Phml
Forum Staple
Posts: 2031
Registered: 06-09 |
making something fun
Indeed, it's all there is to it.
I'm not big on uniqueness as a design focus myself, all too often fun gets sacrificed for the sake of originality. Reinventing the wheel every single time rather than learning lessons is a bit counterproductive in my opinion ; if anything, good design comes with practice simply because, consciously or not we start to develop rules and patterns, keeping what works and throwing away what doesn't.
There's really one reason to make uniqueness a priority, to make your stuff stand out from everything else. In a commercial environment that's more sales, in amateur circles that's more popularity. It's hard to deny either of these things as generally good things for the individual, the designer that is, but the quality of the product itself tends to take a hit as a result.
No doubt some people will disagree with the above, and really the first thing to consider here is what kind of Doom maps do you like yourself. It's not too hard to identify objectively bad or good maps given a specific style, but as a whole there's plenty of different playstyles out there, so different that in some cases what makes a map fun for person A will automatically make that map unfun for person B, and the other way around.
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