Establishing A Beachhead In A Crowded Genre 42
simoniker writes "How do you make a game that will stand apart from countless similar titles? Harmonix designer Chris Canfield (Guitar Hero II) thinks he knows, and is talking about it in a new editorial, 'Establishing A Beachhead In A Crowded Genre'. He comments that one of the key things you can do is to 'Gut key elements of the design': "Examples of this in your genre might include: sniper rifles in an FPS, powerslides in a racing game, minigames in a Wii title, healing crates, bosses, rocket jumps, or any other big or small element. Of course, the really good features shouldn't be the only ones on the chopping block. Not only will this free up time in the schedule that would otherwise be occupied by been-done features, but it creates space for genuinely new solutions and makes producers very, very happy.""
Re:WTF? (Score:2, Interesting)
Re:Innovation, why? Does the market spur innovatio (Score:3, Interesting)
so was Ultima 7, Myst also was unique, The Sims didnt have a prequel up until the mid eighties when the little computer people project was the first of its kind.
Zelda had no real predecessor except maybe for Temple of Asphai (but both titles were in development parallely)
Mule, Seven Cities of Gold, Simcity (the original), Pirates, etc...
the list of innovative highly successful games is very long, the main problem is, the chances
are way higher nowadays if you do something innovative, that it already is covered, than they used to be 15 years ago.
No Sniper Rifles (Score:4, Interesting)
I believe Unreal Tournament 2003 tried out the "no sniper rifles" concept. Result: the game flopped like a dying carp, and sniper rifles were reintroduced in UT2004.
Re:No Sniper Rifles (Score:4, Interesting)
Re:I got one! (Score:3, Interesting)