Making And Maintaining An IP

Abstract

Problem: How do you create a strong intellectual property, and why do sequels so often weaken it?

Approach: Tim Cain draws on his experience creating Fallout, Arcanum, and The Outer Worlds to explain what makes an IP work and what destroys it over time.

Findings: A good IP has a distinct core essence expressible in one sentence, recognizable iconic imagery, and clear rules about what belongs and what doesn't. Sequels dilute IPs by either spreading into areas that don't fit or over-analyzing what already exists. Both paths weaken the original vision.

Key insight: Keep your IP simple and distinct β€” dilution through sequels and expansions is the primary way strong IPs become weak ones.

Source: https://www.youtube.com/watch?v=waUjJ2VjvaE

IP Is More Than Setting

Tim distinguishes between a game's setting (specific to one game) and its IP (the whole identity). Fallout's setting is a specific part of Southern California. Fallout's IP is the tone, art style, and distinct core essence of the idea. IP encompasses the setting but goes far beyond it.

The One-Sentence Test

A good IP should be expressible in a single sentence. If you need three pages to explain your IP, it's probably too complicated.

Examples

  • Arcanum: "A fantasy world undergoing an industrial revolution." This immediately evokes orcs and elves alongside factories, trains, iron mines, unions, and pollution β€” things not normally found in fantasy.
  • The Outer Worlds: "Fallout meets Firefly." Three words that instantly communicate space setting, clunky retro tech, dark tone, and dry humor.

The key quality is that these sentences are evocative β€” they make people's minds race with possibilities.

Iconic Imagery

A strong IP can be reduced to easily recognizable icons:

  • Fallout: The geared vault door, Vault Boy β€” see Vault Boy and you think Fallout instantly. The two are intertwined.
  • The Outer Worlds: The Moonman figure emerged organically as their icon. "Spacer's Choice β€” it's not the best choice, it's Spacer's Choice" became a recognizable slogan.
  • Star Wars: The X-Wing Fighter, the lightsaber β€” not just its look but its sound, its vibe, the idea of a sword made of light holding up against ray guns.

Distinct, Not Unique

Tim emphasizes "distinct" over "unique." Your IP can be similar to things people have seen before, but different. Arcanum referenced Tolkien and Lord of the Rings as its basis β€” that's familiar β€” but adding an industrial revolution made it distinct.

Rules of the IP

Once you've made an IP, you should be able to write down simple rules about what does and does not appear in it. These rules should hold across all games in the franchise, not just sequels, so people understand what belongs in this world.

Make those rules firm.

Why Sequels Are Dangerous

Tim admits he doesn't like making sequels and prefers moving on to new IPs. His reason: staying in an IP is really hard because you've already explored it. When you keep going, one of two things happens:

  1. You find new areas within the IP to explore β€” which risks spreading it into territory where it doesn't belong.
  2. You dig deeper into the same area β€” which risks over-analyzing it.

Both paths lead to the same problem: dilution.

IP Dilution

An IP gets diluted when it becomes unclear what can and cannot appear in it. The core has either been over-analyzed or spread into areas it shouldn't be. You get either too much of a good thing, or the good thing has been spread so thin it's no longer good.

Fallout as a Case Study

Tim is candid about his own mistakes and observations:

  • The Ghost in The Den (Fallout 2): Tim himself added a ghost to The Den. Chris Avellone told him he shouldn't. At the time, Tim disagreed. Years later, he agrees β€” Fallout doesn't need the supernatural. Adding ghosts opens the door to vampires, poltergeists, raising the dead, and the afterlife. It broadens the IP too much and therefore dilutes it.
  • Synths (Fallout 3 & 4): Mentioned briefly in Fallout 3, then central to Fallout 4. Tim doesn't think they belong because Fallout established what kind of technology exists in its world. Changing that broadens and dilutes the IP.
  • 50s Aesthetic Overload: In later games, 50s props appear everywhere. This shifts the feeling from "what the 1950s predicted the future would be" (the original concept) to "the war happened in the 1950s." The original IP premise gets lost.

The Summary

Tim offers his own one-sentence summary of the entire video:

IPs need to be kept very simple and very distinct. Don't dilute them.

This is exactly what most sequels, extensions, and even DLCs risk doing β€” diluting the IP and making it less strong. It's why Tim has never been too interested in doing sequels.

Tim recommends a YouTube channel called "Stories of Old" which does a deep dive into IP dilution and weakening in modern cinema. He also references his own earlier videos on writing design docs and creating good settings as companion pieces.

References