Tim Latshaw said:
Green Barrels Don't Explode
Players may sigh when they see yet another crate or barrel, but without those familiar gaming landmarks, it's easy to feel lost.
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It's hard to know when and how to innovate... and it's even harder to know if a change is "innovation," or just "bucking the norm to be a dick." It's really a fine line to walk.
I think the mistakes that most folks make, in any medium, when they're trying to "shake things up" are pretty common. You see it in reboots of franchises, retellings of classic stories, and in games that try to set a new standard by challenging the old. Those mistakes, in no particular order:
1.
Trying to change too many things. If you're going to make changes, you make them one at a time. There's no law that says you've got to build everything from the ground up. Your audience needs to have a few familiar landmarks, and a few "anchors" that keep them from feeling lost. And the bigger the change you're going to make, the fewer other things you should tweak for now. Save some for the sequel. Maybe a game in which players use the environment to construct creative "skill kills" isn't the best time to change up cosmetic features like barrel color...
2.
Trying to change too small a thing. Overreaction to fear of being guilty of #1, usually. Rather than make one change that matters, you make several small changes to things that are largely inconsequential. Change a color here, a name there, just tiny stuff. And either your audience doesn't really notice (in which case you really haven't made any changes)... or they go "Why on earth would they bother to change this and leave everything else the same?" Is there a reason to change the color, other than saying "We don't have red barrels like those sell-outs," or something? If not, consider leaving it alone and innovating elsewhere...
3.
Changing something without letting the audience know it. You're not just changing one thing. You're also challenging a ton of prior knowledge, experience, and instruction that have gotten your audience used to a certain expectation. You've got to prepare for that transition if you want your change to work well. If you want exploding barrels to be green, include some content that demonstrates this for your player...