0:00:00.199,0:00:05.939 In 2008, game designer Derek Yu couldn’t[br]figure out what type of game to make next. 0:00:05.939,0:00:07.830 Perhaps, he should make a platformer. 0:00:07.830,0:00:11.940 But, despite making a few prototypes - nothing[br]seemed right. 0:00:11.940,0:00:16.770 So perhaps he should make a roguelike - you[br]know, a top-down dungeon crawler, with randomly 0:00:16.770,0:00:17.770 generated levels. 0:00:17.770,0:00:19.610 But that didn’t work either. 0:00:19.610,0:00:24.430 His prototypes just didn’t seem to add anything[br]new to their respective genres. 0:00:24.430,0:00:27.260 And that’s when it clicked. 0:00:27.260,0:00:32.580 What if he made a platformer - with tense[br]jumps and scrappy, real-time combat. 0:00:32.580,0:00:37.840 But, like a roguelike, the game would have[br]randomly generated levels, and high stakes 0:00:37.840,0:00:38.840 permadeath. 0:00:38.840,0:00:42.090 And thus, Spelunky was born. 0:00:42.090,0:00:45.580 And about eight million other games that borrow[br]elements from the roguelike genre. 0:00:45.580,0:00:50.000 You see, we like to put games into tidy little[br]boxes. 0:00:50.000,0:00:51.300 Platformers. 0:00:51.300,0:00:52.460 First-person shooters. 0:00:52.460,0:00:53.490 Racing games. 0:00:53.490,0:00:54.490 Puzzlers. 0:00:54.490,0:00:58.970 We neatly categorise games based on things[br]like their mechanics, camera perspective, 0:00:58.970,0:01:01.120 level structure, and rules. 0:01:01.120,0:01:06.280 But, brilliant things can be produced when[br]those lines are blurred, and those genres 0:01:06.280,0:01:07.439 are mushed together. 0:01:07.439,0:01:12.100 Sadly, it’s not at easy as chucking a bunch[br]of things into a pot and hoping something 0:01:12.100,0:01:13.200 good comes out. 0:01:13.200,0:01:16.090 Get the mix wrong, and the result can be disastrous. 0:01:16.090,0:01:21.490 So, in this video let’s look at how games[br]can shove together radically different genres… 0:01:21.490,0:01:22.720 with success. 0:01:22.720,0:01:27.240 I’m Mark Brown, and this is Game Maker’s[br]Toolkit. 0:01:27.240,0:01:31.431 Okay, so I think there are three different[br]ways to combine genres in games. 0:01:31.431,0:01:35.899 And so I’ll start with what I’m calling[br]the “hand-off method”. 0:01:35.899,0:01:40.520 This is when a game jumps back and forth between[br]different genres, at different times. 0:01:40.520,0:01:46.969 So, consider Persona - which is sometimes[br]a dungeon-crawling JRPG, and sometimes a visual 0:01:46.969,0:01:48.599 novel-like life simulator. 0:01:48.599,0:01:54.741 Or Uncharted, which quickly bounces between[br]shooting, platforming, puzzle solving, and 0:01:54.741,0:01:55.741 driving. 0:01:55.741,0:01:59.090 The key advantage to this approach is pacing[br]and variety. 0:01:59.090,0:02:03.899 It can get boring to do the exact same type[br]of gameplay for hours on end, so if you mix 0:02:03.899,0:02:06.850 up the genre, you can keep players engaged[br]for longer. 0:02:06.850,0:02:11.180 It can also be used to make sure the gameplay[br]always fits what’s happening in the narrative 0:02:11.180,0:02:16.409 - because tense RPG battles wouldn’t make[br]sense when you’re doing after-school chores. 0:02:16.409,0:02:22.720 The biggest challenge here is that some players[br]may not like every genre in the mix. 0:02:22.720,0:02:26.959 If you bought God of War for the frantic,[br]ultra violent, button-bashy, combat… then 0:02:26.959,0:02:30.650 you might find the slow-paced puzzles to be[br]a complete drag. 0:02:30.650,0:02:33.670 There are some solutions to this, though. 0:02:33.670,0:02:39.010 Like, Uncharted does have puzzles… but they’re[br]not exactly brain-busting conundrums. 