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

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Game Mechanics & Systems Thinking

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

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Triple Bosses: Why Are They Different?

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Typography Basics Every Game Dev Should Know

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Story in Games: Characters & Dialogue 🗣️

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Wolfenstein: The New Colossus Critique - Business is Good

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Prototyping, Vertical Slices, and Planning a Complex Game

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Why You Shouldn't Give Players What They Want | Edmund McMillen (The Binding of Isaac)

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

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What is Fun? A Game Design Introduction
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The Secret to GOOD Game Ideas 💡 [Practical Ideation Methods Explained]

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Early Polishing Kills Your Game

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How I got TOP 100 in the GMTK Game Jam

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Risky Damage in Games

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Challenge & Difficulty in Game Design

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What's The Deal With Corpse Runs?

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The Difference Between Addicting & Annoying Roguelikes

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Stop Looking For Game Dev "Advice"

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Game Design Theory: A Guided Tour

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