Quote:Original post by Siolis
I mean you don’t write a book based entirely on other peoples ideas because a well read person would take one look and notice it straight off. I'm not saying however that it cant be done but Sean is right that the audience will become jaded to your work in the end however if you take your own ideas and add other successful ones from other games your game will benefit from it to some extent if the idea has not been over done.
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But what, exactly, should you consider taking from other games? How do you decide what would work in the context of your own game? Playing these other games won't necessarily help you there, since you're only going to see those game elements in their _existing_ contexts.
What you need to do is understand why people play games, what makes a game fun, and _why_ a specific element in a game helps or hinders that aim.
There's no reason to believe playing games will necessarily make you a better designer.
I used to play games before I started making my own. I made my own _not_ because I loved playing games, but because I loved _making_ them. The two activities are very different to my mind. One is a projective process; the other -- making games -- is a process of construction. (I don't think it's a coincidence that I've always been fascinated by engineering.)
The problem is that, once you know how the trick is done, it becomes that much harder to suspend your disbelief and avoid seeing the illusion for what it is. In other words, you find it much, much easier to 'see the strings' behind the illusion. Once I started making games, I found I was no longer playing as much.
The upshot is that, in the last four years, I've only bought three games.
From my discussions with novelists and people in other media, this isn't a rare occurrence: quite a few filmmakers have trouble watching a film objectively. Nobody ever watches a film, reads a book or plays a game alone: your past experiences are always there with you.
Quote: My own game is based on improved sub games, such as mining, which are given the same design attention as the RPG components of my game. As well as being a Warrior or a Mage for example the player will also have the option to be a Miner in the same degree of game play, as in they could spend 10 hours hunting monsters and then 10 hours mining and enjoy in-depth game play during both equally. I’ve never herd of a game which did an in-depth mining game let alone hybrid it with other games in this fashion and yes I will be incorporating other peoples design ideas into both my RPG system and Mining system but it will still be unique.
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So basically, it's a World Of Warcraft clone, but with other, non-violent options? (I think I've seen your related thread.) It's a change from the usual focus on Orc-bashing, but you do realise computers are finite, right? There's a limit to how much care and attention you can lavish on features that market research suggests would have only limited appeal. The Law Of Diminishing Returns applies here and I suspect you may find it will come back to haunt you. At some point, _you_ will have to decide which subgames to include and which ones aren't worth the effort.
Still, I have no reason to advise you _not_ to do this. It's your time; your investment.
Quote: Also just to make it clear, I make generalizations!!! I know for a fact that the majority of writers read a hell of a lot, not each and every one, but most ergo I also assume most game designers do in fact play games. It only makes sense that they do really...(snip stereotype argument)
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Ah, but in my own experience, there's no such thing as a 'stereotypical' writer or game designer. The creative process varies quite wildly from person to person. I know for a factoid that my own experiences aren't necessarily applicable to all game designers, but I am fully aware that there are writers who write like people possessed, cranking out entire novels over a few short weeks, while others will set themselves a target of, say, 2000 words a day and spend the rest of it pottering about, reading, jotting down notes or just doing chat shows.
The same is undoubtedly true of other creative artists.
Hmmm. I'm sure I had a point to make, but I forget what it was.
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Sean Timarco Baggaley
Sean Timarco Baggaley (Est. 1971.)Warning: May contain bollocks.