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Cross breeding games for better innovation

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larienna
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Joined: 07/28/2008

That is one thing that I seem to have observed in games which could be a metaphor with dog breeding. When you only breed the same race together, they will eventually get deformations and health issues. So it's better to cross breed them to mix the gene pool.

Something similar could be observed in board games. Let's take a type of game there are many off springs: Space Opera. From Twilight imperium to Eclispe, you get various type of games that focus on different aspects (war, diplomacy, development, etc.)

If you want to make a space opera game, playing many of these games and building your own game will just create more of the same thing, and therefore have little innovation.

On the other hand, if you mix the concept of space opera with a totally different game mechanic/idea, then you get something fresh and new. That concept would be called cross breeding games.

I have see this more often in video games. There has been in the last 10 years a lot games similar to Master of Magic/Civilization/Master of orion 4x style games. And many of them suffer from the same features and problems. Because they just reuse what has already been used.

So maybe it's something we should keep in mind to cross breed another game when starting to work on a new idea rather than simply revamping a game concept we like.

let-off studios
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Joined: 02/07/2011
Tides

I liken game-publishing trends almost to the tides. Waters ebb and flow over and away from the shore, oftentimes taking something with them as they go. Other times, something is left behind, or maybe uncovered although it's been there all along.

There's room for cross-breeding and intermingling of concepts and mechanics, as you say. At times, you end up with the extremes like 504. And then you can also see niche audiences emerge, who want to "go back to how things were, before [a specific mechanic] was all over the place," or "before games took two hours to play," or "when wargames were really good." or whatever. So then you have game products that seem to be throwbacks or rollbacks, or banking off nostalgia to varying degrees.

For "innovation"? Yeah, I think it's important to factor in something special to each of your game projects you want to have published and/or sell well. But there's a level of sophistication or breadth emerging in the game market where I still think there's room for well-tread mechanics and concepts, depending on how you approach your audience. I mean, look at the recently-revisited Fireball Island. Nothing too terribly innovative about it's new incarnation - at least in game design generally speaking - and its KS campaign positively BLEW UP. Heavy on the nostalgia ticket, and not very deep. Did quite well, to put it lightly.

Tides rise and cover the land. Some things are swallowed up, never to be seen again. But when the tides recede, things formerly hidden become open to (re)discovery again, seen with new eyes.

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