Staying within the traditional design
of a particular genre is fine if you like that tradition. It allows
you to move forward with game elements that you are more excited
about, whether it be programming your spin on gameplay or telling the
story you want to tell. If you’re writing a video game RPG and
intend to follow the conventions of that genre, then your story, your
characters, and the battle gameplay will really have to shine to gain
interest. It is vitally important, however, that you consider your
target audience. If you just want to write the game because it’s
what YOU like, then you may end up with a vanity project that is not
incredibly marketable—it might only appeal to the people that
happen to share your exact interest. It is of course important to
make a game that you would like to play yourself, but it also has to
be marketable to as many others as possible. Try to tap into what
your potential audience might be interested in, and then give them
that without compromising too much on your own vision. One danger to
following all of the traditions of a genre, however, is that there
are many, many others who are doing the exact same thing. All of
these designers are relying on other elements to capture gamer
interest in a very competitive market, whether it is through
expensive production, attractive character art, impressive
soundtracks and voice acting, or aggressive marketing. If you don’t
think you can compete with any of this enough to be noticed, then you
need your audience to see something unique in what you’re doing.
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