The bottom line
| Hand-off | Play style | Blend | |
|---|---|---|---|
| How | Switch genres over time | Player picks the approach | Merge into one new game |
| Gain | Pacing and variety | Agency, replay value | Novel games, new genres |
| Risk | Players dislike one genre | Effort spread thin | Genres clash |
| Fix | Simplify or skip the minor genre | Fair route for every style | Pick genres that cancel flaws |
| Example | Uncharted, Persona | Deus Ex, Dishonored | Spelunky, Portal |
Genres can be combined in three ways: handing off between them, letting players pick a play style, or blending them into something new. Each way has known problems, and smart design solves them.
Key takeaways
- Mixing genres can make new games, but a careless mix fails. 0:00
- Derek Yu's platformer and roguelike prototypes added nothing new alone. Joining them made Spelunky.
- Handing off between genres keeps pacing fresh but risks losing players who dislike one genre. 1:27
- Uncharted keeps combat as the deep primary genre and makes its puzzles simple.
- Shovel Knight: King of Cards makes the card battler optional.
- Offering several play styles gives players choice but spreads the developer's effort thin. 5:49
- Wolfenstein's stealth got less work, so guards spot you too easily.
- Each style needs a fair route through every level, as Human Revolution's forced boss fights showed.
- Blending genres works best when each one cancels the other's weaknesses. 9:25
- Spelunky's platforming removed roguelike obscurity, and its random levels removed platformer memorisation.
- Chasm's procedural worlds clash with the handcrafted maps Metroidvanias are loved for.
Nothing was compromised to make something else fit and each part only boosted the signal of the other parts.
Derek Yu, creator of Spelunky
Chapter summaries
0:00 Intro
Blurring genre lines can produce brilliant games, but only if the mix is done with care.
- Games are sorted into tidy boxes, and mushing the boxes together can pay off. 0:45
- Genres are defined by mechanics, camera perspective, level structure and rules.
- A wrong mix can be disastrous.
- Yu's mix was tense jumps and scrappy real-time combat, with random levels and permadeath.
- Spelunky inspired about eight million games that borrow roguelike elements.
1:27 Method 1: Hand-off
A game can jump between genres for variety, if it keeps every player on track and every genre tied to one focus.
- Hand-off gives pacing and variety, but some players dislike one of the genres. 1:55
- Persona swaps between a dungeon-crawling JRPG and a life simulator, so the gameplay fits the story.
- L.A. Noire lets you skip failed shooting bits, and Yakuza management is optional after the tutorial.
- God of War fans who want frantic combat may find slow puzzles a drag.
- Pick similar genres, as XCOM's tactical battles and strategic layer suit the same fans.
- Players must be told which genre a level asks for. 3:42
- Players of the Untitled Magnet Game demo couldn't tell if a level needed brains or thumbs.
- Grapple Dog signals speed-run stages with a fast-forward icon, a countdown, a sprinter's pose and a racing flag.
- Batman: Arkham games punish you for playing stealth sections like a beat 'em up.
- Changing the required actions from level to level also sets expectations.
- Genres distract from each other unless they feed one another and share a core focus. 4:34
- In Sid Meier's Covert Action, long, intense action scenes made players forget the mystery.
- XCOM's base and battles feed into each other, so neither is forgotten.
- Meier: You'd spend ten minutes or so, of real time, in a mission. Afterwards players had no idea what was going on.
- Persona's theme of friendship runs through both its battles and its life simulation.
5:49 Method 2: Play style
Letting players pick a play style gives them agency, but it costs effort and many players never switch.
- Choice of style gives agency and replay value, but the game is judged against specialists. 6:15
- Deus Ex mixes shooter, RPG and stealth, and Skyrim offers spells, swords and bows.
- Deus Ex's parts pale beside Half-Life, Baldur's Gate and Thief.
- Warren Spector: if we get judged on the basis of any individual genre, we're doomed.
- The answer is to sell the benefit of choice through marketing and in-game messages.
- Many players pick one style and stay with it, so design should nudge them to try others. 7:23
- Dishonored players quick load when spotted, instead of going violent.
- Don't reward a style with tools for that style. Offer general skill points or respecs.
- Hades gives a reward for swapping to a new weapon.
- Deathloop resets the world every morning, so trying something different costs nothing.
- Promising "play it your way" means testing every style. 8:31
- Human Revolution's bosses were completely redesigned in the Director's Cut.
- Studios must test every play style so there are no brick walls.
- Players who hit a wall in their chosen style can feel betrayed.
- The original bosses forced a fight even without the skills or items for it.
9:25 Method 3: Blend
Blending merges parts of two genres into something new, and it works best when the genres fit together.
- Blending takes aspects of two genres and merges them into a new game. 9:30
- Portal pairs first-person aiming from shooters with puzzles.
- Rocket League is FIFA meets Burnout.
- Battlechef Brigade mixes brawler combat with match-three puzzles.
- Toodee and Topdee switches between top-down box-shoving and side-on platforming at a button press.
- RPGs have borrowed from brawlers, shmups and rhythm games to replace clunky turn-based battles.
- Genres that clash undermine each other. 10:33
- Assassin's Creed levels remove instant stealth kills on tougher enemies.
- Marvel's Avengers has loot armour that sits badly with the superhero theme.
- The assassin fantasy is weakened only subtly.
- The joke: Did I just upgrade The Hulk's skeleton?!
- Genres with similar traits gel more easily. 11:51
- Shovel Knight: Pocket Dungeon joins a roguelike and an action puzzler.
- Both use grids, simple controls and plenty of randomness.
- Both also have long runs that start from scratch and need thinking several moves ahead.
- Yacht Club found it easy, and natural to put them together.
12:23 Conclusion
Each way of mixing genres has challenges, and careful design can overcome them.
- Genres can be switched between, chosen by the player, or blended. 12:23
- Each route brings its own challenges.
- The games shown prove those problems can be solved.
- The problems aren't unsolvable.
- What matters is being smart about the design.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Genres can be combined in three ways: handing off between them, letting players pick a play style, or blending them into something new. Each has its own pitfalls, and the video shows how Uncharted, Deus Ex, Wolfenstein, Spelunky and Shovel Knight: Pocket Dungeon solved or hit them.
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