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877490 Posts in 32868 Topics- by 24305 Members - Latest Member: orloff

May 19, 2013, 04:17:43 PM
TIGSource ForumsDeveloperCreativeHow do you not rip-off games?
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Author Topic: How do you not rip-off games?  (Read 7518 times)
SolarLune
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« Reply #30 on: August 16, 2011, 11:58:14 AM »

I think that the best games are ones that mix game-styles. For example, an RPG in which you race, or a Metroid-type of game (exploration, shooter, platformer, even RPG since you might be able to level up your character and find new items or weaponry).

That's a good way to not rip-off other games. You could also try to do different concepts in different ways, like try to make a 2D Jet Set Radio, or a 3D Super Mario World (which is part of what made Super Paper Mario interesting).
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baconman
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« Reply #31 on: August 17, 2011, 01:15:34 AM »

Still, I don't think anybody will think any less of your concept. Seriously.
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« Reply #32 on: August 19, 2011, 04:26:44 PM »

Also, a very easy way to minimize the amount that your game "copies" off another game is just to use multiple sources of inspiration. If you ONLY borrow ideas from Castlevania games, then your game is going to be a lot like Castlevania. On the other hand, if you borrow ideas from like 10 different sources, then your game will kind of become a hybrid of all those ideas, and will only have a fraction of the relation to each individual one.
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Kramlack
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« Reply #33 on: August 19, 2011, 08:09:25 PM »


They will if you resolution mix as badly as that guy did, Jesus Christ!
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MattG
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« Reply #34 on: August 28, 2011, 11:44:23 AM »

dude many times I see metal combat assets that somebody straight ripped the .xfile and textures out of my game. "Ifluid" a gamefrom  a french company that I cant sue  is one. They straight ripped 3d objects (with the textures and all) and other things and used them in their commercial game. plus I refuse to go down like tim langdell suing everyone

 
« Last Edit: August 28, 2011, 12:59:53 PM by MattG » Logged
eiyukabe
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« Reply #35 on: August 28, 2011, 12:16:31 PM »

dude many times I see metal combat assets that somebody straight ripped the .xfile and textures out of my game. "Ifluid" a gamefrom  a french company that I cant sue  is one. They straight ripped 3d pipes (with the textures and all) and other things and used them in their commercial game. 

Why can't you sue them for copyright infringement? Do they not sell in any markets that you also sell in? That doesn't seem likely. I'm not a lawyer, sure, but this sounds like what copyright protection is supposed to protect you from  Concerned
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MattG
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« Reply #36 on: August 28, 2011, 01:09:44 PM »

I talked to some lawyers who said it would cost 15g to maybe get less than that. But if they ever go angry birds in the US Im getting my cut.
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eiyukabe
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« Reply #37 on: August 28, 2011, 01:12:57 PM »

Ah, I see, thanks for clarifying. Sorry to hear that they are getting away with it because of finances.

Sorry that, once again, justice is too expensive for the little guy to deserve. Well, hope they become semi-successful so you can get your fair share Smiley.
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MattG
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« Reply #38 on: August 28, 2011, 02:24:46 PM »

I sent a cease and desist but they ignored it. If I have enough extra dough to light on fire paying sleazeballs one o these days, Ill pay the money just to have some justice.
« Last Edit: August 28, 2011, 02:58:41 PM by MattG » Logged
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« Reply #39 on: August 31, 2011, 11:08:08 AM »

One way to not rip-off games is to change everything that annoys you about said games.

F-Copernicus 1 started out almost the same as Fzero Snes/MV, but then I remembered all the UI issues those games had, and how it affected the gameplay and how people compete in the games.  Then I decided to make a racing game that wouldn't piss me off, and that had a UI that reflected how people actually compete in the Fzero series.  Now I have F-Copernicus 1 and I'm very happy.

You said that you don't play games that much anymore.  If you don't like playing your own game then you need to change it.
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« Reply #40 on: September 01, 2011, 09:26:41 AM »

What about improvisation? Does anyone here improvise with their games? There is no way you can rip-off another game this way as that only seems to happen with commercial approach to game design.
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C.A. Sinner
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« Reply #41 on: September 01, 2011, 09:43:58 AM »

What about improvisation? Does anyone here improvise with their games? There is no way you can rip-off another game this way as that only seems to happen with commercial approach to game design.
I do that. I don't use design docs or stuff at all. I start with a vague idea and make up the mechanics, content etc as I go along. If I find out stuff doesn't work the way I would like it to, I change it until it does. As a result, my games usually deviate pretty far from the original idea. The downside of that is that it pretty much only works with solo game dev and that it's rather messy. I've been thinking of at the very least writing down the milestones I want to achieve for my next "major" project.
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« Reply #42 on: September 01, 2011, 11:55:15 PM »

You said that you don't play games that much anymore.  If you don't like playing your own game then you need to change it.

It definitely depends on the genre of the game. Some game projects just are not fun to play like for example adventure games where you as a developer know all the "secrets" already. Thats one main reason my adventure game project is struggling. I started to make a adventure game I would like to play (I am very picky), but then I find out that it is impossible to get any fun out of it. So the fun only comes from making the art and scripting massively complicated functions... Play testing is just pain in the ass.

Some other genres like action shooters and usually anything procedurally generated doesn't suffer from this problem that much. Also one cave/puzzle/action/reaction game project is alive and well because it is fun to play.

Nowadays I am more into thinking of games I wouldn't care to play so much. Or games that are plain impossible. If I can't play them, nor should anyone else either.
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Paul Eres
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« Reply #43 on: September 02, 2011, 02:01:26 AM »

yeah it definitely varies. some games genres are fun to play once but not to play over and over 2000+ times

for instance, i found immortal defense very fun to play during its development, but i don't find SD as fun to play during its development. but i'm not sure that's just me, and if the game really is less fun, or if it's just the nature of the genre -- because it's a long exploration/zelda-like game, with play sessions of 20+ hours, playing it so many times gets a bit repetitive. whereas playing a tower defense game which has short 3 minute levels doesn't get as repetitive -- especially because i never played the same level in immortal defense more than about 20 times during production, and SD doesn't have discrete "levels" like that, and where it does, the levels rely on knowing how to do them and on discovering things about the world, and i already know almost everything about the game's world so there's no sense of discovery for me, even though there will be for others

another issue is that, as cactus says, not every game *has* to be fun to be good; there are plenty of games that aren't "fun" that i enjoyed a lot anyway for other reasons. shadowgate for nes is an example, and so is nobunaga's ambition for the nes, or taboo for the nes, or genghis khan for the snes, or king's field for the ps1, etc. etc.
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« Reply #44 on: September 02, 2011, 02:48:06 AM »

I don't enjoy playing my own games.

When I play a game I don't want to see what goes on "behind the scenes." I don't want to see the code at work and I don't want to be able to easily pick out certain "design decisions" or w/e. With a game I made myself, it's pretty much impossible not to see that stuff so any semblance of immersion disappears.
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