Apr 21 2008
How to design an awesome game, part two : Ideas are a dime a dozen
In part one, I said that I was going to focus on awesome gameplay, as opposed to awesome graphics or sound or etc. And since awesome gameplay rests on having an interesting and unusual gameplay mechanic, this means that we need to think about ideas.
It’s often said that in the game industry that ideas are a dime a dozen; they’re virtually worthless on their own. And to a certain extent, this is true. In terms of time and manpower, implementation details are far more costly and make a far greater impact in the bottom line; that is, whether or not a game is good.
People say this because there is no shortage of good or even great ideas. Brainstorm for a minute or two and anybody even vaguely familiar with the gaming industry can generate a dozen or more, just by copying and recombining elements of existing games in a slightly new way.
But if our goal is to make an awesome game — not just a good or popular one (and let’s not kid ourselves; awesome games frequently do not do well in the market, despite rave reviews) — then we need an awesome idea to start with. I’m going to assert that the difference between a good game and an awesome game rests entirely in the quality of the initial idea.
(I’ll also assert that the difference between a good game and a great game is entirely unrelated to the core idea. And since great games sell better than awesome games, most game makers don’t even attempt to make awesome games — awesome games usually require a lot more work, and usually earn a lot less!)
So what separates a good idea from an awesome one, and how can you distinguish between them? More beneath the fold.
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