I combine many genres into one game,and it looks like a mess

I am a beginner, so I learned a lot of tutorials on Youtube. These tutorials teach many things, but not deep. So I learned something for this genre, and something for another genre…

I know I can’t rely on one genre because it’s not competitve. So I decide to combine them together to make the game look stronger. FPS + Survival Factors + Crafting + Medieval Magicians + Zombies + Monsters + Scifi Ship + Farming Simualtion + Fishing + Billiard + Vechicle driving + Tower defence + Building constructions + Horror + RTS … (some are not genres) anything I learnder from tutorials or assets.

Now I think it’s difficult to make seamless combination, and someone feedback it’s a mess. I still believe combining different genres together is my only opportunity to compete with other games, becasue I am not an expert in any of them.

The story for so different genres are OK with me, only as a whole it looks like a mess.

This is going to ruin your life. Find one thing. Find a way to excel at it. You are a beginner and you are going to spread yourself far too thin with your current approach.

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Combining existing genres is not your only option, you can adapt existing genres and make them unique in many different ways.
Combining genres could be a good start if you can’t think of anything new, but don’t overdo it, especially since you’re a beginner.
Doing tutorials is very different to creating a fully functional game. Even a simple 2d sidescroller is hard to polish and get it feeling professional.
You see far too many projects fail because they’ve bitten off way more than they can chew, every genre you incorporate into your game will make it 10x more complex.

I suggest you start off with a core genre, get a nice prototype with smooth controls, and then think of something you can add to make it unique. Don’t plan to add all these genres in at the same time as it will turn into a big mess and will overwhelm you.

Off the top of my head… a mini golf game, but players get to place an obstacle at the start of every round :hushed:
Even this would be tricky if you think about the all of the multiplayer implications.

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I agree with what was said above. I would suggest that you stick to something more specific rather than trying to do everything. Some players don’t like everything. For example, I like grand strategy and FPS games but I don’t particularly like tower defense games. If you mix them together, I may like half of your game but not the other half. Stick to a couple of things and master them instead of spreading out and being amateur at each genre. You can compete as long as your game brings something new to the table that other games don’t have. It may be something totally unexpected. It doesn’t have to be what you know players want. It can be something that players didn’t even know they wanted. An idea that nobody has thought of yet or at least hasn’t been made into a game yet.

Edit: Plus you don’t want to overwhelm yourself.

Can I use assets from asset store to solve the issue of polished? I think many asset looks very good to me.

I noticed too many asset-flip games on Steam, and they got less reviews or negative reviews. I think They failed beacause they bit very small.

I found some modular frameworks, they are very helpful for dealling with complexity.

Totoally agreed.

I want to find a balance. Because it is more difficult to excel at one thing than to learn several different things. Also I didn’t find advanced tutorials, most tutorials are for beginners. So I can’t find a easy way to excel at one thing.

Think about what you’re saying. You are literally saying “it’s too hard to be good at one thing, so I’m going to suck at a lot of things and hope nobody notices.”

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There’s no way around it. You’ve got to come up with an idea and learn what there is to learn about it.

Maybe I can find some tutorials on how to excel at one thing or many.

https://www.youtube.com/watch?v=9nDx6wnznuU

I order to design a multi genre title, you need to know the gameplay loop of each genre, then nest these gameplay loop around a given progression system. Did you figure out the main gameplay loop?

Also watch this video, it’s a team of people competent enough to have something working, and ask you if, being alone, you can do better than them.

The video is just the youtuber’s personal opinion. I watched reivews of Ark, the players complain bad servers and bad players, not multi genre. For an open world, multi genres are necessary.

All you need is some finesse, brother. People will always naysay

I don’t think I’ll be forgetting that any time soon.

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Multi genre wasn’t the problem, it was the inability to make it work because it’s too complex, even as a team, which is a common theme for game that hasn’t 1000 or 500 dev like ubi soft.

Yes. It’s more complex.

I’m not sure making larger asset flips would do anything except give Jim Sterling an easy podcast.

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It’s also possible to make a game fresh and interesting by removing features.

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There is a good reason genres exist. That is because different people are trying to get different things out of games. Its literally not possible to satisfy my desire for complex multilayered strategy, my wife’s desire to blow things to pieces, and my daughters desire for unicorns into a single game.

We’d all much rather play our own games, rather then trying to blow up unicorns while marching up the Siamese peninsula.

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I just got one suggestion. One game designer said that’s OK if I can manage timeline well. On the beginning, the main genre of the game is FPS+ RPG with some magic . In the later period, the genre of the game becomes RTS + construction building. Then different genres are seamless combined.

It’s likely becoming a mess. You cannot just assume that you can implement the fundamentals and mechanics for multiple genres. My brother is working for years on an RTS, and he is still struggling to get basic RTS elements right, like path finding and AI. Even just moving in formation or somewhat reasonably is a heavy task.

If you do not allocate enough time to make ONE genre right, you are just making another shovelware, because nothing will have the sophistication and polish it needs.

A good example of the combination of two genres is Battlezone. You could build buildings and walk or drive around in vehicles you constructed. While the idea was great, the execution was quite lackluster, even though it had a high production quality. It had a real chance at success, but it didn’t.

Another examples are the round based games which had RTS combat (although often stoppable). Not too popular, but a functional combination. But it’s more a strategy to tactic switch, just like Heroes of Might and Magic. That turned out to work, but it is not or barely portable to multiplayer.

It is a great challenge to do that even with two… and you want to combine how many genres again?..

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Battlezone is legendary, how dare you! :face_with_spiral_eyes:

That game exist almost, it’s Tim shafer’s brutal legend, was not received well.

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