0:02:39.010,0:02:43.230 In this series, the combat seems to be the[br]primary genre - and so that’s where you’ll 0:02:43.230,0:02:45.420 find the most depth and challenge. 0:02:45.420,0:02:49.640 The secondary genres are pretty much just[br]palette cleansing fluff - and so they’re 0:02:49.640,0:02:54.819 kept super simple to ensure they don’t upset[br]players who only want to do the shooty bits. 0:02:54.819,0:02:58.390 Going further, you can make those secondary[br]genres optional. 0:02:58.390,0:03:02.891 In Shovel Knight: King of Cards, you never[br]need to play the card battler if you’d prefer 0:03:02.891,0:03:05.069 to just focus on the platforming. 0:03:05.069,0:03:10.299 In L.A. Noire, if you fail at these dopy third-person[br]shooter bits, you can skip right past them 0:03:10.299,0:03:12.530 to get back to the detective puzzles. 0:03:12.530,0:03:16.959 And in the Yakuza series, you never need to[br]bother with the management side of things, 0:03:16.959,0:03:18.640 after you’ve passed the tutorial. 0:03:18.640,0:03:22.709 You can also try to pick genres with strong[br]similarities, so it’s likely that players 0:03:22.709,0:03:24.989 will enjoy both types of game. 0:03:24.989,0:03:29.340 If you enjoy the turn-based tactical battles[br]in XCOM, then it’s not a huge stretch to 0:03:29.340,0:03:32.209 assume that you’ll also like the strategic[br]layer. 0:03:32.209,0:03:35.870 Consider what sort of skills are required[br]in the primary genre, and be wary of asking 0:03:35.870,0:03:38.230 players to suddenly need entirely different[br]ones. 0:03:38.230,0:03:41.050 I mean, a rhythm-based boss battle. 0:03:41.050,0:03:42.180 Really? 0:03:42.180,0:03:46.310 Another challenge is that players may be confused[br]about how they should be approaching the current 0:03:46.310,0:03:47.310 level. 0:03:47.310,0:03:51.219 I ran into this problem with the first demo[br]for my Untitled Magnet Game. 0:03:51.219,0:03:56.659 I wanted to include both logic-based puzzles,[br]and tricky platforming challenges - but players 0:03:56.659,0:04:00.549 didn’t always know if the level required[br]them to engage their brain… or engage their 0:04:00.549,0:04:01.680 thumbs. 0:04:01.680,0:04:05.870 One solution to this problem is to simply[br]communicate this information to the player. 0:04:05.870,0:04:10.329 In Grapple Dog, there should be no confusion[br]about how to tackle these speed-run, time-attack 0:04:10.329,0:04:15.519 stages - I mean, the door has a fast-forward[br]icon on it, there’s a countdown, Pablo starts 0:04:15.519,0:04:19.370 in a sprinter’s pose, the background is[br]a racing flag, and so on. 0:04:19.370,0:04:24.610 Another solution is to just change the player’s[br]current actions from level to level - or punish 0:04:24.610,0:04:26.960 the player for using the wrong ones. 0:04:26.960,0:04:31.060 In the Batman: Arkham games, if you try to[br]play these stealth sections like a beat ‘em 0:04:31.060,0:04:34.130 up, you’ll very quickly end up full of holes. 0:04:34.130,0:04:38.350 The final challenge is that the different[br]genres can distract from each other, or compete 0:04:38.350,0:04:41.460 for the player’s attention, or break the[br]game’s flow. 0:04:41.460,0:04:46.070 Sid Meier discovered this when making Covert[br]Action - a game where you solve a mystery 0:04:46.070,0:04:48.030 by doing various mini-games. 0:04:48.030,0:04:52.670 Meier says that when players got sucked in[br]to action scenes that were too long, too intense, 0:04:52.670,0:04:54.470 and felt disconnected from everything else... 0:04:54.470,0:04:56.200 they forgot all about the mystery. 0:04:56.200,0:05:00.060 He says “You'd spend ten minutes or so,[br]of real time, in a mission. 0:05:00.060,0:05:04.320 And by the time you got out of [it], you had[br]no idea of what was going on in the world.” 