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How Do I Create a Spiritual Game Successor?

An anonymous reader writes "I've recently been on a legacy video game binge, reliving the nostalgic days, when I realized that one of my favorite old games can be vastly improved with a few tweaks. This game is pretty much made for a controller, so I would love to get it done on Xbox Live, but doing it on the PC is just as viable. Unfortunately, I am pretty sure the game is not in the public domain yet. Based on previous stories covered here, some companies are all for community made successors while others choose to give them the crushing blow from the start. My question is: how far is too far when one is trying to make a spiritual successor? I do not intend to copy any materials, but it would be lovely if I could incorporate some game design ideas (very general level design, movement, and just one or two game features)."

125 comments

  1. Um ... by WrongSizeGlass · · Score: 3, Funny

    Pray for inspiration and success?

    1. Re:Um ... by Runaway1956 · · Score: 1

      I think that I'd start with a Ouija board. Let me find that manual - 'Programming with Ouija' - it's around here somewhere!

      --
      "Windows is like the faint smell of piss in a subway: it's there, and there's nothing you can do about it." - Charlie Br
  2. For spiritual successor there is only..... by 3seas · · Score: 2, Insightful

    .... Lie.

    1. Re:For spiritual successor there is only..... by Anonymous Coward · · Score: 0

      I've never been in such a position myself, but I'd probably say lying is the best initial defense. You'll need to be able to prove it, but if anyone asks you about it, saying "Oh, it really reminds you of X? That's interesting. I'll have to check it out. Is it any good?" is probably a good idea.

  3. Sorry friend... by cliffiecee · · Score: 4, Funny

    Alley Cat was indeed an awesome game.

    But I don't think adding LOLcats is going to improve it.

    1. Re:Sorry friend... by Unka+Willbur · · Score: 1

      ARGH! Now you've made me go and break out the emulator!

      But, on a serious note, LOLcats improves EVERYTHING.

      --
      "Remember when I said I would never lie? Well, that was the first time."
    2. Re:Sorry friend... by Blakey+Rat · · Score: 1

      Ah, man, I thought you meant AlleyKat and got excited for nothing.

    3. Re:Sorry friend... by Alex+Belits · · Score: 1

      WHAT?????!!!

      Alley LOLcat would be a GREAT game!

      Cats poking out of trash bins will be famous lolcat pictures, complete with captions.
      Doom music will play if the cat is attacked.
      Jumping into windows will start more mini-games, and original games will be accompanied with captions "DO WANT"/"DO NOT WANT" and appropriate cat-facial expressions.
      Mice in cheese can be followed with a portal gun, in full 3D.
      Cat can collect powerups that convert him into Longcat or Speedycat. Longcat jumped into a window may (with some low probability) find himself in Catnarok, fighting against Tacgnol.
      A new row of windows will lead to the basement, complete with basement-dwellers. Chris-chan will be seen performing his random ... activities, the goal will be to steal his medallion. Stealing his crayons will convert all graphics into his drawing style for a minute -- and all points gained within that time will double.
      Chasing female cats will be more challenging due to half of the screen dedicated to friendzone.
      Score will be kept in lulz.
      Anonymous may randomly rescue the cat in various hopeless situations.

      No, seriously, how can anyone say that adding lolcats to Alley Cat won't be a massive improvement?

      --
      Contrary to the popular belief, there indeed is no God.
    4. Re:Sorry friend... by Jedi+Alec · · Score: 1

      Ok, just how bad is it that mere seconds after seeing your post I'm humming that annoying little tune again?

      20 years deep down in the subconscious...and you had to bring it back. ;-)

      --

      People replying to my sig annoy me. That's why I change it all the time.
  4. well by nomadic · · Score: 1

    Would someone playing your game who had played the other one realize yours is based on the older? If not then I don't see what the big deal is, as far as I know you can adapt general gaming ideas (though IANACL).

    1. Re:well by X0563511 · · Score: 1

      Well, "if not" then it's not a spiritual successor.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    2. Re:well by commodore64_love · · Score: 1

      The guy didn't say what the classic game was, but if it's something like Turrican, I'm sure it will be obvious that's what it is and you'll receive a cease-and-desist order from the owner.

      And if you go direct to the owner you're likely to hear the word "no". The only way to do some kind of modern incarnation of Turrican would be illegally, and then release it into the wild before anybody can stop you.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
  5. the usual formula by beefnog · · Score: 5, Insightful

    1) accept zero money
    2) gpl / lgpl
    3) funky name that barely hints at the original
    4) original artwork

    unless the company happens to be in an IP troll mood, you'll probably be fine

    1. Re:the usual formula by neokushan · · Score: 2, Insightful

      ^ This

      The most successful "spiritual sequels" I've seen have generally been Open Source equivalents. Obviously you wont be able to open source anything from the Xbox360 SDK for legal reasons, but if you wanted to do it in XNA to get it on the 360, there's no reason why you couldn't.
      However, a good ol' C++/OpenGL PC version would be ideal, that way if it's successful enough, it can live on through various homebrew ports to past, present and future games consoles alike.

      --
      +1 IDisagreeSoHeMustBeATrollOrAnAstroturferOrAShill
    2. Re:the usual formula by Anonymous Coward · · Score: 1, Insightful

      Or;

      1. Just make it however you see fit.
      2. Don't add your name or any reference to yourself.
      3. Release whatever the fuck you want to.
      4. Let the users, not the lawyers, define the artistic merit.

      Guess i'm a dreamer.

    3. Re:the usual formula by Anonymous Coward · · Score: 0

      That's certainly an option, but probably non-viable for anything but single person dev team. :(

    4. Re:the usual formula by Ihmhi · · Score: 4, Informative

      As it stands, under American Copyright Law (and many other places), the "rules of a game" as it were can not be copyrighted (or trademarked, obviously). This is why you can have a blatant Tetris clone on your cell phone, but it can't be called Tetris (as that would be a violation of trademark).

      So long as the code is 100% yours (and/or is all code that is from scratch), all of the art assets (textures, models, music, etc.) are created from scratch, and you don't use any copyrighted material (character names, game name (obviously), and perhaps even the "distinctive appearance" of a character) you'll have no legal problems. Well, you might get sued, but any competent judge would throw the case out as in this situation they'd have no legal standing.

    5. Re:the usual formula by dgatwood · · Score: 1

      Alternative formula

      1. Write it as a shell script.

      --

      Check out my sci-fi/humor trilogy at PatriotsBooks.

    6. Re:the usual formula by mdwh2 · · Score: 3, Insightful

      I agree entirely. If creating a "successor" of a game - any game that was similar to existing games - was illegal, than the vast majority of commercial games out there would be illegal.

      Unfortunately it seems to be a common myth in indie game development circles that rules and ideas are covered by copyright.

