The bottom line
A Soulslike genre would be useful only if it stays broad, built on one or two ideas such as deliberate combat, and not on the full Dark Souls formula. Naming a genre after one landmark game turns that game into a template, and that slows the next wave of innovation.
Key takeaways
- Genres usually begin as clones of one successful game. 1:28
- The four steps are: an innovative hit, clones, clones that change the formula, then a new genre name.
- Lords of the Fallen, The Surge, Nioh and Salt and Sanctuary all copy Dark Souls closely, down to renamed estus flasks and bonfires.
- A genre named after one game becomes a formula that every new game is judged against. 2:17
- Roguelikes stayed close to Rogue for decades, and the 2008 Berlin Interpretation listed 14 factors, from permadeath to ASCII graphics.
- Metroidvania made Super Metroid the model, so most games copy its locks, abilities and world design.
- Reducing a game to a few core ideas lets new games grow. 3:38
- Spelunky kept only random levels and meaningful death, and paired them with a platformer.
- Zelda has no genre and no template, so each Zelda-inspired game is very different.
- Treating one game as the standard pushes aside other games and stalls evolution. 7:23
- Deus Ex became the immersive sim formula, which sidelined Thief and its character-first design.
- Prey felt like a repeat of audio diaries, upgrade trees, hacking mini-games and stealth paths.
- Dark Souls should be honoured by capturing its spirit, not by copying its parts. 10:50
- A broad Soulslike genre could rest on action warm-ups, animation priority and stamina management, as in Let it Die and Dead Cells.
- The spirit of Dark Souls is that it feels unknowable and obtuse, and Hyper Light Drifter captures that where Soulslikes cannot.
Because a genre like this can make us satisfied with what already exists, when we should be pushing against the boundaries and asking "what's next"?
Mark Brown
Chapter summaries
0:00 Intro
Several recent games copy Dark Souls so closely that some critics want to treat them as their own genre.
- Lords of the Fallen looks and plays like a Souls game. 0:14
- It borrows stamina management, the experience points you drop on death, and lots of rolling.
- The Surge is Dark Souls in sci-fi, and Death's Gambit is another 2D take.
- The Surge comes from the same developer as Lords of the Fallen.
- These games add their own ideas, such as stance-based combat and special finishing moves.
- They still copy tiny details, like the homeward bone.
- Some critics say these games form a genre. 1:04
- Patrick Klepek at Waypoint argues for a new genre.
- Suggested names are Soulslikes or Soulsborne.
- Others would simply call these games clones.
- The question is what happens when a game becomes a genre.
1:28 How Genres are Born
A genre gets its name only after the clones stop resembling the original.
- Clones become a genre once they change the formula. 1:36
- Early clones get a nickname, like the Doom clones.
- Later ones drop most of the original's features.
- Early clones copy nearly everything, with a new theme and minor tweaks.
- By step three they no longer feel like clones at all.
- Only a couple of immutable factors link the games, so the name changes.
2:17 Roguelikes
| Classic roguelikes | Spelunky-era roguelikes | |
|---|---|---|
| Defining factors | 14 (Berlin Interpretation, 2008) | 2: permadeath, random levels |
| Examples | NetHack, Moria, Angband | Spelunky |
| Play style | Turn-based ASCII dungeon-crawl | Platformers, shooters and more |
| Audience | Rogue's original fans | New players and developers |
Roguelikes stalled while they followed Rogue, and thrived once developers kept only its core ideas.
- Classic roguelikes stayed stuck at the clone stage. 2:33
- Rogue was a 1980 randomly generated dungeon-crawler.
- NetHack, Moria and Angband only tweaked it.
- Like Doom, Rogue spawned a wave of similar games.
- The Berlin Interpretation includes turn-based play, ASCII graphics, complexity and numbers.
- First-person shooters, by contrast, cover military games, puzzle shooters, open world RPGs and underwater dystopias.
- Mashing Rogue with other genres revived it. 3:32
- Derek Yu liked NetHack for the variety that the randomly-generated levels offer and how meaningful death is in them.
- Random levels fixed his platformer gripe of memorising layouts.
- Platformer gameplay brought Rogue's ideas to a new audience.
- Copying the reasons behind features, not the features, gives players the same feeling of surprise and peril.
- Purists dislike the stretch, and may not enjoy the twitchy Downwell. Mark Brown suggests putting "roguelike" in front of other genres.
5:55 Metroidvanias
Naming a genre after a game can canonise that game as a holy text.
- Metroidvania became a template, though a few games break it. 6:06
- Amr Al-Aaser says games are judged by how closely they emulate the landmark entries.
- Toki Tori 2 has a Metroid-like world but no items, abilities or combat.
- The word began as a catty nickname for Castlevania games that played like Metroid.
- In Toki Tori 2 you open areas by learning the game's mechanics, not through upgrades.
- Two Tribes did not set out to make a Metroidvania. It stumbled into one with alternative paths, a map of visited places, and a story that encourages backtracking.
7:36 Immersive Sims
Deus Ex became the template for the immersive sim, and that template left little room for the genre to grow.
- The Deus Ex formula crowds out the Looking Glass idea of embodying a character. 7:59
- The formula gives you a first-person shooter with magic or bionic powers, played as a stealthy ninja or a mass murderer.
- Thief had no superpowers, and direct attacks were discouraged.
- Garrett is a thief, so he solves problems through stealth and burglary.
- Demon's Souls gets the same treatment, dismissed as a flawed prototype for Dark Souls 1.
- Once the idea was codified with expected mechanics, its evolution stalled. Before that it had mutated freely.
9:52 How Genres Can Stifle Innovation
Borrowing from one game is healthy, but turning it into a genre makes a whole industry repeat it.
- Genres work best when they are as broad as possible. 10:33
- Genres help players find similar games and give developers more structure than a blank page.
- Every game is built on earlier titles, so taking influence is fine.
- Using Metroid as a base to build something new is one thing.
- A cottage industry doing the same thing for years is another.
- Judging new games by how well they copy the original erases other games that explored the same ground.
10:50 Do We Need a Soulslike Genre?
A Soulslike genre should be narrow in ingredients and open in spirit, and it should not carry the Dark Souls name.
- Honour Dark Souls through its spirit, because spirits differ from person to person. 11:53
- The name Soulslike invites comparison with Dark Souls 1, so games that depart from it radically could take years to arrive.
- Different fans admire different things, as with Zelda, so the results would vary widely.
- Some admire the punishment, or the relief of opening a shortcut.
- Others enjoy untangling a backstory told through item descriptions and statues.
- Mark Brown reads the soul as unknowable and obtuse: riddles, mysterious voices, traps at every corner.
12:41 Conclusion
Take inspiration from favourite games, but don't turn them into genres.
- Genre-fying a landmark game blocks the next landmark. 12:48
- Stifled innovation keeps developers from making a game as influential as Dark Souls.
- The goal is the next game that matters as much as Dark Souls did, not more copies of it.
- Influence is welcome. The warning is against reducing a game to an ingredients list.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Naming a genre after one landmark game turns that game into a formula, so later developers copy its ingredient list and innovation slows. Roguelikes, Metroidvanias and immersive sims show how narrow genres stall, and Spelunky and Toki Tori 2 show how designing from the underlying feeling avoids it.
Lessons that draw on this:
More from Game Maker's Toolkit · The whole library, and ask it anything