How To Play Like a Game Designer
jillduffy writes "The GameCareerGuide site has up an article on playing to learn. Folks who make games play them differently than you or I; they're looking at the mechanics from a first-hand perspective. James Portnow's article attempts to relay some of the essence of that experience, to allow us to play with a more critical eye: 'Playing games in order to study them is not what most people would consider "fun." This doesn't mean it isn't fun at all; it just means you have to think a different way. You have to find joy in discovering mechanics and watching their emergent properties unfold. You have to be willing to endure a certain amount of tedium in order to glean clues about the inner workings of a game. Most of all, you have to be able to enjoy playing bad games as well as good.'"
First, if you want a game created that you want to play, you'll have to try creating it. Emphasis on try. Lots of people, including professional designers, have awesome ideas that have hundreds of tiny - and a few large - "gotchas" inherent in their designs, or due to the limitations of technology/funding. Most of these don't surface until you're already well into making the game. There's a HUGE difference between describing the game you want to play and making the game you want to play.
Second, if there's a millionth sequel, then people (not you of course) did actually want to play it in the first place, because they've bought every iteration up until this point. People whine vocally about original gameplay, but when it comes down to getting paid, highly polished versions of the-same-old-stuff are where the money usually is.
Don't get me wrong, I look for original concepts all the time, and some of them can be highly successful as well, but to say that no-one wants to play COD4, Halo 3, or even the next Pokemon title is essentially trying to assert that you are the only target market game designers should have, instead of one of many.