An observation of Great Ideas
"The Legend of
Zelda" was built upon an idea Miyamoto experienced when he was a young boy
and discovered a cave. This natural wonder was filled with mystery and he
sought to capture this in a form of a game which we all know today and I
consider these inspirations of his as the origin of Ideas. On this journey of
coming up with "original" ideas for our game I have read a multitude
of articles and forums of where it is best to get ideas from and let me start
off by saying that even though there is no one way to get an idea, I find this
to be one of the great many ways to start and one way we are applying it to ours.
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This would make a great game! |
Long story short
Life is one of the best
sources of inspiration and the only way to find ideas from life is to live. Example: To make the Mayor feel real we based him on reflections
of ourselves and how we would act in his situation. This may seem pretty
obvious right now but understanding the Laws
of Obviousity is left for another article.
My experience is yours
Everything came from
something else including ideas and when it comes to art some would say that it
is an imitation of life (otherwise known as anti-memisis). One of the reasons
for this would be for the comfort of familiarity and how we want to show others
our point of view in a particular subject. Miyamoto was inspired by this cave
and wanted his players to view his experience in his own way. Since one of the
commonalities we have as humans is that we have experiences then we can all
relate to what it is like to have an experience. A heart beat is something we
have experienced so when you play a game with a very tense atmosphere and the
only sound is that of your characters heartbeat, you as the
player immediately relate to this moment as an experience you see
possible. Using this process of experiences can lead to different perspectives
with the heartbeat while still maintaining it identifiable with the audience; A
tense moment in a dark hall way or a romantic night under the stars. We easily
identify life and its surroundings because we are experiencing it every waking
day.
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A somewhat Zelda copy but a bit darker... |
There is nothing new under the Sun
We begin to get into a
bit of a problem when most of our experiences come from others. Many game developers
had an amazing visceral journey when they played through The Legend of Zelda
for the first time and wanted to share their interpretation of this and here is
where the copy of the copy emerges. Many great influences can come from this
but there are also times when you feel as if there is something lost in
translation. Often described as the “soul” of the game/movie/book, one may
wonder where this soul has gone. Skyward Sword is an example of the claim many
people have made of a game that has lost its soul and the reason may very well
be for its state of being a copy from a copy of a copy. Skyward Sword, as great
as it may be, is trying to capture what the Zelda series always has, of a boy
going through many trials to save the land. Through the multitude of iteration
the focus became more about the new and interesting challenges Link may face and
the pure form of experiencing a mysterious new cave is lost. This happened when
the game consistently guides you through its challenges and takes away the
sense of exploration Miyamoto originally designed when he started the series. This is not to say that nothing good can come
from a copy as long as the focus is not lost from the intention of the source
material.
Now it gets interesting
Knowing the intention is important but how do you apply and maintain the
focus into an idea? The heartbeat in an intense situation beats rapidly and
with some creativity we can simulate this into the character not just by sound
alone but by exaggerating the experience with a flashing red screen to express
danger. This is a gimmick very commonly used today to demonstrate health or
death in a game. Another example would be to emulate an experience of a new friendship,
like Journey this was done by adding another player into your game at random
and relying on each other to reach the goal. In Oh No, Tokyo we seek to give
the player a feeling of power and responsibility and have explored what this
means. Finding ways to experience these abstract feelings we have resulted with
giving the player the most powerful invention in the world that relies only on
his fists to deal with aggressive situations. This is a primal solution which
is identifiable by those who rule with an iron fist, literally. As for making
the player feel responsible, we introduced Ai that praise you and rely on you
at every moment to protect them from imminent harm. A sense of urgency comes
when you see the people who have appointed you as their leader to stop all harm
that may come to them as they run in fear. With your mighty power you stop the
opposition with your iron fists.
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The Iron Fists to rule them all! |
Ideas through life
Ideas through life can be applied to just about every process in your
game through any means. For example when thinking of a new character you must
think of his characteristics, if she is a ninja you can simulate the experience
of a mouse and how it sneaks around. A mouse is always crunched over and quick
paced moving from location to location, constantly alert of its surroundings
and always aware of the best place to escape. If she is more agile she can
simulate a monkey and how it climbs trees with its hands and feet. This can
also apply in the art of the character, buildings and any other asset in the
game. Since she is a great climber, she has longer arms and big hands to
exaggerate the point of her agility in her upper body. Even through music the
heartbeat example can be applied to the rhythm of the chords being played or
even a sense of speed with the drums simulating horses galloping (i.e. Muse –
Knights of Cydonia). All of these examples come from life but maintain the
intention of its original purpose thus showing a relatable experience we can
all understand.
Many great things have come from variations of a copy as shown in the great series of shorts Everything is a Remix but doing it for the right intentions is just as important in staying true to the source material. We are constantly using this focus on Oh No, Tokyo as well as other variations since this is not the only method of inspiration but just one of the many examples on forming and exploring ideas. It’s also really easy to take from life because the only thing you really have to do is live.
Many great things have come from variations of a copy as shown in the great series of shorts Everything is a Remix but doing it for the right intentions is just as important in staying true to the source material. We are constantly using this focus on Oh No, Tokyo as well as other variations since this is not the only method of inspiration but just one of the many examples on forming and exploring ideas. It’s also really easy to take from life because the only thing you really have to do is live.
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