If you strictly were designing a game that only you would be playing, how would that game be different vs. designing a game that was meant for the mass populace? Would it be different? What do you enjoy to an extent that others might not enjoy? Or something like that.
i wouldn't have to worry about the quality of the graphics, or lack of audio, stuff like that.
i primarily build what i want to play that's not out there at the moment. so in that sense i'd still be making the same kinds of games.
right now i'm working on a caveman sim, a starship sim, and an airship sim.
in the past i've done:
"flying saucer shooter" (aracde)
Mordorventure 1 (text based rpg)
Armies of Steel (wargame)
Combat Zone (arcade wargame)
Tank (arcade tank combat)
Global War (grand strategy)
Cybertank (gravtank sim)
Combat Racer (armored gravcar racing sim)
Dominoker (poker with dominos)
Gamma Wing (space fighter sim)
SIMTrek/SIMSpace (starship flight sim)
Mordorventure III (2d grpahics rpg)
Caveman (FPSRPG/person sim)
combat zone was an arcade version of armies of steel, basically just a way to get another game out of the code. armies of steel was the game i wanted to play - and built first.
combat racer was built using the cybertank code, but was a game i wanted to make, not "just another game i can churn out with this existing code base".
dominoker was made for a client. otherwise i would have probably never made that type of game.
so combat zone and dominoker are the only two i didn't build primarily for me to play.