Designing for well worn themes
-OR-
"Do we really need another Zombie / WW2 / Dungeon Crawl game?"
I love Zombies. There, I said it. It is a classic genre that is the source of many movies, video games and board games. Everyone loves the judgmental "Why would they split up?" and "I wouldn't do that!" aspect, and I think that almost everyone can identify with the desperation of survival horror.
Zombie games are an example of a very well explored theme in Video/Board gaming, and this recently caused me to think twice regarding whether I should bother trying to design a game with a theme that is already well explored. I found myself thinking, "Do we really need another Zombie game?" I wondered what a casual board game design hobbyist can offer to a genre that is already done so well.
The same applies for other genres, eg WW2 or Dungeon Crawl games. These themes are so well covered, that it may take something truly awe-inspiring to even register on the radar nowadays.
What do people think about the challenge of designing games that cover, attempt to improve, or re-invent common genres? Do you think that these genres are so well covered that it is not worth starting to design a new Zombie game? Or do you see it as standing on the shoulders of giants, and an opportunity to improve the things about the genre that you don't like?
I appreciate your insights,
CV
Thanks for all the great responses! I understand what alot of people are saying, and I agree that when designing for a common theme it is important to try and improve on what has come before. I mentioned 'Standing on the shoulders of Giants' in my first post, and I think this is probably a big part of the development of specific genres. I'm hoping that it will work like evolution, and that eventually all the best parts of every zombie game will combine to form the DNA of the ultimate Zombie game sometime in the future. Plus, the added bonus is that the Ultimate Zombie game might be mine!
So I started working on an adventure game that allows you to take mercy on your defeated foe or to kill him and take his stuff, or to just send him off with a good beating. Each one of those options will earn you points of some kind... We'll see if it goes anywhere.
Kungfugeek, I really like the sound of this mechanic. You use those points to purchase spells/skills etc along a 'tech tree' of skills or something... this could be a good way to simulate levelling. Piety points go to healing spells, other points go to fighting skills etc. Just a quick thought... Keep at it!
Make the player the zombie.
No joke, this was the first thing I thought of too. Spend the game trying to kill townspeople without getting shotgunned? Nice...