What would you rather do.. Take a chance, maybe fail? Or make a "cookie cut

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MikeE21286

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#1 MikeE21286
Member since 2003 • 10405 Posts

So as a developer what do you think you would do....

Would you go out and take a chance on an idea that could be make (ex: Metroid Prime 3 as an FPS) or break (ex: Lair w/ only SIXAXIS flying), or would you toss out a cookie-cutter onto the market (an example that comes to mind is something like Area 51).

EDIT: Remember if you take a chance, you could commercially fail big time

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Hewkii

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#2 Hewkii
Member since 2006 • 26339 Posts
a tad of both (ala MOH: airborne, but better).
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m_machine024

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#3 m_machine024
Member since 2006 • 15874 Posts
Not sure what you mean with "cookie-cutter".
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jackvegas21

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#4 jackvegas21
Member since 2007 • 3157 Posts

Not sure what you mean with "cookie-cutter".m_machine024

I think he means generic, no innovation.

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MikeE21286

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#5 MikeE21286
Member since 2003 • 10405 Posts
Not sure what you mean with "cookie-cutter".m_machine024

[QUOTE="m_machine024"]Not sure what you mean with "cookie-cutter".jackvegas21

I think he means generic, no innovation.

Yeah, basically.....something that is cliched that it really doesn't differntiate itself at all. It takes no thought to make.

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goodlay

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#6 goodlay
Member since 2005 • 5773 Posts
Im a person that takes chances, so I would take the chance, even with the risk of failure.
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Tsug_Ze_Wind

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#7 Tsug_Ze_Wind
Member since 2006 • 9511 Posts

Who wouldn't want to innovate? :?

The question's a bit vague.

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cooldude855

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#8 cooldude855
Member since 2007 • 209 Posts
U lie ! where is my cookie?!:shock:
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zac1213

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#9 zac1213
Member since 2005 • 366 Posts

I'd like to make a game with a combination of things from other games.

Like an open world RPG like oblivion with bioshock like combat and the destructability of stranglehold and mercenaries.

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TriangleHard

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#10 TriangleHard
Member since 2005 • 9097 Posts

Take a chance.

At least if you fail, you have redeeming quality of being different.

If you try to make something similar to what's already out there.... and fail.... you have absolutely no redeeming quality.

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jackvegas21

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#11 jackvegas21
Member since 2007 • 3157 Posts
Well it's always safe to go with what works, at least that worked in the past. Look at games like Madden and GTA, those games sell tons every year/edition and not every rendition had a huge difference over the last. Lair is a bad example to use in any serious debate though.
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deactivated-586249e1b64ba

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#12 deactivated-586249e1b64ba
Member since 2004 • 7629 Posts
It's always good to see cool, unique, and innovative ideas in games, but ideas take time to flourish and turn out properly. As a developer, you'd have to take things slowly and pump money into these ideas through cookie-cutter games. That, or create and maintain an MMO for a constant flow (I'm looking at you Blizzard).
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ZanuffC

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#13 ZanuffC
Member since 2007 • 614 Posts
Yeah I think a combination is best.

Take a genre and change things up a bit, if you fail at least you'll know where you went wrong, its too risky to make a completely different game or of too different of a genre, but Katamari Damacy for example broke the mold pretty well, but it was also only $20, though games like that were quite common in Japan.

A little risk that leads to success, is worth making a bigger risk next time, I think thats probably the best system.
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JPOBS

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#14 JPOBS
Member since 2007 • 9675 Posts
cookie cut a few games, then try a make or break, then cookie cut some more.
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II-FBIsniper-II

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#15 II-FBIsniper-II
Member since 2005 • 18067 Posts

A combination.

BTW: Do you mean asa sequel or a new IP?

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Panzer_Zwei

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#16 Panzer_Zwei
Member since 2006 • 15498 Posts

This reminds me of a line in SEGAGAGA:

"Please! Let me make games here!" "I want to make totally innovative games that nobody has ever seen before!"

"Bah! Innovation? How foolish! Who will take responsibility if the game flops?"

"But if we do it your way, we'll never attract new customers. It's worth giving a shot. Please!"

"You know nothing about the business, boy! I'll teach you the harsh reality of the corporate world!"

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kcpp2b

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#17 kcpp2b
Member since 2006 • 12498 Posts

I guess it's a good question for me as I am in the film industry and want to get into gaming in the future.

I pick neither.

I wouldn't do either to be honest. That's now how I ever operate. I would only do what I felt was good. For example I have this project...I guess a superhero movie but the plot I originally had was that the main hero was a little crazy and did some very disgusting things. Now what they were could be out of the box and original but... I choose not to even do it and take all that out of it...not because I know it would destroy the film box office wise but cause it wasn't essential for the story... it didn't feel right or justified for being there...

I think a good dev of producer or writer only writes. They don't think about innovating this and that but only writing or doing what they believe to be a good piece of art. If you find it innovative then great. If it's just cookie cutter...well great. as long as you were entertained, I got paid and can work again

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lightningbugx

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#18 lightningbugx
Member since 2005 • 627 Posts

I have a few game ideas. One was thought of when I was messing with the Miis on the Wii. It was nothing more than a bunch of Miis in a bar fighting. MY image of it was one mii kicking another mii, while another mii smacked the back of his head with a barstool (and broke it). It was an idea of total chaos involving the miis. Just some harmless fun. And it was to be an online game idea too.

The other game idea comes from FPS, but is a person wielding special energy weapons that have a few modifications for unique weaponry. It had a balance of melee versus ranged weapons as well as utility of different elemental effects. It had FPS combat, exploration, multiplayer, but... it at first did not have story. Now it does have a story...

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MikeE21286

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#19 MikeE21286
Member since 2003 • 10405 Posts

A combination.

BTW: Do you mean asa sequel or a new IP?

II-FBIsniper-II

new IP.