Board Thread:Off Topic/@comment-25266931-20161119192054/@comment-25936766-20170327233449

KNN005 wrote: Y'all can like ....OH MY FUCKING GOD. You FINALLY said Y'all correctly! This is a miracle! This is a world-changing event!! A Deus Ex Machina!!! It's almost inconceivable yet it happened!!!! I can't believe-

what yall want. .....Nevermind.

But i like original ideas or ones as close to new as possible. But RvsB is original. Do note however, you're making the same mistake a lot of people make: Original =/= New-and-never-done-before. There's varying degrees of originality, and a work doesn't need to be original in 100% everything to be original. In fact, that's impossible.

Originality, for example, isn't just making new stuff, but using existing stuff in a new way, or at least in a way not many do at the present.

Of course, making new stuff is the most original on can be, and being successfull makes people follow you, which can lead to interesting variations.

Let me give you a lengthy example with 1 simple RPG: Shin Megami Tensei.

First, we must go back into a world, where literally every single RPG had a mostly-minimalistic story, set always in a Medievalesque Fantasy World a la LotR, full of magic and fantasy creatures like dragons and unicorns, with obvious "Heroes of Light defeat the Big Bad of Darkness" plots. Often taking elements from Dungeons and Dragons, and being very linear in terms of plot and gameplay progression.

Cue Shin Megami Tensei, translated as True Goddess Reincarnation. The game has a wide-sprawling overworld set in the year 20XX, in modern Tokyo. Pretty much all magic, sans some exceptions, are done via technology.

It has a more complex plot than pretty much every RPG of it's time, where there is hardly any "Light and Darkness", instead being "Law vs Chaos", which in itself boils down to God vs Lucifer, where both sides are manipulative and not painted in clear "this guy is good, this guy is bad" colors.

In fact, siding with either of them leads to different endings, and both of them are very questionable. In fact, it says something when the most widely agreed to be a "good ending" consists of killing everyone.

But the most revolutionizing aspect of the game, was the fact you, for the greater most part, didn't have teammates fighting alongside you. Instead, you had to make contracts with Demons, the very enemies you fight. Almost every Demon you fight, bosses included, could be recruited via Negotiations or Fusion or some other way.

It was also very damn hard, especially since there were like 10+ different kinds of attacks, each of which a Demon could be Weak to, Resist, Block, Drain or Repel. And normally-useless spells, like Status Effects and Insta-kill spells, actually work most of the time. Including, on you.

--

It became popular. In Japan, even today, SMT rivals Dragon Quest and Final Fantasy. In the west, it's mostly Persona, a sub-franchise.

Now, about 10 years after SMT, came Pokemon. Now, the idea of recruiting the monsters you fight to fight for you instead was already done, though it still had some original stuff (Evolutions, the fact the Trainer doesn't personally fight, the Gyms and League, and so on).

It became 10 times more popular than SMT pretty much everywhere.

So what happens next? People start imitating Pokemon. Now, how they do it, varies. Some imitate the idea of just capturing monsters to train and use, such as Monster Racers, which differs from Pokemon in the fact you don't fight with them, you race with them.

Then there were less original followers which imitate the formula a bit too much. I recall one that was basically Pokemon with Robots!, even in the design of everything else.

Then there's the poor victims of accusations like Digimon, which is actually very different in everything but "train monsters".

--

So, what's my point here? There's varying degrees of originality.

-You can make new stuff, "revolutionary".

-You can use existing stuff, in a new way. A deconstruction, a twist, etc.

And in the end? Both are original. The former in a revolutionary sense, and the latter in a creative way.