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6/30/2025, 1:29:23 PM
>>714069920
Three reasons:
1) People are very genre-minded when picking games to play. People know what they like and avoid what they don't and/ or are unfamiliar with.
2) Developers tend to make games they are qualified to make, and the games they are qualified to make are games that exist within genres and visual/ textual broad categories they have experience playing or consuming.
3) The gaming industry was still in its infancy back in the day, so people had interests other than games that informed their design and there wasn't an idea of how games were "supposed to be made" back then (and if there was it was prone to quick collapse with changes to technology).
Unless your game has a really obvious visual hook or a hook that is really easy to parse in 20 second clips, it's always always always better to start from a genre or a specific game and put a twist on it. 95% of the most popular indie games are just this, only the ones that fail just slightly aren't different enough or are just plain shit.
In short, uniqueness doesn't sell, and the rising standards for indies have made it so you're punished more for taking risks. I think as far as uniqueness goes, it's not that important. Just make something good that can stand on at least a couple of its own merits that you know people already like.
Three reasons:
1) People are very genre-minded when picking games to play. People know what they like and avoid what they don't and/ or are unfamiliar with.
2) Developers tend to make games they are qualified to make, and the games they are qualified to make are games that exist within genres and visual/ textual broad categories they have experience playing or consuming.
3) The gaming industry was still in its infancy back in the day, so people had interests other than games that informed their design and there wasn't an idea of how games were "supposed to be made" back then (and if there was it was prone to quick collapse with changes to technology).
Unless your game has a really obvious visual hook or a hook that is really easy to parse in 20 second clips, it's always always always better to start from a genre or a specific game and put a twist on it. 95% of the most popular indie games are just this, only the ones that fail just slightly aren't different enough or are just plain shit.
In short, uniqueness doesn't sell, and the rising standards for indies have made it so you're punished more for taking risks. I think as far as uniqueness goes, it's not that important. Just make something good that can stand on at least a couple of its own merits that you know people already like.
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