From Legend: Inspirations from Everywhere
It is generally stated that every good game can inspire other games. The very cool thing is that as games are composed by different branches – gameplay, story, art, sound, programming, etc. – a lot of sources can model the game experience.
Designing From Legend was interesting, because it asked for several different and interesting sources.
Emotional Experience
Here are some references for the world created and the story:
Pu Songling's tales are the first source of inspiration we could count on. His book Strange Tales from a Chinese Studio (1740) tells several little stories about how seductive fox-women learn to smart boys to question themselves about their knowledge.
The King of Masks (1996) is a movie directed by Wu Tianming. It tells a story about a Sichuan Change Art master who has to accept that the child he has adopted is a girl. The sex discrimination subject tackled through Chinese tradition was a good reference to find Fulin's story. Another reference for us with a different style was the famous Disney’s Mulan!
A Chinese Ghost Story (1987) is a Hong Kong movie directed by Ching Stiu-Tung. It's also quite inspired by Pu Songling's Strange Tales From a Chinese Studio and was a good reference for its direction: cool fights with fireballs, amazing dodges and a lot of asian culture in one shot!
Interactive Experience
Oboro Muramasa is a nervous zone-type Action-RPG created by Vanillaware. It was our main reference in terms of action, arts and effects. It was also a good reference because of the input limitations from the Wii Controller that we had with tactile devices – OK, it's completely different, but there was control limitations on both devices, so we thought it was an interesting case.
Kingdom Hearts: Birth by Sleep (2010) is an Action-RPG created by Square Enix and first released on PSP systems. It was a good reference for us because it has a 'command gauge' that can be filled by hitting the enemies, changing player's attacks when full. As God Hand (2005) created by Clover Studio, it proves it is possible to create diversity with only one action button!
The Binding of Isaac (2010) created by Team Meat was a cool reference in terms of game structure, because it can generate diversity each game played. Unfortunately, we realized that it was incompatible with the Achievement system – at least if we would have designed something as deep as Team Meat's game. In fact, the Achievement system asks for achievable objectives, which is hard to balance with randomness. Finally, we kept a random effect for the environments and other bonus, but not to compose every fight. Maybe it was possible, but we hadn't the time to integrate it well enough to get the game experience we wanted.
Games from Platinum Games – Bayonetta and most of all Vanquish – were good references because the studio is getting used to create bosses the player encounters several times. With time and experience, they found a balance to make every fight unique despite reusing the same skin: a complex boss is designed, then limited in his behavior so each confrontation is a good opportunity to unlock some patterns to make it more complex – it's better than duplicate the boss to create something harder!
One thing we absolutely wanted was to often use the attack button, because it let us remind the most important command regularly. One of the numerous ideas was to fight during the reward sequence: depending on the fight result, more or less little lamps appear on screen. Each one contains money and can be broken easily with some basic attacks. If the score is perfect, a bigger lamp appear at the center of the screen, giving a chance to drop a magic gate that throws the player in a bonus stage. The main reference was double: Chinese Lamps + Pinata! Even if we hadn't the time to polish it enough to integrate it into the demo, I think such a system could be fun because it lets the player being active, even during the last part of the gameplay loop: the reward sequence.
The last reference I want to talk about is Disney's Beauty and the Beast. At first sight, there isn't common point, but as I liked the idea of living objects from Disney's movie, I suggested the possibility to have living chests in the bonus rooms I described right above. Bonus rooms have always a fixed camera and a random generated content: players can encounter enemies, money, a chest or nothing. This chest has also a random behavior: if the player gives a hit, the chest can stay still, running from the left to right or start to fly. With a few skills, the player can break it to get a cool reward. Unfortunately, like written in the paragraph above, this part was not polish enough to be implemented in the demo.
Conclusion
I think it's important to be able to get references from every media if it can help to create better games. The better way to get profit from that technique is simple: be curious and always search for the information – maybe the coolest side of our hyper-connected world!








