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비디오 게임 장르를 섞는 방법

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    In 2008, game designer Derek Yu couldn’t
    figure out what type of game to make next.
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    Perhaps, he should make a platformer.
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    But, despite making a few prototypes - nothing
    seemed right.
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    So perhaps he should make a roguelike - you
    know, a top-down dungeon crawler, with randomly
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    generated levels.
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    But that didn’t work either.
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    His prototypes just didn’t seem to add anything
    new to their respective genres.
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    And that’s when it clicked.
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    What if he made a platformer - with tense
    jumps and scrappy, real-time combat.
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    But, like a roguelike, the game would have
    randomly generated levels, and high stakes
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    permadeath.
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    And thus, Spelunky was born.
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    And about eight million other games that borrow
    elements from the roguelike genre.
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    You see, we like to put games into tidy little
    boxes.
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    Platformers.
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    First-person shooters.
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    Racing games.
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    Puzzlers.
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    We neatly categorise games based on things
    like their mechanics, camera perspective,
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    level structure, and rules.
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    But, brilliant things can be produced when
    those lines are blurred, and those genres
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    are mushed together.
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    Sadly, it’s not at easy as chucking a bunch
    of things into a pot and hoping something
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    good comes out.
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    Get the mix wrong, and the result can be disastrous.
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    So, in this video let’s look at how games
    can shove together radically different genres…
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    with success.
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    I’m Mark Brown, and this is Game Maker’s
    Toolkit.
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    Okay, so I think there are three different
    ways to combine genres in games.
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    And so I’ll start with what I’m calling
    the “hand-off method”.
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    This is when a game jumps back and forth between
    different genres, at different times.
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    So, consider Persona - which is sometimes
    a dungeon-crawling JRPG, and sometimes a visual
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    novel-like life simulator.
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    Or Uncharted, which quickly bounces between
    shooting, platforming, puzzle solving, and
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    driving.
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    The key advantage to this approach is pacing
    and variety.
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    It can get boring to do the exact same type
    of gameplay for hours on end, so if you mix
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    up the genre, you can keep players engaged
    for longer.
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    It can also be used to make sure the gameplay
    always fits what’s happening in the narrative
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    - because tense RPG battles wouldn’t make
    sense when you’re doing after-school chores.
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    The biggest challenge here is that some players
    may not like every genre in the mix.
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    If you bought God of War for the frantic,
    ultra violent, button-bashy, combat… then
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    you might find the slow-paced puzzles to be
    a complete drag.
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    There are some solutions to this, though.
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    Like, Uncharted does have puzzles… but they’re
    not exactly brain-busting conundrums.
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    In this series, the combat seems to be the
    primary genre - and so that’s where you’ll
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    find the most depth and challenge.
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    The secondary genres are pretty much just
    palette cleansing fluff - and so they’re
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    kept super simple to ensure they don’t upset
    players who only want to do the shooty bits.
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    Going further, you can make those secondary
    genres optional.
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    In Shovel Knight: King of Cards, you never
    need to play the card battler if you’d prefer
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    to just focus on the platforming.
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    In L.A. Noire, if you fail at these dopy third-person
    shooter bits, you can skip right past them
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    to get back to the detective puzzles.
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    And in the Yakuza series, you never need to
    bother with the management side of things,
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    after you’ve passed the tutorial.
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    You can also try to pick genres with strong
    similarities, so it’s likely that players
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    will enjoy both types of game.
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    If you enjoy the turn-based tactical battles
    in XCOM, then it’s not a huge stretch to
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    assume that you’ll also like the strategic
    layer.
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    Consider what sort of skills are required
    in the primary genre, and be wary of asking
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    players to suddenly need entirely different
    ones.
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    I mean, a rhythm-based boss battle.
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    Really?
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    Another challenge is that players may be confused
    about how they should be approaching the current
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    level.
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    I ran into this problem with the first demo
    for my Untitled Magnet Game.
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    I wanted to include both logic-based puzzles,
    and tricky platforming challenges - but players
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    didn’t always know if the level required
    them to engage their brain… or engage their
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    thumbs.
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    One solution to this problem is to simply
    communicate this information to the player.
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    In Grapple Dog, there should be no confusion
    about how to tackle these speed-run, time-attack
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    stages - I mean, the door has a fast-forward
    icon on it, there’s a countdown, Pablo starts
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    in a sprinter’s pose, the background is
    a racing flag, and so on.
