{"id":506,"date":"2009-04-07T22:02:25","date_gmt":"2009-04-07T12:02:25","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=506"},"modified":"2009-04-07T22:02:25","modified_gmt":"2009-04-07T12:02:25","slug":"multi-genre-games","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2009\/04\/07\/multi-genre-games\/","title":{"rendered":"Multi-Genre Games"},"content":{"rendered":"
I recall a print advertisement that I saw for a game, when I was young. \u00a0It was for a game for the Apple ][<\/a> computer, and proclaimed that it was the ultimate game; \u00a0it had spaceship flying, sidescrolling run and jump, car racing, shooting.. you name it. \u00a0The ad called it “the game for everyone,” because no matter what genre of game you liked, it was contained within this game.<\/p>\n I don’t know what the game was about, and I’ve long since forgotten its name (although I have a vague sense that it was a painfully generic and forgettable name), but it would have been one of the earlier attempts to attract devotees of many different genres to a single game title. I’m not talking about schemes like the infamous\u00a0Action 52<\/a> which merely aggregate many games of different genres under a single launch menu; no, I’m talking about games which actually put the chocolate of a racing game into the peanut butter of their third-person brawler game.<\/p>\n More beneath the fold.<\/p>\n <\/p>\n Take Enter the Matrix<\/a>, for example, where about half the levels were on-foot running through a building, and the other half were driving through city streets.<\/p>\n The marketing folks behind multi-genre games approach this concept as “gosh, look at how many people like driving cars. \u00a0That’s a lot of people who might buy our game.” \u00a0And “wow, a lot of people sure do like run&gun games. \u00a0It’d be great if we could sell to them, too.” \u00a0In their minds, they say “If we make a game that has both car driving and run&gunning, then we’ll be selling to both of these groups of players, and make far more money than if we just made a car driving game, or just made a run&gun game!” \u00a0However, it never seems to work this way in practice. \u00a0There are a few reasons for this.<\/p>\n By definition, if you’re selling into two different target demographics, your competition is the best entrants into either demographic. \u00a0That is, if we make a game which is both a car racing game and a run&gun game, then our competition includes both, for example, the\u00a0Gran Turismo<\/a> series, and the\u00a0Halo<\/a> series, whereas if we’d picked one or the other genre, we would only have to compete against one of them.<\/p>\n Of course, the counter to this objection is that although we would have twice the competition, we’re also selling to twice the customers, and so it’s really not as bad as it might sound. \u00a0However, we also have to consider the inherant…<\/p>\n When implementing two different game styles, you have to actually make two different compelling games, and make them both happily sit in the same project, with program flow passing smoothly between the two. \u00a0This is at least<\/em> twice as difficult as making a single game to the required quality standard.<\/p>\n1. \u00a0Competition<\/h2>\n
2. \u00a0Complexity<\/h2>\n