Warning: Rather lengthy meditation on the nature of creativity and originality ahead.
When I was in art school, they constantly pounded into our heads the idea that "Everything has been done already." This is not 'everything' on a production level, but 'everything' on a conceptual level. The question for us starry-eyed art students changed from "What am I going to make?" to "Why am I going to make?" If, as it is proposed, everything has been done already, why does anybody bother to do anything?
This is a question worth pondering, for those who are distraught about the idea of not having original ideas.
I'll share with you the answer I came up with, the answer I use to get myself out of bed in the morning. Why do I make things? Because I have to. I have talents for storytelling, creating visual and aural environments, and since I don't want to sell my soul to an ad agency, I feel the best use of my talents are to express views on the human condition.
That is what art (visual art, music, fiction, poetry, etc) is. An expression of a view on the human condition.
I have to make things because I've noticed that I become sickly (mentally and physically) if I don't. As such, I've devoted a good deal of energy to at least coming up with ways of surprising my fellow humans in my methods of expression.
Not everyone is willing to devote the chunk of time and energy coming up with something that today we call "original", yet still feel the desire to write, paint, make music, etc. The outlets for these activities are often things like fan fiction. Case in point, there is a good deal of Harry Potter fan fiction on the internet.
There is nothing wrong with this kind of creative activity. Indeed, imitation is the highest form of flattery. But people who try to make their careers out of their creative work cannot do so with fan fiction. Imagine where J.K. Rowling would be if she decided that all she wanted to do was write Chronicles of Narnia Fan Fiction.
Because creative people build their careers on the things they create, legal precedent has determined that Fan Fiction must remain in the amateur's domain. The only way you can make a living doing this kind of work is with the permission of the creator of whatever it is you're a fan of.
One problem about fan fiction, however, is that it dilutes the object of its affection. The people who write fan fiction are (almost) never as talented as the original author. People who read the fan fiction expecting something with the polish of the original will be sorely disappointed. It takes a very dedicated fan, whose appetite cannot be satiated by the original author's production quantities, to enjoy fan fiction.
It will be worse with "Fan fiction games".
Ever notice how movies of books hardly live up to the original? How games of movies are the same way? Certain qualities of the original are lost in the translation between mediums.
A movie is different from a novel in that the narrative is told through the eyes of the camera; linguistic fluidity must be traded for visual fluidity. A game is different from either in that the narrative must be subservient to the elements of interaction and playability; storytelling must take a back seat to interaction. Indeed, some of the most popular games involve story as little as possible, if at all.
"Fan Fiction Games" will not be spared from this problem of translation. What will make the problem worse is that the translation job is being done by amateurs (talented or not).
I can think of a very good example of the translation process that has happened very recently: the game Alice.
As you might gather from my username, I'm a rather big fan of Alice in Wonderland. Okay, so I'm actually a pretty big fan of any surreal narrative, but Alice holds a special place for me. I have found the Disney film translation too saccharine. There was a rather (url="http://"http://www.amazon.com/exec/obidos/ASIN/6303212301/ref=bxgy_sr_text_a/107-0881952-5195705")interesting television adaptation in the mid-eighties(/url) I enjoyed, but I found the (url="http://"http://www.amazon.com/exec/obidos/ASIN/B00000ICZA/qid=1001188014/sr=2-5/ref=sr_8_7_5/107-0881952-5195705")late-nineties television spectacle(/url) to be rather abysmal. I was rather excited by the idea of a computer game, and indeed, (url="http://"http://www.aspyr.com/mini-sites/alice/?sid=4535f1dc7a301f3d4a8f59e7841d3706&r;=1001188151") American McGee's Alice (/url) was the first commercial computer game I have purchased since Unreal.
Unfortunately, in my opinion the most that the Alice team was able to do was create some surrealistic-looking environments with some puzzles and combat thrown in. Don't get me wrong, I did enjoy the game somewhat (and moreso than any other commercial offering I've tried since Fallout ) but it left a nasty taste in my mouth that perhaps it could have been done better.
Remember, the guys who made that game are professionals.
I don't want to discourage anyone from trying to express their views on the human condition here, I'm just saying that while imitation is the highest form of flattery, we also sometimes smother the things we love.
I would encourage anyone seriously thinking about trying to create something "original" to seriously do some reading on the idea of pastiche, more commonly referred to as Post-Modern Creativity. I can explain it in more detail, but this is long enough already.
------------------
People who claim the sky is falling obviously aren't aware the earth is falling, too.
--
"Those who would give up essential liberty, to purchase a little temporary safety, deserve neither liberty nor safety" --Benjamin Franklin.