The struggle to win is itself holy. But once it is animated by clear conceptions of right and wrong the struggle rises into the sphere of law; and seen in the light of positive conceptions regarding Divine Power it rises into the sphere of faith. In all this, however, the primary thing is play, which is the seed of that ideal growth.
No sense reinventing the wheel, especially since that approach is sure to lead to exceeding your budget and missing deadlines. Don’t endanger your career. Plagiarize. There’s no copyright on ideas and most of the ones you need have already been thought of and thought out by more experienced designers. I know, I often steal from myself (as well as others, that’s why I’m an expert).
It's easy—sometimes seductively so—to think of games as their mechanical parts, the sum of their rules and systems, as a pure abstract thing that exists separately from the components that bind it to our physical world. But the usability of these components, the ways that they underline or subvert meaning, and the ways they communicate or fail to—these are crucial parts of the experience that shouldn't be overlooked.