    7. Re:the usual formula by Anonymous Coward · · Score: 0

      (Posting AC because Slashdot's login returns "503 Fucked" error messages)

      Also, it's better to beg forgiveness than to ask permission. If you follow lhmhi's advice above, you're unlikely to get into trouble. However, if you go out of your way to ask permission from the original game developers and they say no, then what? You're screwed. If you go ahead and develop it anyways they could take you to court and show the judge that you anticipated possible infringement yet went ahead even after you didn't obtain permission.

      Way better to cover your bases up-front to ensure that you're not copying any artwork, story, sounds, code, etc. and forge ahead.

      Of course, all of this is moot. Consult with an IP lawyer before undertaking any serious development effort. Or just average out the Slashdot opinions... I'm sure they're just as good. :P

    8. Re:the usual formula by Blakey+Rat · · Score: 2, Interesting

      Also, it's better to beg forgiveness than to ask permission. If you follow lhmhi's advice above, you're unlikely to get into trouble. However, if you go out of your way to ask permission from the original game developers and they say no, then what? You're screwed. If you go ahead and develop it anyways they could take you to court and show the judge that you anticipated possible infringement yet went ahead even after you didn't obtain permission.

      If you ask, and they say "no", then don't make it. If you don't respect their wishes, and you were asking only as a formality, you're just being an asshole and the court deserves to ding you when you get sued.

      Believe me, there are thousands of games that could work well if remade. Here's what you do:

      1) Pick a game
      2) Ask its creator if you can remake it (don't be an asshole)
      3) If they say no, go to step 1.

    9. Re:the usual formula by Sparx139 · · Score: 1

      Well, you might get sued, but any competent judge...

      There's your problem. How often have we seen this not happen?

      --
      Our culture doesn't get smarter, it just finds new ways of being retarded.
    10. Re:the usual formula by KahabutDieDrake · · Score: 1

      Over specialize and you breed in weakness. It's slow death. ;)

    11. Re:the usual formula by Anonymous Coward · · Score: 0

      Even if they are in a troll mood, there is little they can do. As far as I know (not far, IANAL) only images, words, names and trademarks are a problem in a game. The gameplay is not patentable, nor is it relaly copyrightable. Your game has to simply look and sound diffrent. Have you seen the millions of tetris clones? You think nintendo doesn't care about them?

    12. Re:the usual formula by KDR_11k · · Score: 1

      Easier:

      1) make your game

      It's likely that while remaking the game you'll deviate in more than one way from the original because you find various ways in which you could make it better from your point of view and in the end the result will have so many of your own touches that it's more original than 90% of the big retail games today.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    13. Re:the usual formula by Xest · · Score: 2, Informative

      Yep, this is mostly true, if you're making a clone of a game you don't need permission providing you don't infringe on their IP.

      Infringement of IP might be using the same names of characters, graphically similar enemies and so forth.

      Basically, if the original game is story based you're going to struggle to immitate it without infringing on their IP because their IP is so core to the game, but if you're going for a less story focussed game, let's say something like Streetfighter 2, then clone away, just change the characters, change the moves, change the name, and there's really fuck all they can do- you can still do a fighting game that resembles it and recreate the spirit of the original game without copying their IP.

      The same goes for a game like, say Desert Strike or the games in that series- it's fine to make a roughly isometric viewpoint based game where you fly around in a helicopter blowing shit up as long as you change the storyline, and use a slightly different helicopter, or give it different weapons.

      So really it comes down to how closely the IP is tied into the gameplay, with Tetris there was really little IP other than the name, it's hard for them to claim coloured blocks as their IP and they cannot class the gameplay as their IP hence why as the parent said, you can clone the shit out of tetris and give it a different name. The same would go for games like Asteroids as long as the name and spaceship aren't quite the same. But then as I say, if you take an platformer like Mario or Sonic then you can copy the gameplay- game mechanics such as jumping on heads to kill, the speed characters move, how high they jump, but you can't copy the characters or enemies so by the time you're done you'll be left with a game that might play like Mario or Sonic, but is otherwise completely and utterly different and just another platformer.

      So overall the answer to the question is really just how much of the original game you want to clone- if you just want to make a game that feels like the original, but has fresh characters, storyline, name and so forth then fine. If you want to clone the original characters and storyline then you're out of luck.

      As an aside, in my younger days, Valve came in heavy handed against a mod team I was in for trying to create a clone of the original Teamfortress for a different engine and told us we were infringing on their IP because we used the word Fortress in the name even though we didn't use the word Team, and we used the same class names. They told us we could carry on if we removed Fortress from the name, and if we changed the class names. I was 17 at the time so wasn't going to argue, but I suspect they had very little case against us anyway, even more so when you take into account the fact the original TF mod was available free with source code and listed as free to use as you want, even though Valve later removed it and claimed that agreement was no longer valid, something I'm not sure they can retroactively take back anyway. So companies will try it on, if you believe you've done nothing wrong seek proper legal advice, they may just be trying to strong arm you when you have absolutely no case to answer at all.

      I would say in the face of modern strengthening of IP laws, the laws surrounding computer game development are actually some of the fairest and most liberal, and I'd argue this is why computer games technology move so fast- we'd probably never have had Call of Duty MW games if Valve had been able to use say Counter-Strike to claim rights to modern warfare FPS games for example.

    14. Re:the usual formula by Anonymous Coward · · Score: 0

      Dumbest idea ever. Game rules cannot be copyrighted. Make the game. Call it something different. Make sure it *looks* different that the original game.

      And whatever you do *don't* ask permission. Asking permission could be trouble. Even if a license is granted, you will be bound by the license, and you don't want that.

    15. Re:the usual formula by HungryHobo · · Score: 2, Informative

      Far better:

      1:Just make the game.

      Don't take their artwork or story or character names and you're fine.

      there are enough games out there anyway which are carbon copies of each other.

      Asking the creator of the old game is stupid unless you want to use their code or artwork.

      if you really feel the need to reference them then you might want to add an "inspired by" section and just make sure there's a decent list of other games in there too.

      Stealing from one source is plagiarism.
      Stealing from many is art.

    16. Re:the usual formula by I+cant+believe+its+n · · Score: 2, Insightful

      I wonder how much is lost because of creative people's fear of the U.S. legal system. Sound businesses that never existed. Lost dreams.

      --
      She made the willows dance
    17. Re:the usual formula by dgatwood · · Score: 1

      I don't know about death, but it's certainly painful. :-D

      --

      Check out my sci-fi/humor trilogy at PatriotsBooks.

    18. Re:the usual formula by Anonymous Coward · · Score: 0

      As it stands, under American Copyright Law (and many other places), the "rules of a game" as it were can not be copyrighted (or trademarked, obviously)

      That's why there are these things called patents! Oh, I was joking and then realized that if a set of rules can't be put under copyright, why a piece of software can? The OSS code can't be put under a copyright, but the comments and a man page can? Surely there has to be some mistake here..

  6. It doesn't hurt by Anonymous Coward · · Score: 0

    to contact the IP holder?