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    Another solution is to just change the player’s
    current actions from level to level - or punish
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    the player for using the wrong ones.
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    In the Batman: Arkham games, if you try to
    play these stealth sections like a beat ‘em
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    up, you’ll very quickly end up full of holes.
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    The final challenge is that the different
    genres can distract from each other, or compete
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    for the player’s attention, or break the
    game’s flow.
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    Sid Meier discovered this when making Covert
    Action - a game where you solve a mystery
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    by doing various mini-games.
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    Meier says that when players got sucked in
    to action scenes that were too long, too intense,
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    and felt disconnected from everything else...
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    they forgot all about the mystery.
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    He says “You'd spend ten minutes or so,
    of real time, in a mission.
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    And by the time you got out of [it], you had
    no idea of what was going on in the world.”
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    One solution is to keep the different segments
    short - so you’re always coming back to
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    the main event.
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    Or, to always have the different genres feed
    in to each other - back in XCOM, the advances
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    you make in your base will directly impact
    your chances in the tactical battles.
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    And the decisions you make on the battlefield
    will feed back into your base.
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    That way you never forget about the other
    side of the game.
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    But the main solution is to consider the game’s
    core focus, and to make sure everything is
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    pointing in that same direction.
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    In Persona, the games are all about your relationship
    with your core group of friends.
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    And that’s a theme that is strongly evoked
    in both the RPG battles and the regular life
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    simulator stuff.
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    Okay, so the second way to combine genres
    is to use the “play style method”.
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    This is when you can approach a game in multiple
    ways, using skills and actions that come from
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    different genres of game.
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    Deus Ex was designed as a mash-up of first-person
    shooter, RPG, and stealth game - and so you
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    can play the game in whatever mode you prefer.
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    And in Skyrim, you can play with magic spells,
    swords and shields, bow and arrow, and more.
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    The advantage to this approach is player choice
    and agency.
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    You get to pick a genre that you like best,
    and play the game in that style.
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    It’s also good for variety, as you can jump
    between different genres when you feel like
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    it - and it gives you a good reason to play
    through the game multiple times.
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    The challenge is that your game is going to
    be compared to titles that focus on doing
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    a single thing really well.
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    Deus Ex is brilliant, but the constituent
    parts just pale in comparison to its contemporaries
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    like Half-Life, Baldur’s Gate, and Thief.
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    Designer Warren Spector says “if we get
    judged on the basis of any individual genre,
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    we’re doomed because we’re just not going
    to be as good.”
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    So it’s important to really communicate
    the advantages of letting players decide their
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    own play style - through marketing and in-game
    messages.
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    Another challenge is that you’re almost
    making multiple games at once.
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    And that means your resources get spread pretty
    thin.
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    The modern Wolfenstein games are designed
    to have three play styles - dubbed mayhem,
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    tactical, and stealth.
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    But Machine Games has admitted that it just
    didn’t spend as much time on stealth - leading
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    to annoying gameplay like guards spotting
    you too easily.
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    In terms of design, another challenge is that
    when presented with multiple play styles,
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    a great deal of players will just choose one
    and stick with it to the end credits - refusing
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    to try anything else.
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    We see this when players quick load back to
    a previous save file when they get spotted
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    in Dishonored - instead of switching to a
    more violent play style.
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    Designers should be careful not to compound
    the problem, by rewarding the actions made
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    in a play style… with tools and skills that
    help that play style.
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    Positive feedback loop right there.
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    Instead, try giving general skill points that
    can be spent on any type of action - or allow
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    the player to re-spec and try a completely
    different build.
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    Designers can also give players an incentive
    to try out different styles.
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    In Hades, it can be tempting to stick to a
    single weapon - but the game provides a reward
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    for swapping to a new one.
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    You can also use the narrative and context
    to allow for different approaches.
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    Perhaps Dishonored’s judgmental chaos system
    stopped you from killing - but in Deathloop,
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    there’s no such system.
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    And the entire world resets every morning,
    so if your actions aren’t gonna have lasting
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    consequences, why not try something different?
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    What you probably don’t want to do is force
    players to choose another play style, by suddenly
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    making one approach impossible.
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    In Deus Ex: Human Revolution, you can play
    in both lethal and non-lethal ways - that
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    is, until the boss battles which force you
    to fight.
