Your World
It's a truism that in most video games, the world is the most important character. The player spends more time interacting with the physical environment than any NPC. So world development is more important than character development. (That is a devastating sentence for most writers, by the way). Make a list of the Breaking Bad environments and ask yourself which ones the player will want to explore.
To get the conversation going, make a three-column list. In the first column, list as many show locations as you can. In column two, list seminal show events that happened there -- like Jesse's basement, where Walt killed his first victim, or the pool where Skyler pretended to drown herself. Those are the ghosts that will come up for the player in those environments, and that creates emotional resonance. In the third column, list things the player COULD do there, based on your game mechanics. Before long you'll see which environments lend themselves to your game design -- and which ones won't.
Let's say that there's not much in the way of gameplay that could happen in the White family home. So you either limit the home events to cinematics -- which, of course, most players will skip -- or you eliminate the house altogether. But that means taking Walter White's home life out of the game equation.
How does that impact the emotional core of the experience? What do you lose? Walt's family is his justification/rationalization for all the crimes he commits. Without that, where is the moral center of your game? Maybe you shift the Walt/Skyler conflicts to phone calls that take place while the player is driving around -- but then Skyler is reduced to the nagging wife, a stock character the player will most likely ignore.
That's not to say that you should shoehorn in Walt's house for story reasons. But recognizing what you're sacrificing, early in the process, will help you to make smart creative decisions during the chaotic crunch of production.
Some locations, like Los Pollos Hermanos, are tied to specific seasons. Which brings us to the next question...
Your Timeline
Where does your game take place, in relation to the show's timeline? This question matters more than it does for most TV shows, for a simple reason -- Walt changes. This is unusual for a TV show, which is a medium that usually showcases character depth over character change. To illustrate the point, watch the first and last episode of The Sopranos. Has Tony changed? Well, he's gained a lot of weight. But otherwise, he's the same guy he always was. He never overcame his core problems, despite all that expensive therapy. The difference is in us, the audience -- we know a lot more about Tony in the end.
In his pitch for Breaking Bad, Vince Gilligan promised to take Walter White from Mr. Chips to Scarface. In other words, Walt goes from good guy to bad guy -- from protagonist to antagonist. At this point in the series, a lot of viewers have turned against Walt -- even though they still love the show.
So which Walt will you deliver to the player? The family man, facing his mortality? Or the Walt of today, Heisenberg -- the Tony Montana of Albuquerque? Walt as hero, or Walt as villain?
One way to answer that question is to decide what kind of a relationship you want your player to have with Walt. Enemy? Friend? Sad sack? Cipher? That relationship will help define the emotional resonance of your game.
Your Perspective
Finally, how do you connect with the material? Bring your own passions to the project in order to find the story you want to tell or the experience you want to create. In a recent kickoff meeting I attended, the lead designer drew on his experiences growing up in the UK, listening to American hip-hop. That music changed his ideas about what life was like in America. Those memories fed right into his game design and brought it to life.
Your willingness to commit -- and to reveal yourself -- can have a ripple effect throughout the team. In a recent interview, Vince Gilligan said, "It does seem to me wisest to not be too much of a quote unquote 'auteur,' but to let these wonderful directors, these actors, these writers and our wonderful director of photography and our production designer, all have their enthusiasm for the show to give their all to it."
Your Final Conclusion
At the beginning of this article, I showed my hand and told you that I thought a console game based on Breaking Bad was a terrible idea. When I ran through this analysis myself, I concluded that the losses outweighed the gains.
But to be honest, I'd love for you to prove me wrong -- because I am really going to miss this show.
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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.