    1. Re:It doesn't hurt by Anonymous Coward · · Score: 0

      This would be the worst thing to do. They'll use some sort of bullshit "Intellectual Property" argument and track you from then on. Don't use their real assets like artwork or level design and just make your own game. Don't ride their coattails and let your own creation live on its own. To say "May I borrow this one little feature?" is just inviting an army of lawyers where you just use it like everyone else uses basic concepts in the game industry and you'll be fine.

    2. Re:It doesn't hurt by Garridan · · Score: 2, Interesting

      Go with Hopper. It's better to ask forgiveness than permission.

  7. Just a suggestion by sharkey · · Score: 1

    You could try Hare Krishna

    --

    --
    "Outlook not so good." That magic 8-ball knows everything! I'll ask about Exchange Server next.
  8. Here's what I did... by drenehtsral · · Score: 5, Informative

    If it is an individual who wrote the original game, ask them for permission. Both times I've asked, I've received permission.

    If it is a faceless mega-corporation, avoid using images, music, or names from the original game, but unless they have a patent on the look-and-feel or game mechanics (never heard of the later), you can just code away.

    For my platman (old Amiga game) remake for the GBA, you can get it on my web page. (www.greasybastard.com)

    Also see freeciv, and any of the two-or-so decent Wing Commander Privateer remakes.

    --

    ---
    Play Six Pack Man. I
    1. Re:Here's what I did... by tepples · · Score: 1

      unless they have a patent on the look-and-feel or game mechanics (never heard of the later)

      Nintendo has U.S. Patent 5,265,888 (since reissued) on the rules of Dr. Mario.

    2. Re:Here's what I did... by Anonymous Coward · · Score: 0

      It's cute that people think companies like EA are "mega-corporations."

    3. Re:Here's what I did... by Razalhague · · Score: 1

      It's cute when people completely ignore the context of discussion, and the inherent scope it brings to words like "mega". Wait, no, that's not cute at all.

    4. Re:Here's what I did... by julesh · · Score: 1

      It's cute that people think companies like EA are "mega-corporations."

      I'd say a listed company with an annual revenue of around $4 billion and over 9,000 employees qualifies as a "mega-corporation", wouldn't you? This makes it, I believe, two to three orders of magnitude larger than the average company.

    5. Re:Here's what I did... by Anonymous Coward · · Score: 0

      Not that anyone would try to copycat that boring game anyway...

  9. The fun is in the doing by moteyalpha · · Score: 3, Insightful

    I have more fun making the games than I do playing them.

  10. Duke Nukem Forever and a Day by Shinmizu · · Score: 5, Funny

    Well, you can just tell people you're working on Duke Nukem Forever and a Day. As long as you never finish, you've succeeded at making a spiritual successor.

    1. Re:Duke Nukem Forever and a Day by Anonymous Coward · · Score: 0

      I hereby kick off the Count Fryem Forever project, expected to finish when it's finished.

    2. Re:Duke Nukem Forever and a Day by Pharmboy · · Score: 1

      That was pretty damn funny. Actually, if you create a spiritual successor, (or rather a spiritual precursor) perhaps they would just buy it off of you. Then release it 10 years later.

      --
      Tequila: It's not just for breakfast anymore!
  11. You don't. by gillbates · · Score: 5, Insightful

    So you played this game. You thought it was cool. You want to give others that cool experience that you liked so much.

    Instead of copying the game concepts, invent something new. Go a level beyond the original. Give other people that "Wow - this is really cool new game" experience, not the "Wow - this is a really cheesy knockoff of ${GAME}".

    I understand that learning to write games well without copying someone else's game is like learning to play guitar without _Stairway to Heaven_. That's fine; we've all got our Asteroids copies wasting bits on our hard drives. But copying games doesn't really bring anything new and good to the community:

    1. If it looks like a copy, it will be compared to that other game, and no matter how good you make it, there will be people who pan it because ${GAME} did X, and yours doesn't do X, or does Y instead and they liked X better.
    2. Even a poorly implemented or incomplete game will garner interest if it is NEW and INTERESTING. If you plan to open source this ever, and want to take it beyond the initial stages, it will be helpful to have a community supporting you, i.e. submitting bug reports and patches. Trust me, no one's going to even care to submit a bug report for a Yet Another Tetris Clone.
    3. Originality is good. Seriously, we have too many games which are essentially copies of each other with different texture maps. Do something that will challenge other game developers to rethink their gameplay.

    If game writing is your passion, do it well. The big studios are not going to produce the creative, fun-to-play kind of games that an independent developer can. You are not competing with them - you have a range of freedom the professional game developer can only dream about. Use it. Be a blessing to other gamers, not the studios.

    --
    The society for a thought-free internet welcomes you.
    1. Re:You don't. by Anonymous Coward · · Score: 1, Insightful

      I disagree. I'd be perfectly happy to get yet another pacman clone, if it was the best pacman of all time.

      original != good
      unoriginal != bad

    2. Re:You don't. by icebraining · · Score: 2, Interesting

      I don't really agree with this. The best OSS games I've played are all "successors" of older games, with improved but not so original mechanics: OpenTTD, Freeciv, Hedgewars or any of the Quake3 clones.

      I was also pretty excited to see development around a Theme Hospital OSS clone, but alas, it seems the movement lost some steam nowadays.

    3. Re:You don't. by Hatta · · Score: 1

      Nice argument, but the facts contradict it. There are many great free tributes to classic games. Freeciv, OpenTTD, Oolite, FrozenBubble, beautiful remakes of King's Quest I & II, and Quest for Glory II, Scorched 3d, etc. Any of these stand up well against their original inspiration, and provide something new at the same time.

      --
      Give me Classic Slashdot or give me death!
    4. Re:You don't. by mqduck · · Score: 1

      This guy said "I realized that one of my favorite old games can be vastly improved with a few tweaks". Why would you want to discourage someone doing that and maybe even let you and everyone else play it?

      --
      Property is theft.
    5. Re:You don't. by NotQuiteReal · · Score: 2, Funny

      invent something new

      That's like the old joke on how to carve a ship... "Start with a block of wood, and carve away anything that doesn't look like a ship".

      --
      This issue is a bit more complicated than you think.
    6. Re:You don't. by mdwh2 · · Score: 1

      Can you point to me how many commercial games out there are totally original new ideas, as opposed to borrowing from previous games?

      The big studios are not going to produce the creative, fun-to-play kind of games that an independent developer can. You are not competing with them - you have a range of freedom the professional game developer can only dream about.

      Do you write games yourself, OOI?

      The reason why commercial game developers tend to be less original is because coming up with original games, that are still fun to play, is hard. An idea may seem original and fun, only to become unworkable when you try to implement it.

      And if commercial games aren't "fun-to-play", why do they sell so well?

    7. Re:You don't. by tepples · · Score: 3, Insightful

      Can you point to me how many commercial games out there are totally original new ideas, as opposed to borrowing from previous games?