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    Even if you don’t have the skills or items
    to do so.
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    This was such a bone of contention that the
    bosses were completely redesigned in the game’s
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    Director’s Cut.
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    The solution here is to ensure that each play
    style has a valid, and enjoyable route through
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    each and every level.
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    Then, studios need to thoroughly test the
    game in every possible play style to ensure
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    there are no brick walls.
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    Because if you make the promise of “play
    it your way”, some players are simply going
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    to feel betrayed if you suddenly make their
    preferred approach impossible.
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    The third, and final way to mix genres is
    to use the “blend method”.
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    This is when we take aspects from two different
    genres, and merge them together to make something
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    new.
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    So Portal has cursor-based aiming and a first-person
    camera, borrowed from shooters.
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    And it pairs that with puzzles from, well,
    puzzle games.
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    Battlechef Brigade has knockabout combat from
    a brawler, mixed with the puzzles of a match-three
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    game.
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    Rocket League is FIFA meets Burnout.
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    The advantage to this method is the creation
    of entirely new games, and perhaps even new
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    genres.
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    And so we get wildly novel and inventive titles
    like Crypt of the Necrodancer - a rhythm-based
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    roguelike.
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    And Toodee and Topdee - a puzzle game where
    you can switch from top-down box-shoving to
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    side-on platforming at the press of a button.
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    It can also be used to freshen up dusty old
    genres, by looking outside of current conventions.
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    RPGs typically have clunky turn-based battles,
    but we’ve seen role-playing games borrow
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    from brawlers, puzzle games, third-person
    shooters, bullet hell shmups, and rhythm-action
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    titles.
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    A potential problem with this approach is
    that the two genres may end up just being
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    incompatible.
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    The Metroidvania Chasm is a good example.
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    Perhaps the biggest advantage of the Metroidvania
    is a richly detailed, handcrafted world map.
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    But Chasm skips that by pairing up with a
    roguelike, which has the disadvantage of using
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    procedural generation to make worlds that
    feel quite bland and impersonal.
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    Another example is how the RPG elements added
    to Assassin’s Creed subtly undermine the
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    assassin fantasy, by removing instant stealth
    kills on higher-level enemies.
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    Or how the loot-based armour system in Marvel’s
    Avengers awkwardly fits with the superhero
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    theme.
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    Did I just upgrade The Hulk’s skeleton?!
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    So, instead, you should use genres that complement
    each other.
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    Back to Spelunky, Derek Yu liked how platformers
    were easy to pick up and play, but didn’t
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    like how the games relied on players memorising
    level layouts.
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    And as for roguelikes, he loved the variety
    in the random level generation - but didn’t
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    like all the cryptic commands and systems.
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    But by combining the two, the positives of
    one genre managed to actually cancel out the
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    negatives of the other.
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    Derek Yu says “Nothing was compromised to
    make something else fit and each part only
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    boosted the signal of the other parts.”
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    You can also look for genres with a lot of
    similarities, so that they’ll gel together
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    more easily.
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    When Yacht Club Games mashed up a roguelike
    with an action puzzler in Shovel Knight: Pocket
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    Dungeon, the studio realised that the two
    genres have a lot of similarities.
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    They both operate on grids, have simple controls,
    involve a lot of randomness, feature long
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    runs that start from scratch, and require
    thinking several moves ahead.
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    It was easy, and natural, to put them together.
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    So, there we have it.
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    You can combine genres by switching back and
    forth at different times.
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    By letting players choose their own playstyle.
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    Or by blending together different genres to
    make something new.
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    But whatever route you take, there are challenges
    to overcome.
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    The games in this video show that the problems
    aren’t unsolvable - you just need to be
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    smart about your design.
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    Let me know your favourite genre mash-ups,
    in the comments down below.
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    Hey, thanks for watching!
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    Did you know that I made a video essay that
    you can play?
  • 12:52 - 12:57
    Platformer Toolkit, now available on Itch.io,
    is a free game that lets you see what it’s
  • 12:57 - 13:02
    like to make your own platformer - giving
    you access to dozens of sliders, checkboxes
  • 13:02 - 13:06
    and graphs that drive the main character’s
    movement.
  • 13:06 - 13:07
    Check it out!
Title:
비디오 게임 장르를 섞는 방법
Description:

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Video Language:
Korean
Duration:
13:11

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