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GMTK Newsletter (May 2017)

🕑 Added 2017-05-31 21:11:28 +0000 UTC
GMTK Newsletter (May 2017)

Comments

Theo Gerome

It might be too big of a project, but a look at "When does a genre become a genre?" would be fascinating. What makes each game distinct, why things latch on, and so on. To throw another example in with the "Souls-like" and "Doom-clones", I feel like in the 2000s, GTA was repeatedly considered "just a really unusual but good third-person shooter/sort-of action game" that eventually somehow morphed into the "Open World Sandbox" genre as more people reacted to it. Although I wasn't alive, I wonder if the growth of "Metroidvania" stuff was similar? And I'm not sure how to compare these genres named for their obvious pillars compare to other, more nebulously-named genres. In fact, are there any other recent "genres" that didn't spin out of a handful of games (thus earning a name like this?)? "Walking simulators/first person environmental games" are all I can think of at the moment. And it would be interesting to compare with influential games that haven't (yet) spun off into full genres but still get these nicknames. What does it take to get a full "genre"? I've heard things like "Mascot Racers" (from Mario Kart), or "Smash-type fighters" (I've also heard "King of the Hill fighters", which gets at the core mechanics but is less widespread), but I don't know that I or many others would consider them full genres yet, maybe in part because there aren't many especially great examples yet, which still gets them labeled "Mario Kart/Smash Bros. knockoffs" rather than an entire genre (Rivals of the Aether is the only "good" example I can think of for either that seems to stand up on its own, and it's not even 2 years old yet).

Paws

I started playing the original Zelda recently (entirely because of Boss Keys, thanks), and the more I think about it, the more I think it's exactly like Dark Souls (or that Dark Souls is like it, I suppose). The largely open world where you can reach places that you really shouldn't go to until you've leveled up a bit, the respawning lesser enemies, the way learning how something works often involves dying, the precious value of consumables in a world where killing most individual enemies doesn't really matter, and most importantly, the core that being more successful in the game comes from getting better at the game rather than getting better gear or outleveling the enemies.

Benjamin Gildemeister

Please do make something with the DKC-series. Either as a whole or just regarding Tropical Freeze. If I had one game I could pitch for a GMTK-video it would be Tropical Freeze and since you are mentioning it here I would like to strongly emphasis on this. To me Tropical Freeze is the pinnacle of 2D plattformers and one of the most perfectly designed games I have ever played. I also saw the Turbo Button video and while it was interesting and well made, I had the feeling that it only covered a minor aspect of the game and also chose a bad example to do this. Reading your few thoughts on it I get the feeling that you might come up with something I can relate to more. I felt exactly the same as you playing those bonus levels (especially the last ones and the one with jumping the owls!) It is something the old trilogy also got very right. You just never feel like you can never make it. And when you do - boy is it satisfying. Also the (potential) flow with which you are allowed to rush trough the levels with a perfectly fitting soundtrack and a genuine feeling of mastering something very well designed. When I play this game, I can feel what is great about it. But I am sure that you would be able to put this feeling into more poignant words and shed some light on the underlying gameplay mechanics. I guess it is clear by now: I would LOVE a DKCTF video for GMTK.

Game Maker's Toolkit

Good feedback, cheers!

Parachuting Turtle

About the Dead Space videos, I admit I decided to skip the third one because the first two just didn't quite grab my interest all that much. You say you sometimes felt like you were just reviewing them, and maybe that was my problem there. Overall I got the feeling if you want to illustrate how a single aspect (or a small, easily identifiable set of aspects) have changed over different games in a franchise, it might be better to do a single comparison video rather than an analysis on each individual game.

Rich Stoehr

It's funny what you mention about the Dead Space series, Mark - I really enjoyed those videos because they're games that I like and you pointed out a lot of really interesting things about them. But, they did feel different for you, and like you said, more like general reviews than your usual deep design analysis. Still better than most reviews, and I still love how you wrapped it up - and it was cool to see you explore new territory as well. All that said, hearing you talk about a Tomb Raider series analysis is just exciting - it would be awesome to see what you would have to say there.

Mathew Dyason

It recently occurred to me that by definition Dark Souls is a JRPG. It's an (action) RPG made in Japan. But no-one would ever call it a JRPG because it doesn't have so many of the tropes and clichés associated with them. People seem to be beginning to think about genres in games and how what we have doesn't really work so well anymore, so that's good. I think it's an interesting conversation.

Soupkitten

Soulsborne games being possibly called a genre is a pretty interesting topic. It reminds me of the Monster Hunter games and all of the other hunter games like Freedom Wars, Toukiden, Ragnarok Odyssey, etc. So I think it could seeing how those other games can borrow a LOT, such as Salt and Sanctuary (Ok, it borrows far more than a lot).


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