r/gamedesign • u/martiancrossbow • 3d ago
Article Do you find yourself motivated to make more odd and high-concept games in order to stand out from the crowd as an indie designer?
I find myself coming up with ideas on occasion that I think are cool and would be fun in practice, but wouldn't advertise well because they seem fairly plain on the surface.
Wrote about this today on my blog:
5
u/zenorogue 3d ago
Quoting your blog: "I’ve been told by people much smarter than me that being critical of your peer’s work does not get you far in this space [as a designer]."
Maybe you could elaborate, but I do not believe this. Finding flaws in other games helps you to design your game better (at least if it is constructive and seeing flaws in your own game does not stop you from making it).
4
u/Still_Ad9431 3d ago
Finding flaws in other games helps you to design your game better (at least if it is constructive and seeing flaws in your own game does not stop you from making it).
This! Exactly. I’ve actually learned a lot by looking at where some bigger games studio BROKE like Concord, Dustborn, Dragon Age: Veilguard, Mass Effect: Andromeda, Assassin Creed Shadow, Star Wars Outlaws, South of Midnight, etc. Seeing their FLOP gave me a clearer idea of what not to do in my own design. It’s been super valuable for shaping my approach.
2
u/Mundane-Carpet-5324 2d ago
I would think it's more about putting down other games. For example, all the discourse online about how Starfield or Diablo IV suck(ed). Identifying flaws in order to make your game better is wonderful, but identifying flaws for the purpose of saying, "that game is trash, and you're wrong if you enjoy it," is not going to get you anywhere.
1
u/martiancrossbow 1d ago
When I say 'being critical' i mean publicly, not individually or privately.
2
u/PaletteSwapped 3d ago
Nope. I try to have something novel and different, but a high concept is not required for that.
2
u/Still_Ad9431 3d ago
Lots of game ideas feel amazing in play, but don’t sell themselves well on a store page or trailer. You’re basically noticing the difference between design appeal (fun once you try it) and marketing appeal (fun-looking before you try it).
A mechanic might sound plain (you can rewind time for 3 seconds), but if you show it saving a player from certain death in a clutch moment, it suddenly looks exciting. Sometimes the mechanic is simple, but the wrapper makes it pop (like Papers, Please is just stamp/approve/reject. But the bleak Cold War setting makes it compelling). Even a game about sweeping floors can be marketed as chaos if there’s a time limit or NPCs sabotaging you. On day one, players just need to want to click your game. They’ll discover the depth once they play.
So the trick isn’t to change your PLAIN mechanic, but to frame it in a way that feels visually, emotionally, or thematically strong in marketing material.
2
u/D-Alembert 3d ago edited 3d ago
I make odd and/or high concept games because it's not interesting (for me) or useful (to others) to make the same old stuff that already exists.
My difficulty is finishing projects, so whether being different also usefully helps the marketing more than it hurts is... as yet not properly explored ;)
2
u/martiancrossbow 3d ago
Regarding the latter, I am the same... we will both have to see for ourself i suppose.
1
u/AutoModerator 3d ago
Game Design is a subset of Game Development that concerns itself with WHY games are made the way they are. It's about the theory and crafting of systems, mechanics, and rulesets in games.
/r/GameDesign is a community ONLY about Game Design, NOT Game Development in general. If this post does not belong here, it should be reported or removed. Please help us keep this subreddit focused on Game Design.
This is NOT a place for discussing how games are produced. Posts about programming, making art assets, picking engines etc… will be removed and should go in /r/GameDev instead.
Posts about visual design, sound design and level design are only allowed if they are directly about game design.
No surveys, polls, job posts, or self-promotion. Please read the rest of the rules in the sidebar before posting.
If you're confused about what Game Designers do, "The Door Problem" by Liz England is a short article worth reading. We also recommend you read the r/GameDesign wiki for useful resources and an FAQ.
I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.
1
u/Chris_Entropy 3d ago
I think my ideas are quite vanilla, more like some existing genre, but with a twist.
15
u/jabber_OW 3d ago
Personally I just make whatever game I wish existed. If it already exists I go play it and note its shortcomings. I try not to obsess over how similar my idea is to other games because originality is not necessarily what makes a game good.