0:05:04.320,0:05:07.810 One solution is to keep the different segments[br]short - so you’re always coming back to 0:05:07.810,0:05:08.810 the main event. 0:05:08.810,0:05:14.440 Or, to always have the different genres feed[br]in to each other - back in XCOM, the advances 0:05:14.440,0:05:18.530 you make in your base will directly impact[br]your chances in the tactical battles. 0:05:18.530,0:05:23.350 And the decisions you make on the battlefield[br]will feed back into your base. 0:05:23.350,0:05:25.980 That way you never forget about the other[br]side of the game. 0:05:25.980,0:05:30.850 But the main solution is to consider the game’s[br]core focus, and to make sure everything is 0:05:30.850,0:05:32.800 pointing in that same direction. 0:05:32.800,0:05:37.490 In Persona, the games are all about your relationship[br]with your core group of friends. 0:05:37.490,0:05:45.830 And that’s a theme that is strongly evoked[br]in both the RPG battles and the regular life 0:05:45.830,0:05:48.860 simulator stuff. 0:05:48.860,0:05:54.560 Okay, so the second way to combine genres[br]is to use the “play style method”. 0:05:54.560,0:05:58.950 This is when you can approach a game in multiple[br]ways, using skills and actions that come from 0:05:58.950,0:06:00.890 different genres of game. 0:06:00.890,0:06:06.971 Deus Ex was designed as a mash-up of first-person[br]shooter, RPG, and stealth game - and so you 0:06:06.971,0:06:09.860 can play the game in whatever mode you prefer. 0:06:09.860,0:06:15.460 And in Skyrim, you can play with magic spells,[br]swords and shields, bow and arrow, and more. 0:06:15.460,0:06:19.880 The advantage to this approach is player choice[br]and agency. 0:06:19.880,0:06:23.680 You get to pick a genre that you like best,[br]and play the game in that style. 0:06:23.680,0:06:27.870 It’s also good for variety, as you can jump[br]between different genres when you feel like 0:06:27.870,0:06:32.120 it - and it gives you a good reason to play[br]through the game multiple times. 0:06:32.120,0:06:35.730 The challenge is that your game is going to[br]be compared to titles that focus on doing 0:06:35.730,0:06:38.280 a single thing really well. 0:06:38.280,0:06:43.860 Deus Ex is brilliant, but the constituent[br]parts just pale in comparison to its contemporaries 0:06:43.860,0:06:47.240 like Half-Life, Baldur’s Gate, and Thief. 0:06:47.240,0:06:51.490 Designer Warren Spector says “if we get[br]judged on the basis of any individual genre, 0:06:51.490,0:06:54.760 we’re doomed because we’re just not going[br]to be as good.” 0:06:54.760,0:06:58.680 So it’s important to really communicate[br]the advantages of letting players decide their 0:06:58.680,0:07:02.470 own play style - through marketing and in-game[br]messages. 0:07:02.470,0:07:06.290 Another challenge is that you’re almost[br]making multiple games at once. 0:07:06.290,0:07:09.170 And that means your resources get spread pretty[br]thin. 0:07:09.170,0:07:13.460 The modern Wolfenstein games are designed[br]to have three play styles - dubbed mayhem, 0:07:13.460,0:07:15.510 tactical, and stealth. 0:07:15.510,0:07:20.230 But Machine Games has admitted that it just[br]didn’t spend as much time on stealth - leading 0:07:20.230,0:07:23.490 to annoying gameplay like guards spotting[br]you too easily. 0:07:23.490,0:07:28.230 In terms of design, another challenge is that[br]when presented with multiple play styles, 0:07:28.230,0:07:33.470 a great deal of players will just choose one[br]and stick with it to the end credits - refusing 0:07:33.470,0:07:35.270 to try anything else. 0:07:35.270,0:07:38.950 We see this when players quick load back to[br]a previous save file when they get spotted 0:07:38.950,0:07:42.750 in Dishonored - instead of switching to a[br]more violent play style. 