- Joined
- Feb 6, 2019
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I posted a meme in the meme thread that went something to the effect of "This has been in every JRPG since the dawn of the genre, but I'm going to make it a point to criticize it in your game." And it started a little discussion that I'd like to continue here.
As I continue to get feedback, a common theme is emerging, "Don't do the tried and true, be unique in your game." In my experience, I can tell you being unique is A) almost impossible, and B ) Ill advised for newbies. Years ago, I first published a set of book written in a unique style where I broke every trope and writing convention, and they were terrible and poorly received. So then I went back and wrote conventionally, and those books were decent and better received. While I've moved on from fiction, the lesson still remains.
I don't really see the problem with doing the tried and true. If it works, who cares if its been done before. If its been done before, its been done before because it works. Convention is convention because it works. If you're advanced in your craft and can be sure you are putting in unique things well, go do it. If you're not, like me, stick with easy and tried.
So no, I'm not going to put in an original battle system and skill system using 350 plug-ins. I'm going to work on doing the best job implementing the normal, and then maybe in a few games, I'll do something unique.
So I guess my point is this: Stick with the tried and true if you're not a craft master, and even then doing unique well is hard to do.
These are my thoughts anyway, what are yours?
As I continue to get feedback, a common theme is emerging, "Don't do the tried and true, be unique in your game." In my experience, I can tell you being unique is A) almost impossible, and B ) Ill advised for newbies. Years ago, I first published a set of book written in a unique style where I broke every trope and writing convention, and they were terrible and poorly received. So then I went back and wrote conventionally, and those books were decent and better received. While I've moved on from fiction, the lesson still remains.
I don't really see the problem with doing the tried and true. If it works, who cares if its been done before. If its been done before, its been done before because it works. Convention is convention because it works. If you're advanced in your craft and can be sure you are putting in unique things well, go do it. If you're not, like me, stick with easy and tried.
So no, I'm not going to put in an original battle system and skill system using 350 plug-ins. I'm going to work on doing the best job implementing the normal, and then maybe in a few games, I'll do something unique.
So I guess my point is this: Stick with the tried and true if you're not a craft master, and even then doing unique well is hard to do.
These are my thoughts anyway, what are yours?


