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We have all encountered the assertion “everything has already been done once” in relation to artwork and creativity. Fawzi Mesmar contested this notion at GDC 2025, clarifying that concepts may recur, but it’s our unique experiences that capture an idea and shape it in a creatively distinctive manner.
One of the greatest challenges in game development is devising a narrative. Whether you are trying to define the motivation behind your farmer in a casual simulation or elaborating on the eerie universe of a horror game, our collective goal is to be unique, original, and engaging.
An innovative and imaginative concept could be the key to a successful game. But what defines an idea as original? Mesmar offers valuable insights for those seeking to tap into creativity and steer clear of inadvertently creating a hollow imitation.
We are what we perceive
Right from the outset, Mesmar prompted listeners with the question “What is creativity?” He expressed that the concept of creativity is often misinterpreted as simply “making something.” Instead, he broke it down as “an idea that is exceptional.” He pointed out that “what we create inspires us,” and it is this inspiration that generates unique ideas.
In game development, we observe trends as positive influences with a considerable effect on writers and designers. This is particularly evident among newer developers, who may have set out to create a game simply because they were inspired by a specific title during their youth.
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By ConcernedApe
By ConcernedApe
Within the cozy genre, for example, it seems that nearly every farming sim released in recent years features a protagonist who is “trying to escape the big city” for a more rural, relaxing lifestyle. This is due to how many cozy gamers have been influenced by and grew up playing titles like Harvest Moon and Stardew Valley.
However, simply adding the elements is not enough. As we witnessed with the recent release of Sugardew Island, mimicking what works in other games isn’t genuinely creative. Conversely, titles such as Fields of Mistria have surged in popularity and are renowned for their inventive and original features. The distinction between the two lies in how the developers infused their personal experiences into the title.
Sugardew Island includes all the right ingredients for a farming sim. Players can craft, cultivate crops, care for animals, and sell their produce and goods. However, it lacks any substance beyond these core mechanics, leaving players disengaged and frustrated with the gameplay cycle.
Fields of Mistria utilizes distinctive, 90s-inspired artwork and anime-like design elements for its narrative while incorporating fun storytelling aspects like a “D&D” tabletop game played at the pub on Fridays. It’s original, quirky, and captivating, even if it bears similarities to other farming sims.
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The takeaway here is that a truly imaginative idea must encompass more than merely constructing a game around a collection of popular mechanics from other titles. It requires depth, uniqueness, and intention. Mesmar asserts that “originality is creating something new,” and he has key advice for those looking to achieve this.
Game designers must create with intention
Mesmar elaborated that “to achieve creative clarity, you must look inward and understand your own experiences and limitations.”
To accomplish this, creatives need to examine an idea and consider how their personal experiences in life can be integrated into it. Instead of crafting a farming game where you just plant crops and sell them, perhaps you develop a farming game where you teach NPCs how to help in the gardens, mimicking how you might have worked alongside a family member as a child. The game could revolve around nurturing a thriving community garden and peddling produce at a cooperative or local market. By delving into personal experiences, creativity flourishes into original and unique concepts, even if they are based on something familiar and relatable.
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Moreover, Mesmar stated that “original ideas must carry significance.” You may have a core memory of petting your childhood cat, but does this experience possess value? Even if you developed a cat-petting game, how would it connect or offer something meaningful to a player? If you hold a strong memory of petting your cat and transform it into a hyper-realistic pet grooming simulator or a platformer where the goal is to rescue cats and pamper them for rewards, now we’re discussing originality. Who wouldn’t want to battle adversaries to earn cat pets as reward tokens?
Creative Clarity is about being purposeful and reflective regarding the rules we establish. Mesm