I've been trying to come up with game ideas recently. (somehow I managed to actually test out every idea I've had recently) Because of this I've been going through the best genre to make, how important are unique mechanics and so on. I recently watched a video by a channel called Floast Dev about game design and the purpose of a game. Floast says that the point of a game is an experience that you can't get, or is hard to get, anywhere else. I'm taking this design philosophy and applying it to all my ideas. What experience does the player get from this? Is it an experience anyone would want to have? Parts of the game and ideas can be checked against the desired experience. Does adding physics improve the player experience? Does it add to the experience I'm trying to give? The experience can be about any number of things. Abstract games, puzzles, arcade games, etc. All these games have an experience they're trying to deliver to the player no mater how obscure or strange it is.
I hope to take these ideas and bring them to my future projects. Of the available genres I plan on going with either a party game, a co-op multiplayer game (like lethal company or even among us), or a horror game as the experience is not particularly difficult to achieve or understand. These genres tend to do well when produced by indies and I find personal interest in interactions between people in games.
Thanks for reading if your seeing this! :) - Andrew
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