Quote:Original post by Hawkins8
cookie-cutter games are made in reality, or not. (your previous denial now sounded your retreat)
You aren't paying attention. No-one is denying that commercial games tend to follow a broadly similar pattern to each other. They're just explaining to you WHY. Game designers' genius or lack thereof seldom has anything to do with it. The key factor is MONEY.
To reiterate on what people have already told you several times, commercial games cost money to make. That money has to come from somewhere, so whether the studio has enough money of its own, or it's provided by a publisher or other investor, that money effectively has to be borrowed against the potential future earnings of the game. Since no-one knows how well a game will sell until you actually sell it, there's an element of risk involved.
A completely original game has no precedent to gauge it's likely sales performance, and is therefore extremely high risk. Worse still, it's hard to establish exactly how high that risk is. A game that is broadly similar to an existing game already has a market audience from which statistics can be gathered and an estimate of likely sales performance can be made. This means not only is the risk much lower, but you can actually quantify it much more easily.
You could be the most amazing godlike game designer in the world, with the most awesome and unique game design imaginable, but unless you can get it made - which for a commercial developer, means convincing someone with a crapload of money that it's a viable risk - it's never going anywhere.
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players are getting sick of such a kind of EQ clones, or not. (you still deny this)
I'm sure some players are sick of 'EQ clones', but clearly there are still enough players who AREN'T sick of them to keep the market very healthy, otherwise they would become unprofitable to run.
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players' desires are not met due to the lack of genius designers, or not. (and this)
Lack of genius designers has very little to do with it, as very few designers are in a position where they can call the shots. That position belongs to the guy holding the purse strings.
Indie designers can afford to be a bit more original, but you're still not completely free unless you're a one man team. Everyone else on your team will have their own ideas, and you're more dependent on their contribution than they're dependent on yours.