0:07:42.750,0:07:46.660 Designers should be careful not to compound[br]the problem, by rewarding the actions made 0:07:46.660,0:07:52.170 in a play style… with tools and skills that[br]help that play style. 0:07:52.170,0:07:53.710 Positive feedback loop right there. 0:07:53.710,0:07:58.830 Instead, try giving general skill points that[br]can be spent on any type of action - or allow 0:07:58.830,0:08:02.780 the player to re-spec and try a completely[br]different build. 0:08:02.780,0:08:06.220 Designers can also give players an incentive[br]to try out different styles. 0:08:06.220,0:08:11.010 In Hades, it can be tempting to stick to a[br]single weapon - but the game provides a reward 0:08:11.010,0:08:12.950 for swapping to a new one. 0:08:12.950,0:08:18.090 You can also use the narrative and context[br]to allow for different approaches. 0:08:18.090,0:08:23.030 Perhaps Dishonored’s judgmental chaos system[br]stopped you from killing - but in Deathloop, 0:08:23.030,0:08:24.860 there’s no such system. 0:08:24.860,0:08:29.410 And the entire world resets every morning,[br]so if your actions aren’t gonna have lasting 0:08:29.410,0:08:31.920 consequences, why not try something different? 0:08:31.920,0:08:37.460 What you probably don’t want to do is force[br]players to choose another play style, by suddenly 0:08:37.460,0:08:39.490 making one approach impossible. 0:08:39.490,0:08:45.410 In Deus Ex: Human Revolution, you can play[br]in both lethal and non-lethal ways - that 0:08:45.410,0:08:49.210 is, until the boss battles which force you[br]to fight. 0:08:49.210,0:08:52.340 Even if you don’t have the skills or items[br]to do so. 0:08:52.340,0:08:57.340 This was such a bone of contention that the[br]bosses were completely redesigned in the game’s 0:08:57.340,0:08:58.340 Director’s Cut. 0:08:58.340,0:09:03.060 The solution here is to ensure that each play[br]style has a valid, and enjoyable route through 0:09:03.060,0:09:04.860 each and every level. 0:09:04.860,0:09:09.380 Then, studios need to thoroughly test the[br]game in every possible play style to ensure 0:09:09.380,0:09:11.140 there are no brick walls. 0:09:11.140,0:09:15.030 Because if you make the promise of “play[br]it your way”, some players are simply going 0:09:15.030,0:09:25.420 to feel betrayed if you suddenly make their[br]preferred approach impossible. 0:09:25.420,0:09:30.180 The third, and final way to mix genres is[br]to use the “blend method”. 0:09:30.180,0:09:35.000 This is when we take aspects from two different[br]genres, and merge them together to make something 0:09:35.000,0:09:36.000 new. 0:09:36.000,0:09:41.020 So Portal has cursor-based aiming and a first-person[br]camera, borrowed from shooters. 0:09:41.020,0:09:45.330 And it pairs that with puzzles from, well,[br]puzzle games. 0:09:45.330,0:09:50.960 Battlechef Brigade has knockabout combat from[br]a brawler, mixed with the puzzles of a match-three 0:09:50.960,0:09:51.960 game. 0:09:51.960,0:09:55.380 Rocket League is FIFA meets Burnout. 0:09:55.380,0:10:01.360 The advantage to this method is the creation[br]of entirely new games, and perhaps even new 0:10:01.360,0:10:02.360 genres. 0:10:02.360,0:10:07.800 And so we get wildly novel and inventive titles[br]like Crypt of the Necrodancer - a rhythm-based 0:10:07.800,0:10:08.890 roguelike. 0:10:08.890,0:10:13.550 And Toodee and Topdee - a puzzle game where[br]you can switch from top-down box-shoving to 0:10:13.550,0:10:16.340 side-on platforming at the press of a button. 0:10:16.340,0:10:22.490 It can also be used to freshen up dusty old[br]genres, by looking outside of current conventions. 