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Where do you go for inspiration?

Started by February 15, 2007 10:29 PM
7 comments, last by Hushed 18 years ago
Where do you go to take your vague ideas about the content of a game or concept you've been toying around with in your head into a more concrete, real world type of thing? Like, lets say you were an avid Diablo II player back in the day. You want to develop a dungeon-crawler in the same vein for nostalgia's sakes, with the same kind of gothic, dark fantasy atmosphere. You're not trying to make a Diablo II clone, you're trying to build a game that captures the unique gameplay and charm and the feel art, setting, and composition of your favorite game, in this case, Diablo II. Or, say it's Sim City, or Lode Runner. Or Neverwinter Nights, or Counter Strike. You've just got a vague idea and a feeling. Where do you go to expand upon your new concept? How do you go from "x game would be cooler if y, z, i, j..." to "New game captures x but expands with...," and specific things like design documents? Lets say you've got greater aspirations than to be a modder or a clone-maker: How do you go from conceptual fun to concrete, implementable game design? Where do you go for inspiration?
::FDL::The world will never be the same
movies? Sometimes, I mean sometimes I just let my imagination roam. But sometimes I see something cool in a movie, and I'm like "that's cool I'd like to see something like that in a game." Like the Ghost and the Darkness, with val kilmer and michael douglas. The two lions in that are fierce as hell. I'm developing an engine that utilizes huge terrains, so if I had a savannah, I could have a lion that stalks the player. It would try its hardest to realistically avoid detection, and would pounce when the moment is right.

As far as implementing that in a playable form? It's a looong process that takes a lot of dedication.
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Do you mean how to get from the very initial game concept to something a bit more fleshed out, or something more concrete like the writing of a game design document?

To get from an initial spark of an idea to a game concept, I like to just let my imagination wander. Sometimes that's through something external, such as listening to appropriate music or reading up on background material. More often it's through something more active, such as sketching concept art or playing around on my keyboarding trying to make approrpiate music myself. More often than not I like to draw a character from the game and then keep expanding on it; refining the character to get a feel of what makes them tick.

However I'm probably not the best at this, as I tend to get sucked more into the daydreaming stage then actually getting started on the game [smile]. With game design practicality can be better than inspiration, as at least you can get something finished.

When it comes to game design, I've only tried my hand at a few as I tend to either trail off my ideas or work on something too simple to warrant a detailed design. But for me it's just slogging away at the keyboard once I have that thought-out concept in my head; typing up everything into a word processor. Nothing too fancy to add about that part of the process, I'm sorry.
Some of my 'better' game designs have been inspired by listening to old friends in highschool describe what they are seeing while high. I'm not totally sure just how legal that is, but I'm sure it is fine as long as you don't encourage them to do it so you can take notes.


For fleshing out an idea and making it into something I could sit down and write a design doc about? Time. Think the game play through, answer questions like, how does the game start, where does it go, how can it end. Think about ways the player might try and break your game.

If you aren't good at working out a whole 6+ hour game in your head with all action and several different options that drastically change the game, then I guess finding a friend and then talking it over is your best bet.
Old Username: Talroth
If your signature on a web forum takes up more space than your average post, then you are doing things wrong.
In the case where initial inspiration comes from an existing game I'll generally use that game as a starting to point to flesh out more ideas. If possible I'll get out the game and actually play it a bit, taking notes as I go, or if for some reason that can't be done I'll try to remember playing it.

Anything where I have a reaction along the lines of the following is noted:
- "I wish I could..."
- "It would be so cool if..."
- "Man, I wish <x> didn't happen..."

Basically thinking about what I like about the original, what I might change or add, and what annoyed me or should be removed.


Similar games are another place to look for both ideas and things to avoid, as are books and movies that use a similar setting and/or storyline to that used in the game.


From there I basically just rely on what my mind can come up with and get started - once I get a prototype of some description working I'll then experiment a bit more.

- Jason Astle-Adams

Books are a really good source for me. Plus Tv shows, movies, and other various media. I draw upon bits and pieces of dozens of books, etc. and use elements to craft something new. Like an elemental game (Avatar the last Airbender) where you fight an evil king who is more powerful than you will ever be (Eragon) while also combating strong political forces aligned with the king (Dune, Star Wars, etc.)

Like Trapper said below, music is a good source too. My Chemical Romance and Evanescence songs helped spark ideas for my first storyline but it is easy to start daydreaming. But of course this is where the bes tideas come from anyways. =D

As for fixing up other games or expanding on them. I'd say the same processes still apply but I cant think of anything else I would want in a Zelda game except for fully controlled sword action (which shouldve been implemented with the Wii) cuz that would be the shit.

~Kid Aero
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I always ask myself: What is it I want to achieve? What is the purpose of this game, of this feature, of each and every part of the game. Then I try to find the best solution to achieve that, basing it on personal experience, assumptions and research. I usually always have a vague idea of what I want the particular thing to look like and that I try to put in the context of that solution. Is a simple thing as breaking down your vision into tiny tiny little parts and find out exactly what it is you like about it and why you like it. Then take that essence and go to the extreme with it.

Right... as for what I get my initial inspiration from. I just keep my eyes open to the surroundings. I Remember this job I had as a meat packer. The planning you had to put down there to make sure the butchers always had empty meat carts and the preperations you had to do so the whole thing didn't stop once you go on your breaks could easily make an awesome system for a support class in a multiplayer oriented roleplaying game for example. I get hit by massive amounts weird ideas every day. My whole desk is filled with hastily written notes of ideas of potential game features, storylines and generally awesome things.
Most of my ideas comes from worlds that I've vicariously lived in through day dreams during childhood and throughout my life. These often occurred while in the car/bus, during class, or on walks. Once I have a general idea for a story/universe that captivates me I'll force myself to follow it through by proposing events and their associated causes and effects. Usually, the universe itself gives rise to characters, locations, technologies, history, and other vital details.

A lot can be planned in your head before putting it on paper if you train yourself to focus your imagination rather than let it wander. Wandering is good from time to time, but without eventually directing your thoughts you won't ever have a unified vision that you'll be able to express in a physical medium.

My preferred approach to focusing my thoughts is to go on walks or hikes where it's quiet and secluded. Driving in the car also offers another opportunity to focus your thoughts, as long as it’s not stop and go. I rarely listen to music or talk on my phone in the car because it’s my time to be productive without having paper or a keyboard in front of me. I will allow instrumental music during thinking time though as it can often serve to drive the mood or pace of a particular aspect of the story/universe.
I find inspiration everywhere, from music, television, new technology, conversations, movies, food, sculptures, painted art, etc. Inspiration is everywhere.

Usually though, if I just dont feel like doing X job, or doing X thing, ill scroll through GameDev's developer journals, which quickly gives me lots of inspiration.


As for fleshing out ideas, I just sit down, turn on some music, open a word processor, and just start typing. The next day read through what you typed, and take out things you dont like/add things/edit things.

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