      The most recent genre-launching video game was probably Parappa the Rapper in the mid-1990s. Parappa begot Beatmania, which begot Frequency and Amplitude, which begot Guitar Hero and Rock Band. Even a game like Katamari Damacy is just Bubbles (1982) redone as a 3D platformer.

    8. Re:You don't. by Anonymous Coward · · Score: 0

      Really? Because I thought those remakes were all poor, none standing up to the original, let alone beyond.

    9. Re:You don't. by grumbel · · Score: 1

      Even a poorly implemented or incomplete game will garner interest if it is NEW and INTERESTING.

      I would say its quite the other way around. A clone of a well loved game will attract lots of attention, because it basically comes with a build in fan base and there will be plenty of fan pages out there that might link your project, thus spreading the word. Doing something completly new on the other side means you have to start from scratch, you don't have places to advertise your game and people will have no idea if your game is even worth a try, after all there are thousands of other free games floating around out there. You will also have a much harder time attracting and coordinating contributors, as its much easier to point to something existing as example how to implement a feature, than trying to explain a vague gameplay concept over the Internet, especially when you don't even know if the thing will actually work out.

      That of course doesn't mean that you should do an exact pixel perfect clone, after all why bother when I could play the original in emulation, but there is really nothing wrong with using ideas from an already existing games and adding a bit of your own style on top. The simple truth is that things are not created in a vacuum, they always connect in one way or another to things already out there. Be original when you have a really good idea, but don't try to reinvent the wheel just because you can.

    10. Re:You don't. by tverbeek · · Score: 1

      You see the same thing all over the place in other media as well. You can't swing a cat at a comics convention without hitting someone who's aching to "emulate" Jack Kirby by.... writing more stories using the characters Kirby created. (Or insert Will Eisner or Steve Ditko or Alan Moore or Jim Lee, etc. Or insert a beloved novelist or filmmaker or musician.) But that's not what made any of these creators great. What made them great was the fact that they created their own new characters (or songs or whatever). If you want to pay homage to the creators of PAC-MAN, don't waste your time on PAC-MAN-3D. Create something new, like they did.

      --
      http://alternatives.rzero.com/
    11. Re:You don't. by Sylos · · Score: 1

      DOTA disagrees with your recent genre-launching video game definition.

      --
      'Number-memorizing Chinese people.'-Anon
    12. Re:You don't. by KDR_11k · · Score: 1

      It's pretty hard to get enough people to cooperate in a way that could be described as proper opensource development (i.e. not just one guy doing all the work and releasing it under GPL but actually multiple contributors working together) when the goal is not "let's make X but better!". When the goal is to go original you get a katamari of ideas as every contributor will want to add his own "improvements". The best games look like they were designed by a single person or a hive mind even though there were many individuals involved because it all stays coherent.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    13. Re:You don't. by KDR_11k · · Score: 1

      Then let's go for more straight rip-offs and compare Spring's Balanced Annihilation with the original Total Annihilation or the Supreme Commander games. TA was an unbalanced mess of units and Balanced Annihilation somehow managed to make it work better while Supreme Commander is a pretty shallow shadow of its spiritual predecessor Total Annihilation, while it may be more balanced the set of options went down radically.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:You don't. by KDR_11k · · Score: 1

      There's a difference between writing/movies/music/etc and games in that games are largely mechanical and those mechanics can be improved. Stories are fixed works, writing the same one again with small improvements makes no sense but a game is dynamic, changing the mechanics even minimally can have a gigantic effect on the outcome and people replay games to experience all the different variations the mechanics can provide so those changes can be a huge improvement. What may be compared to stories, movies etc is the level design, reusing old levels doesn't provide much new fun.

      Also I believe the point here is not to honor the original devs but to produce something that is more fun to play than the original.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    15. Re:You don't. by Anonymous Coward · · Score: 0

      DotA? You mean, that one Warcraft 3 map that copied similar maps having existed since Starcraft?

      And was since copied and re-copied a few times and got popular?

      While I'm not completely certain, I do think the original would be found no later than the late 1900s, which means it's still something like ten years old.

    16. Re:You don't. by Draek · · Score: 1

      But copying games doesn't really bring anything new and good to the community:

      Sure it does, particularly if the original game in question was made for a platform that's, for all intents and purposes, dead today. You may enjoy running an emulator inside a VM in compatibility mode just to play a game made for some weird C64 clone of old, but I prefer to type "apt-get install {clone name}" in a terminal and avoid all the trouble.

      If it looks like a copy, it will be compared to that other game, and no matter how good you make it, there will be people who pan it because ${GAME} did X, and yours doesn't do X, or does Y instead and they liked X better.

      And there'll be others who'll say that it's better *BECAUSE* it does Y instead of X. Such as "uses OpenGL graphics" instead of "uses crummy bitmaps for everything".

      Even a poorly implemented or incomplete game will garner interest if it is NEW and INTERESTING.

      Welcome to this world, oh traveler from a parallel universe. Sadly, I must inform you that some things in this world may differ from yours and so your expectations of how life should work may not be met at every opportunity.

      --
      No problem is insoluble in all conceivable circumstances.
    17. Re:You don't. by gillbates · · Score: 1

      A game both original and fun to play is hard. It's a risky undertaking for a studio.

      Because he's independent, he has no deadline, no schedule pressure, indeed, no income pressure. He can do things which improve the art of game making as a whole. It isn't so much that a clone would be a waste of talent, but that he's in a position to do something much more revolutionary than copying someone else's idea. He should take advantage of that.

      --
      The society for a thought-free internet welcomes you.
  12. A lot of games are very similar by wisnoskij · · Score: 1

    I think you should be able to make a very similar game as long as you do not direct copy the graphics or the name I do not think you should encounter much trouble.
    Just never say anymore then that it was inspired by the game.

    I am in no way an expert, but (very general level design, movement, and just one or two game features) should be fine.
    Pretty much every single FPS has similar moment and features anyways.

    --
    Troll is not a replacement for I disagree.
  13. My Goodness... by Anonymous Coward · · Score: 0

    I never expected Alleycat to get into my life again.. So much fun, so boring game.. But when all you had is CGA and you had completed Kings Quest, a few minutes of Alleycat was.... interesting ;-)

  14. Don't use their IP and don't worry about it... by Dahamma · · Score: 2, Insightful

    I do not intend to copy any materials, but it would be lovely if I could incorporate some game design ideas (very general level design, movement, and just one or two game features).

    If you aren't going to use any of their art assets or written copy, you don't use any of their trademarked names or characters, and you don't violate any patents they may have received on features (probably not an issue) then I don't see what the problem is in the first place.

    They can't do anything to you just for imitating the general game play. Commercial games do that all the time. Look at something like Dragon Age - the engine and game play feels a LOT like a spiritual successor to Neverwinter Nights - Bioware just dumped their D&D license and created all of their own story line and assets.

