[Spry Fox chief creative officer Dan Cook considers the definition of plagiarism as it applies to game design, and warns game developers of the consequences of borrowing ideas from other games. Reprinted with permission.]
"Plagiarism is defined in dictionaries as the 'wrongful appropriation,' 'close imitation,' or 'purloining and publication' of another author's 'language, thoughts, ideas, or expressions,' and the representation of them as one's own original work, but the notion remains problematic with nebulous boundaries.
The modern concept of plagiarism as immoral and originality as an ideal emerged in Europe only in the 18th century, particularly with the Romantic movement, while in the previous centuries authors and artists were encouraged to "copy the masters as closely as possible" and avoid "unnecessary invention.
The 18th century new morals have been institutionalized and enforced prominently in the sectors of academia and journalism, where plagiarism is now considered academic dishonesty and a breach of journalistic ethics, subject to sanctions like expulsion and other severe career damage...
Plagiarism is not a crime per se but is disapproved more on the grounds of moral offense..."
- Wikipedia's entry on Plagiarism
Thought: Most professional game developers are also professional plagiarists
Here's a quiz for all the game developers who are reading:
- Do you follow the rule of thumb "90% familiar, 10% fresh"?
- When you look at the game you are working on is there a direct comparable?
- Do your designers say "For that feature let's model how X did it" and consistently refer to the same pre-existing game?
- Is your primary reference a game considered original or innovative in the last 3-5 years?
- Is your primary philosophy of design "I could totally make a better version of game X"
- Do you copy mechanics and assume that adding different content such as levels or graphics makes your game unique?
- 1) Copying a design. Most programmers make a simple copy of an existing functional game as part of their learning process. You copy everything including interface, levels, scoring and more. You don't understand why the game works so you replicate it in the hopes of blindly capturing the magic. You may change out the art, but otherwise it is the same game.
- 2) Modifying an existing design. Usually this involves just playing with existing parameters or content. You might add a a triple shotgun and new levels to your Doom-clone. You still don't understand the game, but you can play with safe variables like narrative, level design or theme that are unlikely to ruin the value of the core mechanic. Warcraft is a classic example of a modification of the original Dune 2 RTS design.
- 3) Adding to a design. Taking the core fun engine and add something to it. Think of this as adding a turbo charger on an existing car. Sonic took Mario and made the main character much faster. In the best games this results in a cascade effect throughout the entire design that requires you to rethink content, pacing, scoring and more.
- 4) Synthesizing a new design. Take multiple disparate parts and put together a new game that has unique dynamics. A game like PuzzleJuice is a great example of a synthesized design that takes elements from Tetris and Boggle. To many players, it feels like a brand new games built out of familiar pieces.
- 5) Inventing a design. Using a variety of sources of inspiration, create a new fun engine that is unique and new to the world.