0:10:22.490,0:10:27.490 RPGs typically have clunky turn-based battles,[br]but we’ve seen role-playing games borrow 0:10:27.490,0:10:32.820 from brawlers, puzzle games, third-person[br]shooters, bullet hell shmups, and rhythm-action 0:10:32.820,0:10:33.820 titles. 0:10:33.820,0:10:38.150 A potential problem with this approach is[br]that the two genres may end up just being 0:10:38.150,0:10:39.780 incompatible. 0:10:39.780,0:10:42.690 The Metroidvania Chasm is a good example. 0:10:42.690,0:10:49.020 Perhaps the biggest advantage of the Metroidvania[br]is a richly detailed, handcrafted world map. 0:10:49.020,0:10:54.260 But Chasm skips that by pairing up with a[br]roguelike, which has the disadvantage of using 0:10:54.260,0:10:59.000 procedural generation to make worlds that[br]feel quite bland and impersonal. 0:10:59.000,0:11:03.920 Another example is how the RPG elements added[br]to Assassin’s Creed subtly undermine the 0:11:03.920,0:11:08.730 assassin fantasy, by removing instant stealth[br]kills on higher-level enemies. 0:11:08.730,0:11:14.000 Or how the loot-based armour system in Marvel’s[br]Avengers awkwardly fits with the superhero 0:11:14.000,0:11:15.000 theme. 0:11:15.000,0:11:17.400 Did I just upgrade The Hulk’s skeleton?! 0:11:17.400,0:11:21.190 So, instead, you should use genres that complement[br]each other. 0:11:21.190,0:11:26.550 Back to Spelunky, Derek Yu liked how platformers[br]were easy to pick up and play, but didn’t 0:11:26.550,0:11:30.150 like how the games relied on players memorising[br]level layouts. 0:11:30.150,0:11:34.820 And as for roguelikes, he loved the variety[br]in the random level generation - but didn’t 0:11:34.820,0:11:37.010 like all the cryptic commands and systems. 0:11:37.010,0:11:42.680 But by combining the two, the positives of[br]one genre managed to actually cancel out the 0:11:42.680,0:11:44.460 negatives of the other. 0:11:44.460,0:11:48.630 Derek Yu says “Nothing was compromised to[br]make something else fit and each part only 0:11:48.630,0:11:51.060 boosted the signal of the other parts.” 0:11:51.060,0:11:55.030 You can also look for genres with a lot of[br]similarities, so that they’ll gel together 0:11:55.030,0:11:56.330 more easily. 0:11:56.330,0:12:01.160 When Yacht Club Games mashed up a roguelike[br]with an action puzzler in Shovel Knight: Pocket 0:12:01.160,0:12:04.870 Dungeon, the studio realised that the two[br]genres have a lot of similarities. 0:12:04.870,0:12:11.130 They both operate on grids, have simple controls,[br]involve a lot of randomness, feature long 0:12:11.130,0:12:14.980 runs that start from scratch, and require[br]thinking several moves ahead. 0:12:14.980,0:12:20.430 It was easy, and natural, to put them together. 0:12:20.430,0:12:23.790 So, there we have it. 0:12:23.790,0:12:27.490 You can combine genres by switching back and[br]forth at different times. 0:12:27.490,0:12:29.980 By letting players choose their own playstyle. 0:12:29.980,0:12:33.830 Or by blending together different genres to[br]make something new. 0:12:33.830,0:12:36.550 But whatever route you take, there are challenges[br]to overcome. 0:12:36.550,0:12:41.230 The games in this video show that the problems[br]aren’t unsolvable - you just need to be 0:12:41.230,0:12:43.060 smart about your design. 0:12:43.060,0:12:47.050 Let me know your favourite genre mash-ups,[br]in the comments down below. 0:12:47.050,0:12:48.930 Hey, thanks for watching! 0:12:48.930,0:12:52.500 Did you know that I made a video essay that[br]you can play? 0:12:52.500,0:12:57.410 Platformer Toolkit, now available on Itch.io,[br]is a free game that lets you see what it’s 0:12:57.410,0:13:01.730 like to make your own platformer - giving[br]you access to dozens of sliders, checkboxes 0:13:01.730,0:13:06.150 and graphs that drive the main character’s[br]movement. 0:13:06.150,0:13:06.570 Check it out!