    1. Re:Don't use their IP and don't worry about it... by hedwards · · Score: 1

      I think the main question is what makes a game a spiritual successor. You answer that and you've got most of the trouble worked out. I'd say that the big thing is not so much the game play, as the atmosphere and the philosophy. You have to be careful how you do it, but there's typically a lot of room within that to make something that's fresh and non-infringing. Provided you don't choose something that lacks the complexity and sophistication to allow for it.

    2. Re:Don't use their IP and don't worry about it... by Dahamma · · Score: 1

      True - and looking at existing examples might be a good way to help define that.

      For example:

      Total Annihilation -> Supreme Commander (same as with NN -> DA, it was the same developer who just no longer had rights to the original). The atmosphere, genre, *and* gameplay elements there are really similar...

      System Shock -> BioShock (again the story of same dev, new franchise...)

      This might become an interesting thread :) Any other obvious (or non-obvious) ones?

    3. Re:Don't use their IP and don't worry about it... by tepples · · Score: 1

      This might become an interesting thread :) Any other obvious (or non-obvious) [spiritual successors]?

      Goldeneye 007 -> Perfect Dark -> Timesplitters

    4. Re:Don't use their IP and don't worry about it... by Stormwatch · · Score: 1

      Any other obvious (or non-obvious) ones?

      Mitchell's Osman to Capcom's Strider -- both directed by Kouichi "Isuke" Yotsui.

    5. Re:Don't use their IP and don't worry about it... by KDR_11k · · Score: 1

      It's better described as the mental process in the player. The factors involved in that vary from game to game but a successor should provide a similar mental process (e.g. if a game has the player thinking about the large scale environment and how to navigate and explore it a game that instead focuses on a story and combat is not a sequel even if it uses the same setting, characters, etc). An important factor of that is also newness, if a part of the game was surprising the player with new ideas you can't make a successor by just recycling these ideas because they are no longer surprising and thus the mental process changes even if the physical content does not. Identify what the player is thinking about while playing the game, make sure you provide him with something that produces those same thoughts. Only looking at physical content creates the feeling that changing things is a damned-if-you-do-damned-if-you-don't dilemma, often fans will complain that a sequel changed things while also complaining that a sequel kept things the same, in both cases the mental process was changed (once because the mechanics differ, once because the newness was lost).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  15. Play Safe by Plekto · · Score: 0

    The only reliable level that is acceptable is to use the same game the same engine, and just make new custom levels for it. Anything more than that will end you up in hot water for sure.

  16. Gameplay can't be copyrighted by Anonymous Coward · · Score: 0

    IANAL, but according to conventional wisdom you can legally copy the gameplay of a game. You can make a clone of a game that has more than a passing resemblance (exact same game mechanics, similar visual style) without running afoul of copyright law, and there's tons of examples of this for both commercial and open source games.

    However, you can't can't use any of the original character names, place names, or level design without the permission of the license holder. I'm not sure how far you could go recreating the story/plot.

    Of course, you should strive to create something more than a clone, but don't feel afraid to build on the successful game design ideas from an existing work. The big problem with most fan games is that they want to build on an existing *universe*, which is on legally shaky ground especially without a firm signed commitment that it's OK to do so.

  17. Just do it by Anonymous Coward · · Score: 0

    Shoot first (Invasion 3D). Ask questions later.

  18. Yahtzee Did a Video On This by sesshomaru · · Score: 1

    Yahtzee did a tutorial video on this which he cleverly disguised as a review of the game Bioshock:

    Zero Punctuation: Bioshock

    To paraphrase, "Bioshock isn't like System Shock II, it is System Shock II.... the bad guy might as well be Shodan with a waistcoat and a copy of Atlas Shrugged... PSI powers are now Plasmids, the Hybrids are now Splicers and the wrench is now... well it's still a wrench but a different sort of wrench... everything that was cyberpunk then is steampunk now..."

    --
    "MIT betrayed all of its basic principles."
  19. You're okay by Anonymous Coward · · Score: 1, Informative

    Don't use trademarked names or logos or anything so close it would create confusion. E.g., PocMan, or PacMen or PacPeople are too close to Pacman, but ChomperMan, PelletEater, GhostEater, etc, are okay.

    Don't use the original copyrighted materials. Artwork, exact text, etc, are all verboten.

    Beyond that, you're basically okay. Game rules/mechanics specifically *can't* be patented (or copyrighted, of course) in the USA. That doesn't mean that there aren't patents purporting to do so out there. There is long-standing precedent in the courts to that effect. However, "software patents," which are method patents, and which are only enforceable in the USA currently, might cover any innovative bits of code in the original -- but basically not if the game was released before, oh, the State Street decision in 1998, to be safe.

    1. Re:You're okay by tepples · · Score: 1

      Game rules/mechanics specifically *can't* be patented (or copyrighted, of course) in the USA.

      Nintendo's patent on the rules of Dr. Mario (originally 5,265,888; since reissued) and AFL's patent on indoor football with a rebound net (4,911,443) disagree with you. I can dig up citations if you wish.

  20. Get it in writing by mykos · · Score: 2, Insightful

    Get everything CLEARLY in writing if you get the IP owner on board with it. They can act enthusiastic now and screw you over later.

    1. Re:Get it in writing by Anonymous Coward · · Score: 0

      More importantly, read whatever they send like a lawyer.
      "CompanyX has no intention to sue DeveloperY for development of GameZ" ...is useless, because of the use of the word "intention". Their intention could change at any moment.

      Better to write up your own proposal and see if you can get them to agree to it.

      Or, just don't do it.. instead use your creative talents to make something new.
      There's still no guarantee that someone wont accuse you of "stealing their IP".

  21. Joss Whedon by Anonymous Coward · · Score: 0

    Does it right. Make a great "thing", once the newness begins to fade, cut loose and start something different

  22. Uhh.. asking? by Anonymous Coward · · Score: 0

    Well, maybe that sounds strange, but how about just asking the company?

    1. Re:Uhh.. asking? by mdwh2 · · Score: 1

      Any company would most likely say no (you're speaking to the lawyers, and what have they got to gain by saying yes?), at which point if you went ahead anyway, they know about your project, and have more of an argument to say that you knowingly copied the game that they owned the rights to.

    2. Re:Uhh.. asking? by Scarletdown · · Score: 1

      Well, maybe that sounds strange, but how about just asking the company?

      Because if you are not using any of their imaginary property (copyrighted/trademarked/patented materials), then they have no say whatsoever in your production and there is absolutely no need to ask permission for anything.

      --
      This space unintentionally left blank.
  23. Spiritual games by ignavus · · Score: 3, Insightful

    I am still trying to picture a spiritual game.

    Do you steer a character up into the mountains to assume the Lotus position and meditate on the oneness of the world?

    Are you attacked by demons, but instead of shooting them (Doom) you cast them out with prayer (obviously a movie spin-off from The Exorcist)?

