jdrakeh
Front Range Warlock
Turjan said:I'd say, if the game itself doesn't do anything revolutionary, the chance of success is next to zero.
Again, I'd say that 'revolutionary' has a lot less to do with the success of games than things like 'functional' and/or 'well-marketed' do. There are tons of new and different games out there which are, overall, pretty horrible in terms of being functional. Such games tend to enjoy a brief flurry of "Oooo! New! Shiny!" admiration... and then get dropped whenthe very next new, shiny, things comes along.
Fastlane always comes to mind when I broach this topic, and more recently, so does Capes - both of these games were 'innovative' (read 'different'), but for no good reason. They were different merely for the sake of being different - and they both sacrificed a large amount of utility and function to achieve this status. So what do they do, exactly?
Well, Fastlane is really little more than a generic game system that uses a roulette wheel to resolve actions, while Capes is a generic supers system that uses cut-out 'click and lock' cards to create characters. While both games do something different than the established 'norm', the end results that they produce are ultimatley the same results that hundreds of other games produce, only more difficult to achieve.
Innovation without function is worthless and short-lived. For some reason, though, a lot of indie-press designers just dont' get it. At times it seems that 'independent' is all about weird gimmicks and funky dice, as opposed to building practical, functional, games.