In which I ramble without a script on a topic that most people get.
Alright so this isn't really a scripted video I'm doing, this is more a chance for me to talk about something that's been on my mind recently.
So as you can see from the title, this is why making something totally unique is a trash idea and why people who herald it as being superior to derivative concepts are trash people.
So, the first point- human life is ultimately deterministic. If you set someone from birth in an isolated room, they're never gonna do anything. That's actually been proven, there are several cases of that happening, and they're not great artists.
So all kinds of factors ultimately affect what you're going to do and what you produce, this may include family, friends or what you learn in school. So the idea that anything truly unique can be created is nonsense in its own right. My point hinges on the idea of the creative process, and that it's highly derivative. Different influences might affect how it's executed, but ultimately it's usually a conglomeration of a lot of different things that stem from a hundred different things.
It's all related to different things that I have experienced or played. That brings me to my next point; despite the fact that makiong something totally unique is.. well, cool I guess, you're bringing obscure ideas to a new audience. It is still valuable to bring stuff to wider audiences, I'm not saying that it's not valuable.
Point being, it's about the execution and not the idea. Ideas are a dime a dozen, no one likes the idea guy. It's about how you represent your ideas, and there are a million different areas for game development and all of them contribute to your execution. Execution is to some degree your style, to some degree your skill, there's a hundred different things that contribute to how well you execute your idea.
That's what you should be working on; how well you execute an idea. If you're having trouble as a game developer, just start with something very similar to what's already been done and from there make very slight changes if you need to. As long as you don't infringe on any copyrights, which is a nonsense idea because copyrights on game designs hardly exist. The point is, work on the execution. If that involves making Pac-Man, make Pac-Man, but give him a sword or something.
Minecraft for instance was a clone of the game Infiniminer, which didn't get much popularity. However, Mojang took the idea of Infiniminer and executed it really well. The point is, Mojang got successful because they executed a derivative idea really well.
That's really all I have to say about this.
If you found this interesting, I'm glad and I feel sorry for you.