Difference
Frank Zappa once proclaimed that “without deviation from the norm, progress is not possible”.
This has basically been a part of my game design ethos ever since I've been writing. The other part comes from Robert M. Pirsig (I can't remember whether it was in "Zen and the Art of Motorcycle Maintenance" or "Lila") where there is a concept that progress requires a combination of static and dynamic forms. This is also a big part of Mage the Ascension, which is heavily influence by those two books. The notion states that periods of stasis allow structure to form, and that structure gives strength to a concept or culture, but too much stasis brings stagnation and an inability to keep moving forward. Periods of dynamism allow mutation and growth, which could be positive or negative, but too much dynamism leaves structure behind and brings an insecure and precarious state. Healthy progress requires both. If a period of change brings beneficial improvements to the structure, then the next periods of stasis can lock it into the structure. However, if the period of change brings detrimental issues, then the period of stasis can revert to a prior "save point".
It works a bit like a ratchet mechanism, forward turns are allowed through the system while backward turns are negated. It keeps the cycles moving in the right direction.
This has deviated a bit from the game design idea, but still applies. I try to incorporate new concepts into my games, but often build them into existing patterns. If you make a game design too pedestrian and familiar, it becomes boring and people don't see the point of it compared to products already on the market. If you make a game design too unconventional, you lose the stability of familiarity and people don't know what to do with it. There's a sweet spot of progress, but this varies from player to player. A good designer develops their ideas enough to show innovation to the widest range of players without potentially alienating their audience.
...I don't think I've mastered that balancing act yet.
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