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How to Innovate in the Land of Clones
In both casual games and social games, trends have led to greater consolidation of genre and more duplication of earlier games. There is an obvious business pressure to continue to produce the games the audience knows and loves, but without innovation to fuel new developments, what happens when a fickle audience changes its mind? The purpose of this talk is to explore how to innovate for audiences that don't know they want innovation. What are the design parameters you use to make something both familiar and new? How do you know when you've gone too far? And why innovate at all if the current fad is so hot? Nick Fortugno explores these issues and provides a design philosophy studying how core player motivations and desires can be found in whole new systems of play.
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