    Do you pass through increasingly higher levels of virtue as your avatar accumulates Love, Peace, Hope, etc?

    It is an interesting idea anyway - spiritual enlightenment through game playing: the 21st century religion.

    --
    I am anarch of all I survey.
    1. Re:Spiritual games by merchant_x · · Score: 1
    2. Re:Spiritual games by dbIII · · Score: 1

      I am still trying to picture a spiritual game.

      "Do androids dream of electric sheep" had an electronic game that was pretty well what you describe, except as unseen enemies threw rocks at you as you climbed the mountain you just had to grit your teeth and bear it.

    3. Re:Spiritual games by phantomfive · · Score: 1

      Yeah, I thought this too, when I saw how horribly they butchered Dante's Divine Comedia. The original was talking about the spiritual journey of a man seeking truth. It was a classic that influenced millions, and EA did their thing with it. I really don't expect anything more from EA, but I've been wondering, how could someone take the power and message of the original and transform it into an entertaining game? Because that's essentially what Dante did, he had a message he wanted to present, and he depicted it in poetry, which was a form of entertainment in those days. Why can't we do the same with games? I think Heavy Rain might be approaching a method that might work for that, but I'm sure there are other ways too. I think we have barely scratched the surface of what is possible in the video game medium.

      --
      Qxe4
    4. Re:Spiritual games by jlebrech · · Score: 1

      EstherRTS

    5. Re:Spiritual games by KDR_11k · · Score: 1

      Well, Cursed Mountain sounds superficially like what you describe (you ascend a mountain and fight by using prayers on restless souls and demons)...

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    6. Re:Spiritual games by julesh · · Score: 1

      I am still trying to picture a spiritual game.

      Do you steer a character up into the mountains to assume the Lotus position and meditate on the oneness of the world?

      You've played The Secret of Levitation then?

    7. Re:Spiritual games by Anonymous Coward · · Score: 0
      Dear moron,
      Submitter wasn't talking about making a "spiritual game".

      Please learn the english language before commenting, mmmkay?

    8. Re:Spiritual games by Anonymous Coward · · Score: 0

      You linked to an article about a "spiritual successor", yet the question clearly refers to a "spiritual game" successor. Do you live in a glass house, perchance?

  24. A lawyer by bbqsrc · · Score: 1, Troll

    Once again, Slashdot is not a lawyer. Ask one.

    --
    Disagree != mod troll.
    1. Re:A lawyer by fishexe · · Score: 1

      Once again, SINAL. Ask one.

      There, fixed that for you.

      --
      "I don't care about the Constitution!" --Bill O'Reilly, November 17, 2009
    2. Re:A lawyer by tepples · · Score: 3, Informative

      Slashdot is not a lawyer. Ask one.

      Ask Slashdot about the law typically means "What should I know first to make the most of my first consultation?"

  25. FL108 from the US Copr. Office by tepples · · Score: 1

    IANAL, but according to conventional wisdom you can legally copy the gameplay of a game.

    US Copyright Office form letter 108 agrees with you. But that doesn't mean a company with more money to spend on lawyers than you will leave you alone. The Tetris Company in particular attacks any unlicensed tetromino stacking game that has any sort of revenue stream.

    1. Re:FL108 from the US Copr. Office by Scoth · · Score: 1

      I wonder where this puts the Great Giana Sisters. Nintendo successfully pressured them into removing the game from market due to similarity in gameplay to Super Mario Bros, despite a few critical and pretty big changes to gameplay. I suppose it's a little different than this situation since we're dealing with a vintage game vs. one still selling, but it's still interesting. I suppose it's possible Nintendo would have lost if it'd gone to court. We'll never know now.

    2. Re:FL108 from the US Copr. Office by tepples · · Score: 1

      The graphics and level design on Giana were too similar to SMB1.

  26. Wisdom Tree by tepples · · Score: 2, Funny

    Wisdom Tree's games weren't licensed by Nintendo. They were licensed by God.

  27. examples by Anonymous Coward · · Score: 0

    People create "spiritual sucessors" all the time

    http://en.wikipedia.org/wiki/Secret_Maryo_Chronicles

    http://openlynks.sourceforge.net/

    http://www.solarus-engine.org/

  28. Copyright 101 by tverbeek · · Score: 4, Insightful

    "Unfortunately, I am pretty sure the game is not in the public domain yet. "

    Since there are no video games I'm aware of that pre-date 1923 (US copyright law), I'd say that's probably right.

    --
    http://alternatives.rzero.com/
    1. Re:Copyright 101 by Sir_Lewk · · Score: 2, Informative

      Authors can chose to release works into the public domain ahead of time, and sometimes things fall through the cracks, even though they are not all that old (see 'Night of the Living Dead').

      --
      "linux is just DOS with a UNIX like syntax" -- Galactic Dominator (944134)
    2. Re:Copyright 101 by julesh · · Score: 1

      Authors can chose to release works into the public domain ahead of time

      Technically speaking, this isn't true. Under the Berne Convention, copyright exists even if it is not asserted. Courts interpret a "release into the public domain" as, essentially, issuing a perpetual license to perform any activity with a work. While the consequences are effectively the same, the legal situation is considered different.

      and sometimes things fall through the cracks

      Not in Berne Convention signatory countries, as the US has been since 1989.

      see 'Night of the Living Dead'

      One of relatively few professionally-produced works to have fallen into that particular trap. None have since 1989, meaning that it is highly unlikely any given video game (even one described as a "legacy" game) is in this situation.

    3. Re:Copyright 101 by mog007 · · Score: 1

      The loophole in the copyright extension that allowed Night of the Living Dead and Plan 9 From Outer Space to fall into the public domain were closed in the Sonny Bono Copyright act a few years ago. Now, your work has a copyright that lasts for 70 years + life or whatever it is from the moment it's created. The copyright holder no longer has to file extensions.

    4. Re:Copyright 101 by elrous0 · · Score: 1

      And even when they do, there are still ways for the original owners to reclaim copyright later if the property becomes worth something. This is what happened with "It's a Wonderful Life."

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  29. "can be vastly improved with a few tweaks" by Anonymous Coward · · Score: 0

    No, it can't. That's why it's classic. Stop trying to update old games and just go play the old one.

    It's ridiculous that people think they can improve on old games and end up with an absolute disaster of a game because they think 3d adds a lot to old games (in most cases, it doesn't), or better graphics (mostly no), or adding some ridiculous tweaks to unbalance the old games.

    Leave them alone. You want to play an old game, go play the old game.

    1. Re:"can be vastly improved with a few tweaks" by KDR_11k · · Score: 1

      You cannot succeed if you do not try. Many physical games have evolved in many steps over the centuries, nobody told those people "you want to play football play the classic rules, don't try to invent new rules like having to kick the ball!"

