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- Jul 22, 2014
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@SOC & @trouble time - you guys are starting to talk past each other; it may be worth trying to find some common ground in your design philosophies before continuing to discuss.
At the risk of being reductive, I think one of the big differences is whether certain genres necessitate certain types of dynamics (which is an extension of how closely players can be grouped by the genres they like).
And to that point, I believe that there's some wisdom in understanding your genre and what players expect of it - after all, they became fans because they like certain dynamics or aesthetics of play that the genre usually offers. If you offer none of it, you're probably doing to miss your audience.
With that said, especially in modern gaming (from the early 2000s until now), there's a lot of diversity between games of the same genre - not only because you find games taking mechanics from other genres, but also because games within the same genre are starting to offer more diverse dynamics/aesthetics. Final Fantasy Crystal Chronicles and Dark Cloud offer very similar mechanics within the same dungeon-crawl RPG genre, but very different aesthetics of play. World of Warcraft and Guild Wars (the first one) offer very similar mechanics within the MMORPG genre, but very different dynamics. The easy "mental break" battles exist and belong in WoW, but less so in GW.
It's absolutely true that "the player" is not an unchanging, crystalline monolith. But in the same breath, "the player" is also not a completely unknown, mysterious entity. We decide who we want our player to be by the feelings we want to inspire in them; we attract our player by the presentation and messaging that we choose; we deliver for our player by creating a set of mechanics (and narrative and content) that creates those feelings.
At the risk of being reductive, I think one of the big differences is whether certain genres necessitate certain types of dynamics (which is an extension of how closely players can be grouped by the genres they like).
And to that point, I believe that there's some wisdom in understanding your genre and what players expect of it - after all, they became fans because they like certain dynamics or aesthetics of play that the genre usually offers. If you offer none of it, you're probably doing to miss your audience.
With that said, especially in modern gaming (from the early 2000s until now), there's a lot of diversity between games of the same genre - not only because you find games taking mechanics from other genres, but also because games within the same genre are starting to offer more diverse dynamics/aesthetics. Final Fantasy Crystal Chronicles and Dark Cloud offer very similar mechanics within the same dungeon-crawl RPG genre, but very different aesthetics of play. World of Warcraft and Guild Wars (the first one) offer very similar mechanics within the MMORPG genre, but very different dynamics. The easy "mental break" battles exist and belong in WoW, but less so in GW.
It's absolutely true that "the player" is not an unchanging, crystalline monolith. But in the same breath, "the player" is also not a completely unknown, mysterious entity. We decide who we want our player to be by the feelings we want to inspire in them; we attract our player by the presentation and messaging that we choose; we deliver for our player by creating a set of mechanics (and narrative and content) that creates those feelings.


