Let It Go
Great! So much material to work with, right? Wrong.
Imagine a whiteboard. Divide it into two columns. Group your notes into two groups: Good Fit and Bad Fit. Decide which items on that list fall under Bad Fit -- for any number of reasons. For example, it's hard to create real stakes when the player can always restart the level; complex plotting is lost on gamers who leave the game for several weeks; you'll lose Bryan Cranston's onscreen charisma...
A lot of the items on your list will fall under the "tough" category.
"But wait!" You're saying. "I can think of a way to ______..." Yes. With a lot of hard work and clever tricks, theoretically anything is possible. But some parts of the show just lend themselves to a game -- and others don't.
As experienced gamers and game developers, you can trust your gut here. To keep your kickoff meeting moving, don't get bogged down in convoluted defenses of ideas. Just take a first pass at your Bad Fit list and (for now) set it aside. That leaves Good Fit. Later on in the process, you'll know which elements are worth fighting for.
Build It Back Up
Your Mechanics
At this point in the kickoff, the designers would be elbow-deep in ideas around agency, immersion, and multiplayer possibilities. This article is focused on what a writer, rather than a designer, would contribute to the kickoff, so brilliant design insights will have to appear in the comments.
But to touch on game mechanics: Choose your verbs. What will the player DO in this game? Let's say, for argument's sake, that the people who greenlit this game love Grand Theft Auto, so they want an open-world game. Now imagine the player is Walter White. Imagine him runing through the streets, gun in hand. Hold the image for a second. Doesn't seem right, does it? Walter's a smart guy, calculating. Will your game reward impulse behavior? Do game mechanics line up with personality? That leads us to the next question...
Your Avatar
Who is the player character?
"Walter," someone says!
Are you sure?
Ask what personality traits a character would need to succeed in your game. Not the story: the game. Think about what the player's avatar will be doing when the player presses X; imagine those events taking happening in the real world, and then ask yourself what kind of person would be able to manage your demands.
Your man might need to be physically strong. Morally ruthless. Action-oriented. Impulsive. Scared of cats. Whatever! Come up with your list, compare it to the cast of characters from the show, and find out who you've been describing.
Walter is an indelible character with a complicated inner life. If the player took control of him, all of that nuance could be lost. It could make more sense to play with Walt -- as Jesse -- or against Walt -- as a competing drug lord. Even Hank is a contender. Ironically, Walt -- the heart of the show -- is the WORST candidate as a player character. That is just another example of how IP adaptations can be so counterintuitive.
Let's say for argument's sake that somebody in the room is hell-bent on using Walter. Okay, let's consider it. Walter doesn't have a lot of fun -- and when it comes to games, fun matters. He certainly doesn't DO nearly as much as he THINKS. Is your game a thinking game? Or an action game? (In AMC's graphic novel, you take on the role of twitchy Jesse instead of cerebral Walt.) And so much of Walt's early story is about not being in control. Will the player accept a low-status, weak avatar?
But of course, Walt isn't always a low-status guy on the show. More on that, later in the article.
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Perhaps in this hypothetical open world game starring Walter as the main playable character, the player is tasked with helping Walter keep all his secrets a secret from his family, neighbors and friends, and deflecting law enforcement and competitors and other hostiles. Keep the player spinning plates, walking that infinitely long tightrope, maneuvering the falling blocks into place until that final eventuality when it all crashes to a halt. How long can the player survive as the heat is constantly being turned up.
Your typical GTA game NPC has the memory of a goldfish. You do one lap around the block and all your enemies have forgotten who you were. Having to deal with people who don't forget, but who may not have all the facts (yet?) would add a stealth element to a GTA style game. A "clue" or "evidence" mechanic could be a good starting point and the game designs itself from there. If you rush in guns blazing to accomplish some objective, you're not going to last very long because there's no way to avoid leaving a ton of incriminating evidence that you can't clean up.
So perhaps the game plays like a rouglike/GTA/The Sims/Heavy Rain/Tycoon Empire Builder mashup. Happy Town, USA looks like a typical middle income American suburb, but all is not as it seems for inside one these houses resides a monster. But you're not the only one with secrets. Car wash or money laundering HQ? Fast Food Mogul or drug Kingpin? Each game the neighborhood and characters are randomized. Your goal is to see how long you can last, how much money you can raise before the 5-0 halls you off in front of the COPS show camera crew.
The Sims folks should make a Detective add-on game or maybe I've been watching too much "Monk" on netflix lately.
Amphetamine psychosis adds a lot of possibility for paranoia and intensity. PK Dick supposedly wrote all his sci fi under the influence. All his stories seemed to have a break with reality at some point.
Of course a tweaker empire builder game will never get made. For the same reason BB wasn't upfront about having tweaker main characters.
you need to design around a specific medium to make it works
He is the classic GTA sociopath; killing one second, bringing his granddaughter balloons and a teddy bear the next.