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  30. No problem, but talk to a lawyer first.... by stonewolf · · Score: 0

    You should look at the copyright law governing games and then talk to an IP lawyer. But, my understanding, and I am not a lawyer, is that so long as you don't copy the look and don't steal any images or sounds made for the original game. You are pretty much in the clear. A spiritual successor is OK. Consider, that anyone can write a story using time travel or warp drive, but you get in trouble if you have warp drive ships named the NCC Enterprise that looks like the one in Star Trek. But, you can have a ship named Enterprise. There have been many ships named Enterprise in real life. Another way to look at it is Doom versus all the other 3d FPS games ever made. They are all spiritual successors to Doom (or that castle game ID did first.) But that was inspired by first person games from way before then. OTOH, it is very hard to make a spiritual successor to Scrabble because you can't do Scrabble any other way. But, it would be easy to do a non-infringing spiritual successor do Risk (Dicewars), or Monopoly, or...

    You do need to make sure that there are no patents on the game. If there are, you can just work around them. Or, if the game is old then it the patents may have expired.

    Like I said, read the law. It is online. And, if you have any doubts talk to an IP lawyer.

    Stonewolf

  31. I met with a lawyer recently about a similar topic by Anonymous Coward · · Score: 1, Interesting

    I recently ran into a very similar situation with a software project of my own. And I did consult a lawyer.

    Take your design. Sample images, logos, and gameplay design to a lawyer, especially one who does copyright work. Take the original game (or screenshots and descriptions) as well.

    They should be able to give an opinion. If their opinion is that you're two close, then find some ways to make the game different in a way you feel is better until the lawyer says that it is different.

    Once he says it is different, he can give you an "opinion letter" to that effect. Then, if you are sued his malpractice insurance will cover you.

    In my case I was using some graphics in my software that were similar to graphics found elsewhere, but what I did was somewhat different and due to other circumstances, he explained why the other party would have no case and he would give me an opinion letter and if he is wrong his malpractice insurance would be responsible.

  32. Copy just the essence by steveha · · Score: 2, Insightful

    Figure out what it is that you really like about the game. Then make a game that does something similar, and conveys the essence of what you like.

    For example, the essence of "Asteroids" would be a game where you pilot a space ship in 2D, with a simplified physics model (if you stop firing the engines, your ship will actually slow down and eventually stop due to some sort of highly unrealistic "friction" in space) and you busily dodge and shoot things. You could make a game that isn't called "Asteroids", doesn't have vector graphics, and has somewhat different rules, but it would still capture the essence. It doesn't matter if your rocks are kind of ugly or your sound effects are lame, but it does matter if the controls for the ship are sluggish to respond, or the game animation is jerky, that sort of thing. Sound effects and rock graphics are easily upgraded later; focus on the soul of your game. (I used to play Asteroids, and it wasn't because the graphics were so good or the music was so great. In fact, there was no music, although that sort of "heartbeat" sound effect was kind of cool for the day...)

    Once you have your core gameplay, you may start having original ideas that may take you in a new direction. Suppose you added gravity to your spaceship game, and the player has to fly in and out of cave networks, shooting little bases and collecting stuff? (That one is called "Gravitar".) Suppose you shoot rocks, but they don't blow up, and little crystals come out and you collect them? Then add a giant lion-faced robot boss... (That one is called "Sinistar".) So, don't call your project some lame name like "Asteroids Clone"; it may not end up being a clone. You could call it some goofy name like "Nexuiz" and thanks to the miracle of the Internet, people would still find out about it (if it's worth finding out about).

    Also, here is a meta hint that applies to any free software project: focus on what you are good at, and make something that is usable even if limited. If you make a game that is quite playable, but just has one level that repeats over and over, you may attract a fan base and someone may volunteer to write a new level for it. If your music is weak, someone who is a musician may donate some better music. But nobody will volunteer to take a broken mass of code that doesn't even compile, and help you sort it out. Successful free software projects build a community and some momentum, but you won't get a community or momentum without making something that actually works.

    I suggest an informal "agile" approach. Get something working, no matter how limited and lame. For example, a ship that flies around. Then add some feature, and get that working too. Say, rocks. Then keep adding things: collision detection (ship must dodge), ship gun, rocks splitting when hit, a score counter, etc. At each step, get something that works and check it in to a source control system before you go on.

    I use an informal agile approach on just about everything I do. If you are making a truly complicated game that needs crazy amounts of design, even then I suggest doing the agile thing... just design the broad outlines, then pick some easy corner of the project and start there.

    Especially in a project you are doing in your spare time for fun, this style of developing is a good idea. And in true open source style, consider making all your little incremental releases publicly available. If you are lucky, you may start to build a little community even while you are still at the pre-alpha stage.

    P.S. If you are looking for a project, please consider the Activision "Battlezone" game. It was an odd hybrid of a real-time strategy game and a first person shooter, and I enjoyed it thoroughly. If I ever tackle a game project like you are proposing, it would be this.

    http://en.wikipedia.org/wiki/Battlezone_(1998_video_game)

    steveha

    --
    lf(1): it's like ls(1) but sorts filenames by extension, tersely
    1. Re:Copy just the essence by KDR_11k · · Score: 1

      I still have a hard time truly imagining what the point of an FPSRTS would be. What should the thoughts of the player be? Why would he fight himself instead of letting automatically controlled units do it (since it costs him the ability to control other parts of the battlefield as his attention is tied up)? How much would an FPSRTS differ from a team FPS from the perspective of a player?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Copy just the essence by steveha · · Score: 1

      I still have a hard time truly imagining what the point of an FPSRTS would be.

      Well, I won't try to answer that question in the abstract. I'll just describe how it works in Battlezone.

      You are a guy who is there on the planet with your other units. You can give them orders, via radio I guess, or you can do things yourself. Your units have pretty lame AI, but three things they are pretty good at: "follow me", "attack that enemy", "defend the base".

      You have some kind of mission on each level. Some of the missions absolutely require you to get out there and do something; other missions could possibly be completed just by you giving orders to other units.

      My general approach was to have my units set up a "base" somewhere so they would be safe without me, then leave them. In Battlezone, you have some manufacturing units that need to deploy on a "steam vent" or need to have a solar collector nearby; so, I would find a suitable spot to set up the "base". Once the manufacturing units were set up, I would order at least four or five gun turret units, and I would set them up so that at least two could fire on any unit approaching the base from any direction. I would also order a handful of tanks and give them orders to "defend the base". Then I would order some upgrades built for my tank, to make it into a super-tank, and I would pretty much then just go and solve the problem. From time to time I would get "radio" reports: Base under attack! All attackers destroyed!

