Genre is repetition
Genre is not design, it is mimicry
Genre is safety-- copying proven mechanics as a method of risk mitigation
Relying on genre is reiterating the experiences of an established archetype
Deconstruct genre and repurpose the relevant components to your own ends
Design toward the novel experiences of uncommon characters
Express feelings you've had in your own life; convey them to the player through interaction
Embrace adaptations; use an existing fictional character's arc of experience as an aesthetic target
Utilize the MDA framework; strive to achieve verisimilitude of player response through meaningful interaction
Simulate all facets of a character's experience, not just those that are easy or familiar
I do not want to continuously inhabit the role of the one-dimensional superhuman dynamo gunning down waves of enemies. I do not need more power fantasies, juvenile wish fulfillment, or violent catharsis.
Give me new roles, new worlds, new feelings. Design.