Game Genres - a Design Perspective
🏥 support IGC on Patreon: / indiegameclinic Key Moments: 00:00 the problem 01:49 why are we categorising in the first place? gamers vs devs. 04:16 genre in film and literature 06:44 genre and mode in horror and Mexican food 08:55 how is this useful for developers 09:31 a stricter definition of game genre 12:12 the pyramid of game elements 16:16 when mood delays your core mechanics 19:12 random slop does not a roguelike make 21:41 back to a designer's way of thinking genre 22:39 lessons from Spelunky 26:45 your fave genre mashups are actually just one genre 28:08 roguelikes & deckbuilders as genre vs mode 30:30 back to practical developer issues Videos Mentioned: • How To (Accidentally) Make A Cozy Game

▶︎
How (and Why) to Design for "Repetition With Variety"

▶︎
Early Polishing Kills Your Game

▶︎
How To Think Like A Game Designer

▶︎
Typography Basics Every Game Dev Should Know

▶︎
Develop Better Games, Faster, with "Design by Constraint"

▶︎
Roasting Steam Pages with a Marketing Expert

▶︎
Visual Communication: Why Game Art Matters

▶︎
A Secret Genre of Puzzle Games

▶︎
What is Fun? A Game Design Introduction

▶︎
Game Mechanics & Systems Thinking

▶︎
How To Combine Video Game Genres

▶︎
The Consequence of Lowering the Skill Floor

▶︎
Let's Talk Heartbound Without the Drama ► A Game Design Case Study of Heartbound

▶︎
Story in Games: Characters & Dialogue 🗣️

▶︎
Game Marketing Advice with Chris Z

▶︎
After 3 Years, I'm Changing My Indie Game's Genre!

▶︎
Their Games “Failed” - What Did They LEARN? (Design Prof Reacts)

▶︎
LUDOTHEMATICS: Harmony and Dissonance in Game Design

▶︎
The ULTIMATE Playtest Guide

▶︎
