I am noticing more and more games are ‘genre confused’. Maybe they are trying to blend genres but I feel like they do not understand who their demographic audience is. Or maybe I shouldn’t refer to this as genre confusion and more to do with just generally having no idea who the audience is or what they want and then giving them 5 different types of experiences trying to appeal to too many different types of people.
For example, car racing games. Ok to me, the racing part is the fun part. It’s something about the moving and the speed and the dodging and stuff. That kind of experience is vastly different to the kind of experience I’m then having while confronted with 50 menu screens where I “get to configure my car” or go to the realistic garage or apply upgrades or fiddle with the mechanical parameters or buy new drivers, bla bla bla. I JUST WANT TO DRIVE. TAKE ME TO THE RACE ALREADY AND STOP SPOILING THE IMMERSION!
Then as another example, a couple of days ago I was looking at this shootemup game which I thought, hey, looks like a nice bash, and then as it starts up I’m confronted with all this story and dialog, with little characters popping up on screen with speech bubbles talking about a bunch of ‘background’ hooey and fake storyline/reparte which is boring and unwanted. Well. Hey… this shootemup game genre is really all about a test of skills, intense blasting action, earning a high score, dodging aliens and picking up weapons in a very dynamic intense battle scenario… and then… there’s this slow boring click-to-advance popup storybook happening. Like WTF. It doesn’t fit. The game genre is hardcore skill-reflex-testing intense action, and you’re giving me something worthy of a musak track that I have to click through for 5 minutes? Absolutely no understanding of the kind of person playing the game.
Ok so I’m not just saying there’s a mismatch between what kind of games I like and the kind of games I’m trying to play. The core of the game I still like. I like the race. I like the shootemup experience. But then the developers are surrounding and adding to this … atmosphere… this experience… this vibe,… by throwing in all this other STUFF which is a whole different kind of experience, which really spoils the atmosphere. If I’m the kind of person that likes an action shooting game do I really want to sit and wade through some dumb RPG-like dialog or some stupid badly written nonsense conversation about how we’re about to battle the worst aliens in the galaxy or whatever? It’s gimmicky. It’s inconsistent. It’s irrelevant. And it’s destroying my mood. I’m not trying to be anti-storytelling or whatever, its just that, people keep MASHING these different kinds of experiences into a single game and its totally inconsistent with the kind of person who is playing the game and the kind of experiences they want to have, or the main reason they might’ve bought or downloaded it. Developers, please stop adding on all kinds of fluff that people have to trawl through to get to the real game experience! Get out of the way!
Another gripe I have in general is way too many screens and clicks needed that are totally unnecessary. Many iOs games are the culprit. I’m taken to a title then a menu then a level selector then some screen about choosing something else then finally after like 5 screens I’m taken to ‘the game’. Almost none of those prior screens are even relevant or needed at this point because, obviously, I’m at the start of the game so I don’t NEED a level select, and I don’t WANT to make extra choices that I have no idea what they mean yet. I don’t NEED to visit the store or have to click a button skip past 50 different upgrades that I can’t even afford yet. Developers please stop doing this. Think about the player, what they are experiencing, what they need when they need it. Extra clicks means extra reasons to leave and say bye bye, especially when it mean doing the ‘work’ of having to skip stuff that isn’t important at the time.
So I guess I’m touching on a few things here. Confusion of genres that don’t suit the same audience, confusion of features and interactions which are irrelevant to the player, and confusion of what effect this extra stuff has on the players experience and satisfaction. If you’re making a hardcore action game, make the choosing experience (aka menu) a hardcore action experience, don’t make it some long drawn out point-and-click adventure.
Consistency people!