      Like most RTS games, there was a resource management element. You needed to get "scrap" which could be manufactured into units. Tanks and such needed little guys to drive them, and you had a limited supply of the guys, although if a tank got blown up your guy would eject and start walking back to base; when he got there you could order up a new tank for him. (It was kind of abstract... you could manufacture some more little guys just by building a "barracks", which makes no sense at all.) Anyway you would find a good "scrap field" and order your scrap-collecting units to start picking up scrap. But you also usually needed to order a tank or two to "defend the scrap collectors". The collectors were slow, and clumsy, and dumb... easy pickings for even a scout tank. But on all the levels, you just started with a handful of scrap; you really needed to find a scrap field and get a lot more scrap to be able to build enough units to handle the level.

      One of my favorite levels featured an enemy convoy that was going to go through a valley. You would have to take your tank, and use the jump jets to get it up on top of some rocks, and there take out the enemy artillery. Once the enemy artillery was dead, it was safe for you to order your manufacturing guys to run to the end of the valley, set up, build scrap collectors, and start cranking out offensive units. For this level, I liked to build five giant walking mechas (with machine-gun hands) and a bunch of artillery. I would upgrade my tank to have a "spinner" gun, basically my own artillery weapon. Then a whole enemy convoy would run down the valley and get cut to bits by my forces. You had this clock counting down, and you needed to have everything set up before the clock ran out and the enemy convoy arrived.

      Another of my favorite levels ended with needing to destroy a complete enemy base. I would set up my defensive base, and then order up three artillery units, and order them to follow me. Then I would go and set them up out of line of sight from the enemy base, and myself pop up and "spot" for the artillery. I would have all three artillery pick one unit on the base and all hammer it until it was destroyed, repeat until out of units. Manufacturing units that are deployed (on a steam vent or whatever) can use scrap to repair themselves; but three artillery units can pound them faster than they can repair.

      Another memorable level: you had to get out of your tank and run around, and crouch and hide near where an enemy patrol was expected. T

      --
      lf(1): it's like ls(1) but sorts filenames by extension, tersely
    3. Re:Copy just the essence by Jedi+Alec · · Score: 1

      I give you...Battlezone and Battlezone 2.

      Although not as polished as they could have been, tons of fun to play. Think trying to build your base and rushing around to defend chokepoints at the same time, as well as missions where you take a break from the RTS part for a good old "get from A to B in one piece" kind of mission.

      --

      People replying to my sig annoy me. That's why I change it all the time.
  33. Couple things by nEoN+nOoDlE · · Score: 1

    As long as you don't directly copy any of the art, assets, code or writing, you're free to do whatever the hell you want. Even ripping off the setting as long as you change the names is fair game. Doing tile for tile remakes of the levels (if it has such a thing) might be pushing the boundaries, so I'd stay clear of that too, but pretty much any game mechanic has been copied a million times over so you're safe ripping that off to your hearts content. That's what the professionals do, too.

    --
    Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    1. Re:Couple things by ProppaT · · Score: 1

      Lord knows, if this wasn't true the FPS genre would have died off in the 90s.

      --
      Wise men say, "Forgiveness is divine, but never pay full price for late pizza."
  34. Be so smart and creative... by Anonymous Coward · · Score: 0

    ... that you can find out these basic questions on your own.

    What is that it you mean?
    * Legally? You might want to do some more serious research what can and cannot go and don't want to rely on some half-assed slashdot answers.
    * In regard to content in general? If you cannot come up with the basic ideas of your re-design than some comments on slashdot won't help you.
    * In regard to "content that resembles the old game"? See the first point; and the second. Really, if you cannot come up with things that are cool or will trigger some nastalgia in people...then a few comments on slashdot will help you.

    You cannot even formulate a proper question that will get you the "right" answers you want. Have fun with your game but right now, I'd be surprised if it goes anywhere.

  35. Re:A Couple of things by Anonymous Coward · · Score: 0

    There, fixed that for you.

  36. The next one is the first one by rcharbon · · Score: 2, Interesting

    I look forward to the next new game that does not use any concepts that appeared in a previous game.

  37. Copy gameplay without story/character/graphics by Anonymous Coward · · Score: 0

    Leave the IP alone, make your game play just like it. Voila, "spiritual successor".

    It's not for nothing that this is the same formula for creating a "ripoff." It either depends on who you ask, or whether you're the creator of the original. (Don't ask me, it never made any sense to me either)

    (Posted AC because logins are 503ing again)

  38. Two modes: classic and "revamped" by kikito · · Score: 2, Interesting

    The Curse of Monkey Island I and Street Fighter II have recently experienced "remakes" on xbox live.

    They both offer the option to "stick with classic view" or "shiny new remade graphics". They also offer the possibility of switching from one to the other.

    I suggest you do the same: a "classic mode", with gameplay conserved from the original, and a "new mode" with improvements.

  39. Examples by Burz · · Score: 1

    See Ultratron and Titan Attacks at puppygames.com

    These are a bit closer to original than 'spiritual successor' but so well executed they're hard to ignore.

  40. I Concur with Much of What has been Suggested by QuietObserver · · Score: 1

    I have read most of what's been written here, and I agree with many of the points made. I, myself, am working on a spiritual successor to a game, and I've implemented many of the ideas already expressed.

    1. Do not copy Image, Story, Scenario, etc. My game is based on the concepts behind the original Metroid and Metroid Zero Mission. I have changed the scenario so that while the 'mission directive' is nearly identical to Metroid's, the story takes a sharp turn away from Metroid's almost immediately, and continues to take the player further and further from the scenario from Metroid.

    2. Do use game play elements without blatantly copying. My game uses many weapons that are nearly identical to those from the Metroid series, while others have unique properties that clearly distinguish them. I believe this will give my game a very Metroid like feel, without actually violating any of Nintendo's IP.

    3. Make sure the game is fun. I haven't yet reached the testing stage, so I don't know exactly how my game will feel, but I have no intention of considering the game finished until I know how much fun the game is, while still maintaining the difficulty levels I'm aiming for. However, I've also made certain to include game elements that will draw the player deeper into the game experience (such as making items that can be seen early into the game, but not accessed until later, after gaining new strengths). If you can't keep the player's attention, your game won't be playable.

    All in all, I say enjoy yourself, take your time, and do your best to avoid copying the game while still making it challenging and entertaining.

  41. The best legal advice you can get on Slashdot: by seebs · · Score: 1

    Ask your lawyer.

    Seriously.

    Most of us are unqualified to give legal advice. If you think the lawyer who represents himself has a fool for a client, you should hear stories from the lawyer who represents some idiot who relied on slashdot.

    I am not a lawyer, I am not qualified to give legal advice, and so on. When I have asked lawyers about things like this, they have told me that, in general, you cannot copyright a game, only the source code and art assets and other "creative works". Ideas themselves cannot be copyrighted. The obvious famous case is Allen v. Academic Games (think I got the name right, too lazy to check).

    But start by figuring out what you want, what your risks are, what you're willing to do if confronted, and so on. And then... TALK TO A LAWYER. Or do something that isn't related enough to be conceivably affected.

    --
    My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  42. R-Type by Anonymous Coward · · Score: 0

    A single game can be good enough to spawn a genre.

    Is this one?