Now, as a beginning Indie Game Designer, I have had quite the adventure since reading Tom Sloper's site, Sloperama last year. I had the pleasure of leading a small team recently, a group of young adults who wished to create their own MOBA. Now, I knew the project would fall out from the beginning and openly stated so- none of them had any real skills to place on the table. Regardless, I knew I would enjoy the experience I would receive from attempting this, and agreed to oversee the project.
Within the project I was Lead Designer, Project Manager, and Marketer. I ended up being in three roles, and followed several guides on setting up the team and managing the project properly. We made good progress, even with such unskilled people. Now, three months since the project ended I have finally put the project to rest, with a great amount of experience under my belt due to the issues that we encountered, and all the research I had done. Even if there was no real result, the experience was worth the time.
Now, it could have kept going if I had brought in developers with more experience. The framework for the project was still there, but I didn't feel like going on without the friends I had made, in a project which they struggled to help create. So thus, i'm on the road again, taking the next step.
In design, I often find my best creative motivation in the Sandbox, Dungeon Crawler, and Turn-Based-Strategy genres. I have so many ideas on how to use new technologies to pave a new road forwards. A part of me finds it a challenge to avoid taking old concepts and using them without innovating them into something else. Should I be cautious of the direction this takes me?
I find myself at an impasse. My mind wanders towards innovation, often to a high degree. But is that really such a great thing? I find myself wondering if making the advanced simple, or vice-versa would be beneficial in design. I have so many ideas, such a broad focus, but do I need to further broaden my gaze to include old innovations?
In summary, is it better to favor an old mechanic or feature that has already been done frequently in design? It applies to all categories, everything from UI, to Combat, and Economics. My suspicions for this are that I notice many games frequently use proven designs, as opposed to new ones. My guess would be that companies tend to favor proven concepts or reuse existing files to make development easier, but is straying away from this such a bad idea?
Edited by Nuhaine, 05 November 2013 - 02:45 AM.