I believe I found this link through Gamasutra sometime ago: Breaking the Grip of Dominant Ideas In Games: What Serious Game Projects Have To Offer Entertainment Game Developers
It basically describes the positive impact serious games could have on general game development. One of the most interesting quotes challenged the prevailing theory that “ideas are a dime a dozen”.
The field of serious games – with its intrinsic creative encounter of game developer and non-game professional – the latter involved in the real strategies and “games†of business, military, medicine, education, science and so forth – could offer itself as a form of “outside help†to entertainment game creators, even if this is a secondary effect. We game developers would be smart to take advantage of the opportunity.
Many people today in the game development (and other) industries see ideas as cheap. You’ve heard it said “Ideas are a dime a dozen.†This is not true. In fact, the idea that ideas are a dime-a-dozen is itself a dominant idea. What is true is that gimmicks – or little ideas – are cheap. Gimmicks are what is a dime a dozen, and everyone can think them up. True ideas, though, are exceedingly rare and extremely valuable. True ideas are visionary.










But what is a true idea?
The true ideas sound exactly like the gimmicky dime-a-dozen ideas that get pitched to you all the time when someone hears you make games for a living. In fact, there may be no difference whatsoever… it may all in the implementation. Nobody recognizes it until after it’s been proven, and then they kick themselves saying, “I could have done that!”
Sure, but it seemed like a dumb idea at the time.
Left by Jay Barnson on May 9th, 2006