Unknown33
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« on: August 27, 2018, 07:04:29 PM » |
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I don't know what I am talking about, necessarily. As you were warned at the outset of A Christmas Carol that the Marley's were dead to begin with, you must remember this at all times, or what is to transpire hereafter will make little sense. I fear it may never make sense. But if you let it into your heart, you might just feel a little of what I feel. Which would be most groovy.
Have you ever eaten a new flavor of an old treat, only to discover that it was terrible? Remember that feeling of disappointment? Do you remember wondering how the people who made the original treat you love could also make something you hate? Keep that in your mind.
Novelty.
What does it mean? It doesn't mean quality. It doesn't mean improvement. It means, simply, different or new.
Some people thrive on different and new. Trends. Hot topics. The edge that is cutting. What am I talking about? I don't exactly know, but here's what I believe to be my point:
What if you took a very common game idea and did it very well, as opposed to inventing something new in hopes of discovering a new niche? A lot of indie games fall into one of two categories, in my opinion. What the heck is this even... or, oh I think I see what they are going for, I wonder why it doesn't work. There are other categories, obviously, but these two contain the multitudes.
I am no master ludologist or veteran developer, far from it, but it would seem to me that if a game genre can hardly be defined, it can most hardly be refined. That sounds smart, I'll keep it. If a game genre is well understood, then even though there is little room for novelty, it can still be done well to great effect and respected and appreciated by players.
I think it is more challenging to do something ordinary extraordinarily well than it is to do something completely new, and the payoff is more consistent for basic things done well than radical things that can't easily be categorized or quantified.
Other than the obvious, that everything was once novel, is there any reason in trying to break new ground when there's still plenty of room left on already broken ground to expand, and a seeming endless number of people ready to gobble stuff up as fast as it can be built?
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