is why I am disappointed that the recent Res Evil games focus more on the shooting and action.

It's also doable in FPSC, first person horror adventure games have been done, for example, Call of Cthulhu, so we can see the combo works, it's just a case of making it your own. I love these kinds of games and wish there were more to play, I love using my brain in video games and being challenged mentally.

The Weeping Corpse
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Posted: 17th Feb 2013 15:04
I think the OP is misguided in scraping those projects. Almost every new game is based on, or takes from games that came before it. What is important is that the game universe you create is unique. For example Killing Floor and L4D are essentially the same game set in different (and copyrighted) universes.

I spent almost 6 months creating the back story for the trilogy I'm creating but at its core it's based on ideas I've taken from FEAR, Stalker, Dracula, the old skool Vampire mythology and countless horror movies.

Remember - there is nothing new under the sun.

I would never scrap anything I've spent time working on - life is way too short for that. It would be faster to re-purpose an existing project than start over again. Just my thoughts.

mr Handy
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Posted: 17th Feb 2013 15:23 Edited at: 17th Feb 2013 15:24
Quote: "Remember - there is nothing new under the sun."


I disagree. There are always some NEW unique projects. Of course, they are not FPS

*** Merry Chuckmas! ***
The Weeping Corpse
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Posted: 17th Feb 2013 15:59
Quote: "I disagree. There are always some NEW unique projects. Of course, they are not FPS"


Take any game, FPS or otherwise. Deconstruct it into game play elements, story elements and it's all been done before.

The only thing that can be unique is the combination of elements. The music industry is the same, the film industry is the same.

mr Handy
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Posted: 17th Feb 2013 20:42 Edited at: 17th Feb 2013 20:46
FPS are all the same since Doom. Have you seen Katamari Damacy? Patapon? Turgor? Flower? Journey? Botanicula? You play only FPS, don't ya?

*** Merry Chuckmas! ***
Libervurto
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Posted: 18th Feb 2013 16:27
I was going to put a gun in my game but that idea was already taken.

Skynet Games
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Posted: 18th Feb 2013 20:34
Quote: "I was going to put a gun in my game but that idea was already taken."


Cute.. I'm just trying not to get in trouble with copyright laws, some of my games i do plan on selling, im just concerned about the copyright repercussions

(Website in development)
mr Handy
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Posted: 19th Feb 2013 09:18
Gameplay can't be copyrighted, you can rip off ANY game. Some companies make good money on this.

*** Merry Chuckmas! ***

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