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)."
Alley Cat was indeed an awesome game.
But I don't think adding LOLcats is going to improve it.
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
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.
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Play Six Pack Man. I
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.
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:
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.
"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/