One of the cardinal rules of videogame design is "Don't
cross the genres." And 99% of the
time, split genre games fail miserably.
This is because players might like one of the genres but
dislike the other, and instead of doubling your demographic, you turn off both
sets of players.
However, this reasoning only applies to revolutionary
breeds, which can be a large pill to swallow in one go. But evolutionary convergence flips the rule
on its head.
For instance, RPGs are considered a fairly hardcore
market. People who play fast-paced
action, racing, or sports games are loath to try an RPG. Too much strategy and not enough direct
in-the-moment control, or too much story and too many cutscenes and not enough
gameplay, or menu-driven systems feel like a Microsoft product; these are all
common complaints from RPG detractors.
Such players would never play an RPG/Racing hybrid if they were die-hard
racing fans with any one of these complaints.
Yet, slowly but surely, aspects of RPGs have snuck into many
genres, including Racing games. Nearly
any game with an upgrade system can be traced back to RPGs, and owes D&D a
thanks.
Early Racing games offered one car, and your skill was all
that mattered. Eventually, the player
was given an option of cars, but the differences were purely visual, and the
option was a necessity when Racing games became multiplayer.
At some point someone had the bright idea to create discrete
statistics for different cars. One might
have a higher top speed with low acceleration and loose steering, and another
might be just the opposite of that. If
cars in the game could crash, a stat was devised for how much damage the car
could take before blowing up.
Once upon a time, these were your options. |
Now players could pick vehicles based on their play style. This might have been an independent genius
who created the stat system based on real car or racing stats, but I suspect he
liked RPGs, too.
And if he didn't then the next guy in line most certainly
did, for soon after that, upgrades were created.
At first, players might win a race and unlock a new car with
better stats. Then someone came up with
the idea to let the player upgrade their original vehicle. But to keep the player from upgrading all at
once, the player would have to win money from races, then use the earnings to
buy upgrades.
The final system is very similar to the RPG system of
leveling up, combined with buying equipment, wrapped in a simplified package to
meet the needs of the Racing genre.
Today, everything from Action bloodbaths like God of War and
casual match-3 games have upgrade systems.
Similarly, RTSs were once considered a hardcore genre, but
the casual Tower Defense genre has its roots in RTSs, combined with a dash of
old arcade games like Space Invaders and Centipede.
Adventure games like MYST are too mind-bending and
sluggishly dull for Action gamers, but navigation-based puzzles give Action
games an intellectual depth that ultimately blends Action with Adventure.
Many genres have wormed their way into others, so much in some
cases that we now use compound words to describe them, like Action-Adventure
and Puzzle-RPG. These genres were slowly
introduced, so audiences could get used to them.
If someone said "I want to make an RTS-Racing
hybrid," it would bomb. But when a
designer is playing an RTS and thinks "Hey, that mechanics might be cool
in a Racing game," the then combo has a chance. And if that's successful, perhaps another RTS
mechanic gets put in the sequel, and so on until the line between genres is too
fuzzy to detect.
No, seriously. |
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