Getting Ahead of the Game
However, let me tell you a little secret. Come a little closer … a little closer … too close!
If you think something is innovative, it just means you haven’t been paying enough attention.
—Scott Rogers
Although I am sure there is probably still a completely original idea out there in the galaxy of ideas, the majority of gameplay design works by each game building on its predecessors. I truly believe that this strategy is one of the keys to creating great game design. Even the most innovative games like the aforementioned PaRappa, Sims, and Braid had their predecessors in Simon, Sim City5 and blinx: the Time Sweeper.
Here’s another secret. My idea isn’t even original. Raph Koster charted the evolution of the shoot ’em up genre in his book A Theory of Fun for Game Design (Paraglyph, 2004). Taking Raph’s chart as inspiration, I will show you the evolution of gameplay design within the platformer game genre...