I [Author] am not convinced that blind innovation is categorically bad—if it’s a meaningful concept at all. Starting from scratch and trying to make a game that is unique is a great way for game designers to get out of their comfort zone and produce something that aggressively explores and opens up the space of possible game rule combinations.
The Naive View
Let’s assume that innovation and fun can be objectively defined and universally acknowledged. In this case, I see innovation through the improvement of existing systems as moving a particular genre of game forward towards “perfection.” A perfect game is one where the mechanics, if changed incrementally, cannot be made more fun. If you don’t fundamentally alter the rules of a perfect game, you cannot make it more fun. It has reached the end of its evolutionary development. Innovation for innovation’s sake is not moving forward, it is moving laterally. Different paths towards the perfect game are found by discarding what mechanics have come before and coming up with something entirely new. Discarding mechanics can happen at any level: you can discard really basic mechanics like the character being in one world; you can discard mechanics like character death upon reaching 0 HP; you can discard relatively superficial mechanics like instanced raids. Through discarding the old in favor of building the new from scratch, new passageways to perfect games can be opened and these new perfect games have the potential to be more fun than past perfect games.
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