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<blockquote data-quote="Jester David" data-source="post: 6266661" data-attributes="member: 37579"><p>That's fine if creating a brand new game or product without an existing audience. In that situation it is better to make a consistent game that follows the views of the designer. </p><p></p><p>It's doesn't work for a product with an existing fanbase, as it puts the views or a very, very small number of people (the 5-10 designers) ahead of the audience. </p><p>If the designers want to create a game that's their baby, their vision of a game, they should form their own game company and kickstarter their dream like Numenera and 13th Age. If they want to design for an existing franchise they need to follow the conventions of that franchise and respect the audience first, because the fans have their own ideas of what the product should be like, and they'll reject a product that does not conform to their idea what their game will be. </p><p></p><p>Really, this goes for other creative endeavors such as movies or video games or books. You don't go into a James Bond movie and try and make it entirely your own, to treat it like a personal vanity project. You can't write Spider-man like an independent comic. There are pros and cons to working with a Brand. Such as Dungeons & Dragons.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6266661, member: 37579"] That's fine if creating a brand new game or product without an existing audience. In that situation it is better to make a consistent game that follows the views of the designer. It's doesn't work for a product with an existing fanbase, as it puts the views or a very, very small number of people (the 5-10 designers) ahead of the audience. If the designers want to create a game that's their baby, their vision of a game, they should form their own game company and kickstarter their dream like Numenera and 13th Age. If they want to design for an existing franchise they need to follow the conventions of that franchise and respect the audience first, because the fans have their own ideas of what the product should be like, and they'll reject a product that does not conform to their idea what their game will be. Really, this goes for other creative endeavors such as movies or video games or books. You don't go into a James Bond movie and try and make it entirely your own, to treat it like a personal vanity project. You can't write Spider-man like an independent comic. There are pros and cons to working with a Brand. Such as Dungeons & Dragons. [/QUOTE]
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