Yeah, I’m actually in the final stages of making a Zelda clone that incorporates my own idiosyncratic personal interests. The enemy is a colonial empire rather than an evil wizard and the final boss is a gargantuan steampunk tank that incorporates my interest in weird WWI/WWII era early tank designs and real-world anti-tank insurgent tactics (targeting treads, engine grilles, viewports).
I’ve had this idea for a zelda clone where the “trading sidequest” is to build a motorcycle. It’s all very half baked but I think it follows in the spirit of making your game about things in the real world instead of about other games.
The only exception to this rule that comes to mind for me is Tunic, but that game seeks to capture the experience of figuring out how to play a game from instructions in another language, so even though it’s meta it works.
Yeah, I’m actually in the final stages of making a Zelda clone that incorporates my own idiosyncratic personal interests. The enemy is a colonial empire rather than an evil wizard and the final boss is a gargantuan steampunk tank that incorporates my interest in weird WWI/WWII era early tank designs and real-world anti-tank insurgent tactics (targeting treads, engine grilles, viewports).
Hell yeah.
I’ve had this idea for a zelda clone where the “trading sidequest” is to build a motorcycle. It’s all very half baked but I think it follows in the spirit of making your game about things in the real world instead of about other games.
The only exception to this rule that comes to mind for me is Tunic, but that game seeks to capture the experience of figuring out how to play a game from instructions in another language, so even though it’s meta it works.