His actions on the show would obviously lend themselves very well to GTA-style gameplay.
The game could take place before the events of the show. Mike's past is relatively unexplored, and probably interesting; he did help Gus build a meth empire after all. Not to mention the fact that his personality probably changed over time, so the young mike could have been a much different person from the old mike. (Translation: The plot could be anything you want. Although the ending is already written for you.)
I'm no writer, but I thought this one was pretty obvious, so just throwing it out there.
I think you're right. In thinking about the show, the show's world, while very realistic, is not really what draws players in. Let's contrast that to a successful IP like The Walking Dead where the world (zombie apocalypse) definitely plays a part in drawing people in; why I believe Telltale games' spin-off was so successful--the characters aren't necessarily the draw of the show. Whereas, with Breaking Bad, the characters are definitely the draw of the show. However, one way to get around this is through another draw of the show: the underlying themes/moral choices which make the show so gripping--if those were incorporated into the game (note that Telltale's WD adaptation also incorporates the main themes and moral choices from the show), that would certainly be a draw for players. (but you'd have to play the game to know this, so we still have a marketing problem)
On the other hand, there is an argument for further exploring the characters of Mike and Gus. However, how much did viewers necessarily want to explore these characters? I'm not sure. They both seem pretty one-dimensional on the show, (not that they aren't complex, but they are more like reflections of Walt's situation) and neither really see too much character development over time.
As for Walt not being in the game, it is also conceivable that part of the game could take place during the show, however, for certain reasons (no spoilers here :) ), the extent to which that could happen would be quite limited.
On the other hand, game adaptations/other spin-offs of shows and movies do have the reputation of cheapening the characters from the show, and perhaps fans would respect that the game didn't try to portray or touch-on Walter White's character at all. But the real question is: would they still buy the game?
You can keep things "cannon" whilst filling out the fertile back-stories of these interesting characters.
I always wanted to know what happened with Gus in Chile... Also would be interesting to follow Tuco as he breaks away from the Mexican Crime syndicate and starts off on his own in the New Mexico (with Hectors and the Twin' Brothers help).
Seems to me the major themes of the show (people making bad decisions for the "right reasons" and "people going through "transformations"... or "growth, transformation, then decay" as Mr. White aptly puts it might be well represented in a game where you see the consequences for your decisions)
I'd warn against trying to make it too much of a straight "action game" since that might "cheapen" the main characters...(I'd not respect Mike if he were just a "Dirty cop gunning down anyone in his path") I'd probably opt for something more akin to "the Walking dead" where you are given many choices... but none of the choices are "good" in terms of their consequences...
I'd get the Kairosoft "GameDevStory" guys to create:
"bogdon's car wash" (the breaking bad IOS/Android app)
would print money...
Now if you'll excuse me, I'll go take a second look at Breaking Bad!
My Breaking Bad game would be Mike's origin story. It would play like Deus Ex, without the RPG elements.
Sure you can create a Mike origin story but then you're kind of just exploiting IP (yes I know "everyone" does it). Exploited IP typically does not result in material that has anything interesting to say. The Mike character is not a character that resonates with middle America. He's basically a career criminal who's best qualities were being not particularly ambitious and careful (until he broke his own rule and teamed up with Walter).
Look at the comic book world and you'll see tons of second rate characters that are given more attention than they deserve as well as lots of interesting original characters that have over the decades become rediculous and absurd because IP owners just have to somehow keep coming up with new storylines to keep the money rolling in. The "which comic character would win in a fight" versus threads shows the schism between fans who are delluded into believing their characters are grounded in some canon versus decades of business decisions having corrupted the characters ages ago and which don't really care about canon. It can't because the characters and stories would eventually become trapped. So anything goes really. Who would win in a fight is just a flavor of the month choice.
So the "keep the IP alive" centric talk seems more of a business angle than a design angle. But I think there are definetly concepts and character that can be used to inspire creation of new IP in the games space. In the games space, original and compelling gameplay packaged in a professional polished bug free app serve better than licensing film/tv IP and making either a re-enactment or spin off game.
If you rebalanced or inverted that emphasis you risk going against brand.
Social management in games is typically represented as limited branching dialogue. Working with dialogue nodes as a central dynamic is challenging but could work if its handled with dramatic flair and entertaining consequences. Going a step further - those cliche dialogue choice screens have a lot of room for innovation.
Walt:
X: I am the one who rocks.
Y: You are the one who cocks.
A: You are the one who blocks.
B: I am the one who knocks.
Walt:
X: I love you and I would tell you if there was any danger.
Y: Here's a ticket to Paris and $20,000. Don't come back until you relax.
A: Admit you are having another affair.
B: I'm the rockem sockem super cock.
Challenge accepted.