Last time, I shared Conradical's knowledge on how to achieve success by making your dream game.
In summary, you divide your dream game into sub-games and sell them separately. When making your dream game, you'll still use the tools you created.
Today, I'll use this exercise to divide a game that I'd like to clone.
It's a tactical J-RPG, and our point of reference will, of course, be Final Fantasy Tactics Fire Emblem: Awakening. It's the first game that came to mind, probably because I immediately and without any issues divided it into smaller (and easier to do) games:
visual novel
exploring the map
inventory management
battles
If you think about it, the Fire Emblem creators put the most emphasis on the battle aspect, exploring the map doesn't pose any real challenges, and the visual novel hardly has any dialogue options.
But you could expand on it, couldn't you? 😉
Each option is a game idea that can be broken down into many iterations.
A game about walking on maps
Exploring the map didn't offer many challenges (other than avoiding or hunting enemies), so merely copying the mechanics won't make a marketable game, but it's a starting point. And then? A race against time (like "Around the World in 80 Days," or perhaps a courier job simulator?), weather conditions affecting the route, etc.
Customizable chess
The battle system can be incredibly expanded.
For now, forget about health points or weapon triangles.
Let's start simpler: whoever strikes first, wins, like in chess.
But customizable chess.
For example, by working on tile types (terrain, traps, terrain height).
Before you dive into weapon statistics, weapon triangles, HP, MP, or any balancing, consider that this is a good time to develop an isometric view or hexagons instead of squares.
Can you make a game about inventory management?
Sure, you can.
No screenshot here, unfortunately. I do know some indie game devs were playing around with video games that are all about equipment management. But who? And what was the title? Can’t remember. If you can provide me with an example, I’ll be much obliged!
A Visual Novel
It shouldn’t require commentary. Fire Emblem: Awakening didn't have dialogue options, so creating a separate game based on the lack of choice in a visual novel seems like quite a challenge, doesn't it? Or is it? Need to play some visual novels to actually learn what they’re all about.
Why do all these ideas end up so convoluted?
Wasn't the idea to create simple games based on sub-mechanics?
It was. And it still is.
As you can see, by working separately on these mechanics, you can improve them, test them, and hopefully continue to profit from them. You don't have to use all the features; you can parameterize them and hide them when they're unnecessary.
Well, perhaps except for switching between hexagons and squares... Maybe it would be easier to make two separate chessboards here 😉
Recommendations
Conradical shares his insight on Early Access:
And a short introduction to ink, which apparently is the standard for branching dialogues in game development. Won’t be enough to make a stand-alone visual novel (like Ren’Py) but will probably be helpful when making your own: