1 00:00:00,199 --> 00:00:05,939 In 2008, game designer Derek Yu couldn’t figure out what type of game to make next. 2 00:00:05,939 --> 00:00:07,830 Perhaps, he should make a platformer. 3 00:00:07,830 --> 00:00:11,940 But, despite making a few prototypes - nothing seemed right. 4 00:00:11,940 --> 00:00:16,770 So perhaps he should make a roguelike - you know, a top-down dungeon crawler, with randomly 5 00:00:16,770 --> 00:00:17,770 generated levels. 6 00:00:17,770 --> 00:00:19,610 But that didn’t work either. 7 00:00:19,610 --> 00:00:24,430 His prototypes just didn’t seem to add anything new to their respective genres. 8 00:00:24,430 --> 00:00:27,260 And that’s when it clicked. 9 00:00:27,260 --> 00:00:32,580 What if he made a platformer - with tense jumps and scrappy, real-time combat. 10 00:00:32,580 --> 00:00:37,840 But, like a roguelike, the game would have randomly generated levels, and high stakes 11 00:00:37,840 --> 00:00:38,840 permadeath. 12 00:00:38,840 --> 00:00:42,090 And thus, Spelunky was born. 13 00:00:42,090 --> 00:00:45,580 And about eight million other games that borrow elements from the roguelike genre. 14 00:00:45,580 --> 00:00:50,000 You see, we like to put games into tidy little boxes. 15 00:00:50,000 --> 00:00:51,300 Platformers. 16 00:00:51,300 --> 00:00:52,460 First-person shooters. 17 00:00:52,460 --> 00:00:53,490 Racing games. 18 00:00:53,490 --> 00:00:54,490 Puzzlers. 19 00:00:54,490 --> 00:00:58,970 We neatly categorise games based on things like their mechanics, camera perspective, 20 00:00:58,970 --> 00:01:01,120 level structure, and rules. 21 00:01:01,120 --> 00:01:06,280 But, brilliant things can be produced when those lines are blurred, and those genres 22 00:01:06,280 --> 00:01:07,439 are mushed together. 23 00:01:07,439 --> 00:01:12,100 Sadly, it’s not at easy as chucking a bunch of things into a pot and hoping something 24 00:01:12,100 --> 00:01:13,200 good comes out. 25 00:01:13,200 --> 00:01:16,090 Get the mix wrong, and the result can be disastrous. 26 00:01:16,090 --> 00:01:21,490 So, in this video let’s look at how games can shove together radically different genres… 27 00:01:21,490 --> 00:01:22,720 with success. 28 00:01:22,720 --> 00:01:27,240 I’m Mark Brown, and this is Game Maker’s Toolkit. 29 00:01:27,240 --> 00:01:31,431 Okay, so I think there are three different ways to combine genres in games. 30 00:01:31,431 --> 00:01:35,899 And so I’ll start with what I’m calling the “hand-off method”. 31 00:01:35,899 --> 00:01:40,520 This is when a game jumps back and forth between different genres, at different times. 32 00:01:40,520 --> 00:01:46,969 So, consider Persona - which is sometimes a dungeon-crawling JRPG, and sometimes a visual 33 00:01:46,969 --> 00:01:48,599 novel-like life simulator. 34 00:01:48,599 --> 00:01:54,741 Or Uncharted, which quickly bounces between shooting, platforming, puzzle solving, and 35 00:01:54,741 --> 00:01:55,741 driving. 36 00:01:55,741 --> 00:01:59,090 The key advantage to this approach is pacing and variety. 37 00:01:59,090 --> 00:02:03,899 It can get boring to do the exact same type of gameplay for hours on end, so if you mix 38 00:02:03,899 --> 00:02:06,850 up the genre, you can keep players engaged for longer. 39 00:02:06,850 --> 00:02:11,180 It can also be used to make sure the gameplay always fits what’s happening in the narrative 40 00:02:11,180 --> 00:02:16,409 - because tense RPG battles wouldn’t make sense when you’re doing after-school chores. 41 00:02:16,409 --> 00:02:22,720 The biggest challenge here is that some players may not like every genre in the mix. 42 00:02:22,720 --> 00:02:26,959 If you bought God of War for the frantic, ultra violent, button-bashy, combat… then 43 00:02:26,959 --> 00:02:30,650 you might find the slow-paced puzzles to be a complete drag. 44 00:02:30,650 --> 00:02:33,670 There are some solutions to this, though. 45 00:02:33,670 --> 00:02:39,010 Like, Uncharted does have puzzles… but they’re not exactly brain-busting conundrums. 46 00:02:39,010 --> 00:02:43,230 In this series, the combat seems to be the primary genre - and so that’s where you’ll 47 00:02:43,230 --> 00:02:45,420 find the most depth and challenge. 48 00:02:45,420 --> 00:02:49,640 The secondary genres are pretty much just palette cleansing fluff - and so they’re 49 00:02:49,640 --> 00:02:54,819 kept super simple to ensure they don’t upset players who only want to do the shooty bits. 50 00:02:54,819 --> 00:02:58,390 Going further, you can make those secondary genres optional. 51 00:02:58,390 --> 00:03:02,891 In Shovel Knight: King of Cards, you never need to play the card battler if you’d prefer 52 00:03:02,891 --> 00:03:05,069 to just focus on the platforming. 53 00:03:05,069 --> 00:03:10,299 In L.A. Noire, if you fail at these dopy third-person shooter bits, you can skip right past them 54 00:03:10,299 --> 00:03:12,530 to get back to the detective puzzles. 55 00:03:12,530 --> 00:03:16,959 And in the Yakuza series, you never need to bother with the management side of things, 56 00:03:16,959 --> 00:03:18,640 after you’ve passed the tutorial. 57 00:03:18,640 --> 00:03:22,709 You can also try to pick genres with strong similarities, so it’s likely that players 58 00:03:22,709 --> 00:03:24,989 will enjoy both types of game. 59 00:03:24,989 --> 00:03:29,340 If you enjoy the turn-based tactical battles in XCOM, then it’s not a huge stretch to 60 00:03:29,340 --> 00:03:32,209 assume that you’ll also like the strategic layer. 61 00:03:32,209 --> 00:03:35,870 Consider what sort of skills are required in the primary genre, and be wary of asking 62 00:03:35,870 --> 00:03:38,230 players to suddenly need entirely different ones. 63 00:03:38,230 --> 00:03:41,050 I mean, a rhythm-based boss battle. 64 00:03:41,050 --> 00:03:42,180 Really? 65 00:03:42,180 --> 00:03:46,310 Another challenge is that players may be confused about how they should be approaching the current 66 00:03:46,310 --> 00:03:47,310 level. 67 00:03:47,310 --> 00:03:51,219 I ran into this problem with the first demo for my Untitled Magnet Game. 68 00:03:51,219 --> 00:03:56,659 I wanted to include both logic-based puzzles, and tricky platforming challenges - but players 69 00:03:56,659 --> 00:04:00,549 didn’t always know if the level required them to engage their brain… or engage their 70 00:04:00,549 --> 00:04:01,680 thumbs. 71 00:04:01,680 --> 00:04:05,870 One solution to this problem is to simply communicate this information to the player. 72 00:04:05,870 --> 00:04:10,329 In Grapple Dog, there should be no confusion about how to tackle these speed-run, time-attack 73 00:04:10,329 --> 00:04:15,519 stages - I mean, the door has a fast-forward icon on it, there’s a countdown, Pablo starts 74 00:04:15,519 --> 00:04:19,370 in a sprinter’s pose, the background is a racing flag, and so on. 75 00:04:19,370 --> 00:04:24,610 Another solution is to just change the player’s current actions from level to level - or punish 76 00:04:24,610 --> 00:04:26,960 the player for using the wrong ones. 77 00:04:26,960 --> 00:04:31,060 In the Batman: Arkham games, if you try to play these stealth sections like a beat ‘em 78 00:04:31,060 --> 00:04:34,130 up, you’ll very quickly end up full of holes. 79 00:04:34,130 --> 00:04:38,350 The final challenge is that the different genres can distract from each other, or compete 80 00:04:38,350 --> 00:04:41,460 for the player’s attention, or break the game’s flow. 81 00:04:41,460 --> 00:04:46,070 Sid Meier discovered this when making Covert Action - a game where you solve a mystery 82 00:04:46,070 --> 00:04:48,030 by doing various mini-games. 83 00:04:48,030 --> 00:04:52,670 Meier says that when players got sucked in to action scenes that were too long, too intense, 84 00:04:52,670 --> 00:04:54,470 and felt disconnected from everything else... 85 00:04:54,470 --> 00:04:56,200 they forgot all about the mystery. 86 00:04:56,200 --> 00:05:00,060 He says “You'd spend ten minutes or so, of real time, in a mission. 87 00:05:00,060 --> 00:05:04,320 And by the time you got out of [it], you had no idea of what was going on in the world.” 88 00:05:04,320 --> 00:05:07,810 One solution is to keep the different segments short - so you’re always coming back to 89 00:05:07,810 --> 00:05:08,810 the main event. 90 00:05:08,810 --> 00:05:14,440 Or, to always have the different genres feed in to each other - back in XCOM, the advances 91 00:05:14,440 --> 00:05:18,530 you make in your base will directly impact your chances in the tactical battles. 92 00:05:18,530 --> 00:05:23,350 And the decisions you make on the battlefield will feed back into your base. 93 00:05:23,350 --> 00:05:25,980 That way you never forget about the other side of the game. 94 00:05:25,980 --> 00:05:30,850 But the main solution is to consider the game’s core focus, and to make sure everything is 95 00:05:30,850 --> 00:05:32,800 pointing in that same direction. 96 00:05:32,800 --> 00:05:37,490 In Persona, the games are all about your relationship with your core group of friends. 97 00:05:37,490 --> 00:05:45,830 And that’s a theme that is strongly evoked in both the RPG battles and the regular life 98 00:05:45,830 --> 00:05:48,860 simulator stuff. 99 00:05:48,860 --> 00:05:54,560 Okay, so the second way to combine genres is to use the “play style method”. 100 00:05:54,560 --> 00:05:58,950 This is when you can approach a game in multiple ways, using skills and actions that come from 101 00:05:58,950 --> 00:06:00,890 different genres of game. 102 00:06:00,890 --> 00:06:06,971 Deus Ex was designed as a mash-up of first-person shooter, RPG, and stealth game - and so you 103 00:06:06,971 --> 00:06:09,860 can play the game in whatever mode you prefer. 104 00:06:09,860 --> 00:06:15,460 And in Skyrim, you can play with magic spells, swords and shields, bow and arrow, and more. 105 00:06:15,460 --> 00:06:19,880 The advantage to this approach is player choice and agency. 106 00:06:19,880 --> 00:06:23,680 You get to pick a genre that you like best, and play the game in that style. 107 00:06:23,680 --> 00:06:27,870 It’s also good for variety, as you can jump between different genres when you feel like 108 00:06:27,870 --> 00:06:32,120 it - and it gives you a good reason to play through the game multiple times. 109 00:06:32,120 --> 00:06:35,730 The challenge is that your game is going to be compared to titles that focus on doing 110 00:06:35,730 --> 00:06:38,280 a single thing really well. 111 00:06:38,280 --> 00:06:43,860 Deus Ex is brilliant, but the constituent parts just pale in comparison to its contemporaries 112 00:06:43,860 --> 00:06:47,240 like Half-Life, Baldur’s Gate, and Thief. 113 00:06:47,240 --> 00:06:51,490 Designer Warren Spector says “if we get judged on the basis of any individual genre, 114 00:06:51,490 --> 00:06:54,760 we’re doomed because we’re just not going to be as good.” 115 00:06:54,760 --> 00:06:58,680 So it’s important to really communicate the advantages of letting players decide their 116 00:06:58,680 --> 00:07:02,470 own play style - through marketing and in-game messages. 117 00:07:02,470 --> 00:07:06,290 Another challenge is that you’re almost making multiple games at once. 118 00:07:06,290 --> 00:07:09,170 And that means your resources get spread pretty thin. 119 00:07:09,170 --> 00:07:13,460 The modern Wolfenstein games are designed to have three play styles - dubbed mayhem, 120 00:07:13,460 --> 00:07:15,510 tactical, and stealth. 121 00:07:15,510 --> 00:07:20,230 But Machine Games has admitted that it just didn’t spend as much time on stealth - leading 122 00:07:20,230 --> 00:07:23,490 to annoying gameplay like guards spotting you too easily. 123 00:07:23,490 --> 00:07:28,230 In terms of design, another challenge is that when presented with multiple play styles, 124 00:07:28,230 --> 00:07:33,470 a great deal of players will just choose one and stick with it to the end credits - refusing 125 00:07:33,470 --> 00:07:35,270 to try anything else. 126 00:07:35,270 --> 00:07:38,950 We see this when players quick load back to a previous save file when they get spotted 127 00:07:38,950 --> 00:07:42,750 in Dishonored - instead of switching to a more violent play style. 128 00:07:42,750 --> 00:07:46,660 Designers should be careful not to compound the problem, by rewarding the actions made 129 00:07:46,660 --> 00:07:52,170 in a play style… with tools and skills that help that play style. 130 00:07:52,170 --> 00:07:53,710 Positive feedback loop right there. 131 00:07:53,710 --> 00:07:58,830 Instead, try giving general skill points that can be spent on any type of action - or allow 132 00:07:58,830 --> 00:08:02,780 the player to re-spec and try a completely different build. 133 00:08:02,780 --> 00:08:06,220 Designers can also give players an incentive to try out different styles. 134 00:08:06,220 --> 00:08:11,010 In Hades, it can be tempting to stick to a single weapon - but the game provides a reward 135 00:08:11,010 --> 00:08:12,950 for swapping to a new one. 136 00:08:12,950 --> 00:08:18,090 You can also use the narrative and context to allow for different approaches. 137 00:08:18,090 --> 00:08:23,030 Perhaps Dishonored’s judgmental chaos system stopped you from killing - but in Deathloop, 138 00:08:23,030 --> 00:08:24,860 there’s no such system. 139 00:08:24,860 --> 00:08:29,410 And the entire world resets every morning, so if your actions aren’t gonna have lasting 140 00:08:29,410 --> 00:08:31,920 consequences, why not try something different? 141 00:08:31,920 --> 00:08:37,460 What you probably don’t want to do is force players to choose another play style, by suddenly 142 00:08:37,460 --> 00:08:39,490 making one approach impossible. 143 00:08:39,490 --> 00:08:45,410 In Deus Ex: Human Revolution, you can play in both lethal and non-lethal ways - that 144 00:08:45,410 --> 00:08:49,210 is, until the boss battles which force you to fight. 145 00:08:49,210 --> 00:08:52,340 Even if you don’t have the skills or items to do so. 146 00:08:52,340 --> 00:08:57,340 This was such a bone of contention that the bosses were completely redesigned in the game’s 147 00:08:57,340 --> 00:08:58,340 Director’s Cut. 148 00:08:58,340 --> 00:09:03,060 The solution here is to ensure that each play style has a valid, and enjoyable route through 149 00:09:03,060 --> 00:09:04,860 each and every level. 150 00:09:04,860 --> 00:09:09,380 Then, studios need to thoroughly test the game in every possible play style to ensure 151 00:09:09,380 --> 00:09:11,140 there are no brick walls. 152 00:09:11,140 --> 00:09:15,030 Because if you make the promise of “play it your way”, some players are simply going 153 00:09:15,030 --> 00:09:25,420 to feel betrayed if you suddenly make their preferred approach impossible. 154 00:09:25,420 --> 00:09:30,180 The third, and final way to mix genres is to use the “blend method”. 155 00:09:30,180 --> 00:09:35,000 This is when we take aspects from two different genres, and merge them together to make something 156 00:09:35,000 --> 00:09:36,000 new. 157 00:09:36,000 --> 00:09:41,020 So Portal has cursor-based aiming and a first-person camera, borrowed from shooters. 158 00:09:41,020 --> 00:09:45,330 And it pairs that with puzzles from, well, puzzle games. 159 00:09:45,330 --> 00:09:50,960 Battlechef Brigade has knockabout combat from a brawler, mixed with the puzzles of a match-three 160 00:09:50,960 --> 00:09:51,960 game. 161 00:09:51,960 --> 00:09:55,380 Rocket League is FIFA meets Burnout. 162 00:09:55,380 --> 00:10:01,360 The advantage to this method is the creation of entirely new games, and perhaps even new 163 00:10:01,360 --> 00:10:02,360 genres. 164 00:10:02,360 --> 00:10:07,800 And so we get wildly novel and inventive titles like Crypt of the Necrodancer - a rhythm-based 165 00:10:07,800 --> 00:10:08,890 roguelike. 166 00:10:08,890 --> 00:10:13,550 And Toodee and Topdee - a puzzle game where you can switch from top-down box-shoving to 167 00:10:13,550 --> 00:10:16,340 side-on platforming at the press of a button. 168 00:10:16,340 --> 00:10:22,490 It can also be used to freshen up dusty old genres, by looking outside of current conventions. 169 00:10:22,490 --> 00:10:27,490 RPGs typically have clunky turn-based battles, but we’ve seen role-playing games borrow 170 00:10:27,490 --> 00:10:32,820 from brawlers, puzzle games, third-person shooters, bullet hell shmups, and rhythm-action 171 00:10:32,820 --> 00:10:33,820 titles. 172 00:10:33,820 --> 00:10:38,150 A potential problem with this approach is that the two genres may end up just being 173 00:10:38,150 --> 00:10:39,780 incompatible. 174 00:10:39,780 --> 00:10:42,690 The Metroidvania Chasm is a good example. 175 00:10:42,690 --> 00:10:49,020 Perhaps the biggest advantage of the Metroidvania is a richly detailed, handcrafted world map. 176 00:10:49,020 --> 00:10:54,260 But Chasm skips that by pairing up with a roguelike, which has the disadvantage of using 177 00:10:54,260 --> 00:10:59,000 procedural generation to make worlds that feel quite bland and impersonal. 178 00:10:59,000 --> 00:11:03,920 Another example is how the RPG elements added to Assassin’s Creed subtly undermine the 179 00:11:03,920 --> 00:11:08,730 assassin fantasy, by removing instant stealth kills on higher-level enemies. 180 00:11:08,730 --> 00:11:14,000 Or how the loot-based armour system in Marvel’s Avengers awkwardly fits with the superhero 181 00:11:14,000 --> 00:11:15,000 theme. 182 00:11:15,000 --> 00:11:17,400 Did I just upgrade The Hulk’s skeleton?! 183 00:11:17,400 --> 00:11:21,190 So, instead, you should use genres that complement each other. 184 00:11:21,190 --> 00:11:26,550 Back to Spelunky, Derek Yu liked how platformers were easy to pick up and play, but didn’t 185 00:11:26,550 --> 00:11:30,150 like how the games relied on players memorising level layouts. 186 00:11:30,150 --> 00:11:34,820 And as for roguelikes, he loved the variety in the random level generation - but didn’t 187 00:11:34,820 --> 00:11:37,010 like all the cryptic commands and systems. 188 00:11:37,010 --> 00:11:42,680 But by combining the two, the positives of one genre managed to actually cancel out the 189 00:11:42,680 --> 00:11:44,460 negatives of the other. 190 00:11:44,460 --> 00:11:48,630 Derek Yu says “Nothing was compromised to make something else fit and each part only 191 00:11:48,630 --> 00:11:51,060 boosted the signal of the other parts.” 192 00:11:51,060 --> 00:11:55,030 You can also look for genres with a lot of similarities, so that they’ll gel together 193 00:11:55,030 --> 00:11:56,330 more easily. 194 00:11:56,330 --> 00:12:01,160 When Yacht Club Games mashed up a roguelike with an action puzzler in Shovel Knight: Pocket 195 00:12:01,160 --> 00:12:04,870 Dungeon, the studio realised that the two genres have a lot of similarities. 196 00:12:04,870 --> 00:12:11,130 They both operate on grids, have simple controls, involve a lot of randomness, feature long 197 00:12:11,130 --> 00:12:14,980 runs that start from scratch, and require thinking several moves ahead. 198 00:12:14,980 --> 00:12:20,430 It was easy, and natural, to put them together. 199 00:12:20,430 --> 00:12:23,790 So, there we have it. 200 00:12:23,790 --> 00:12:27,490 You can combine genres by switching back and forth at different times. 201 00:12:27,490 --> 00:12:29,980 By letting players choose their own playstyle. 202 00:12:29,980 --> 00:12:33,830 Or by blending together different genres to make something new. 203 00:12:33,830 --> 00:12:36,550 But whatever route you take, there are challenges to overcome. 204 00:12:36,550 --> 00:12:41,230 The games in this video show that the problems aren’t unsolvable - you just need to be 205 00:12:41,230 --> 00:12:43,060 smart about your design. 206 00:12:43,060 --> 00:12:47,050 Let me know your favourite genre mash-ups, in the comments down below. 207 00:12:47,050 --> 00:12:48,930 Hey, thanks for watching! 208 00:12:48,930 --> 00:12:52,500 Did you know that I made a video essay that you can play? 209 00:12:52,500 --> 00:12:57,410 Platformer Toolkit, now available on Itch.io, is a free game that lets you see what it’s 210 00:12:57,410 --> 00:13:01,730 like to make your own platformer - giving you access to dozens of sliders, checkboxes 211 00:13:01,730 --> 00:13:06,150 and graphs that drive the main character’s movement. 212 00:13:06,150 --> 00:13:06,570 Check it out!