Now that you’ve decided on what type
of game you want to make, it’s a good idea to ask yourself what it
is you like and dislike about this type of genre. The list of likes
might be elements you want to include in your game, or even expand
upon. The dislikes could be a little more difficult to address,
however, because they might be tenets of that genre—traditions that
every game designer before you has more or less followed. If you
dislike a game element enough to try and change it, be prepared to
spend a lot of time trying out new things, challenging paradigms, and
doing lots and lots of beta testing. Because it’s very unlikely
that any innovation you developed will nicely snap into place—it
will cause problems, at least at first. The problems your innovation
generates might be so significant that they could destroy your
enthusiasm for continuing. Or, you might like your innovation but,
because it’s so different, might be too “outside of the box”
for other gamers who prefer a more traditional approach. Often,
people fall back to traditional design because it’s tried and
true—it’s been tested, it works, and it’s easy to move forward
with your game design if you stay inside the lines. Is that what you
want, and is it necessarily a bad thing?
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