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November 22, 2005

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David Michael

Thomas: "These days, it seems like all people do to make a new game is copy some existing game and put a different theme of graphics on it."

I'm doing all I can to confuse this isssue:
http://joeindie.com/blog/?p=153
;-)

I think too much time is spent trying to think up new gameplay mechanics, as if "sliding vs swapping" is either a) a step forward or b) meaningfully different.

Sid Meier described a game as "a series of interesting choices." What makes a choice "interesting"? I contend that it's the context of the game, the miniature world that is being affected by the choices of the player, the description of what the gameplay mechanic is simulating, and the representation of the result.

There are entire *universes* that have yet to be explored for just about any given gameplay mechanic. PGS provides a meaningful example: How many games have been based on the same 52-card deck and the alternating sequence of red-black, counting up (or down)? Hundreds. And somewhere, there's probably someone coming up with another one.

Still, I agree that applying a thin veneer of "new" graphics to an existing game is pretty lame. It could make a decent first project, but its not much of business model.

-David

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