Genres, Design & What Makes Games Fun

🎮   🎯   🧩
CS 470 | Game Development

Week 1 • Lecture 2

Genre Tour

Why Genres Matter

  • Shared vocabulary for players and developers
  • Set player expectations
  • Define design patterns and conventions

Platformer

Platformer Games

Core

Jumping & Movement

Challenge

Timing & Precision

Mastery

Level Knowledge

Examples: Super Mario, Celeste, Hollow Knight, Ori

RPG (Role-Playing Game)

RPG Games

Core

Character Progression

Engagement

Story & Choices

Systems

Stats & Equipment

Examples: Final Fantasy, Skyrim, The Witcher, Persona

FPS (First-Person Shooter)

FPS Games

Core

Aiming & Shooting

Skills

Reflexes & Awareness

Feel

Weapon Feedback

Examples: Counter-Strike, DOOM, Valorant, Call of Duty

Puzzle

Puzzle Games

Core

Logic & Deduction

Reward

"Aha!" Moments

Design

Escalating Complexity

Examples: Portal, Tetris, Baba Is You, The Witness

Strategy

Strategy Games

Core

Planning & Decisions

Resources

Management & Trade-offs

Types

RTS, Turn-based, 4X

Examples: Civilization, StarCraft, XCOM, Age of Empires

Roguelike

Roguelike Games

Core

Permadeath

Content

Procedural Generation

Loop

Run-based Progression

Examples: Hades, Dead Cells, Spelunky, Enter the Gungeon

Simulation

Simulation Games

Core

Systems Modeling

Appeal

Expression & Control

Pace

Relaxed, Self-directed

Examples: The Sims, Cities: Skylines, Stardew Valley, Flight Simulator

Horror

Horror Games

Core

Tension & Fear

Design

Atmosphere & Sound

Feel

Vulnerability

Examples: Resident Evil, Amnesia, Phasmophobia, Silent Hill

Sandbox

Sandbox Games

Core

Freedom & Creativity

World

Open Exploration

Goals

Player-defined

Examples: Minecraft, Terraria, GTA, Garry's Mod

9 Core Genres

Platformer
RPG
FPS
Puzzle
Strategy
Roguelike
Simulation
Horror
Sandbox

Genres = Shared Language

"It's like Dark Souls meets Tetris"

Instantly communicates design intent

Genre Blending & Evolution

Metroidvania

Metroid
+
Castlevania
=
Metroidvania

Metroidvania

Metroidvania Games

Exploration

Interconnected world

Ability Gating

New powers unlock areas

Backtracking

Revisit with new abilities

Examples: Hollow Knight, Ori, Dead Cells

Souls-like

Demon's Souls (2009)
→
Dark Souls (2011)
→
New Genre Born

Souls-like

Souls-like Games

Combat

Challenging & precise

Stamina

Resource management

Pace

Deliberate & methodical

Examples: Elden Ring, Lies of P, Nioh

Deck-builder Roguelike

Card Game
+
Roguelike
=
Magic!

Deck-builder Roguelike

Deck-builder Roguelike Games

Cards

Build your deck

Runs

Permadeath resets

Synergy

Combo discovery

Balatro (2024) — Poker + Roguelike = GOTY nominee

Live-Service vs Narrative

Live-Service

  • Ongoing updates
  • Seasons & events
  • Community-driven

Fortnite, Destiny, Genshin

vs

Narrative

  • Complete experience
  • Story-focused
  • Beginning & end

God of War, Last of Us

Both Models Work

$10B+ Fortnite lifetime revenue
23M God of War Ragnarok copies

Genres Keep Evolving

1980 Rogue → Roguelike
1997 Castlevania SotN → Metroidvania
2011 Dark Souls → Souls-like
2017 Slay the Spire → Deck-builder Roguelike
202X ??? → Your genre?

Why Games Feel Good

What is "Juice"?

The extra that makes actions feel good

What is "Juice"?

Same action, completely different feel

Elements of Juice

Screen Shake

Impact & power

Particles

Visual feedback

Sound

Audio confirmation

Animation

Squash & stretch

Hitstop

Freeze frames

Flash

Color feedback

Resources: Basic Skills for Game Juice | Juice it or lose it (GDC)

Juice in Action

Vlambeer — Masters of game feel

Feedback Loops

Action
→
Feedback
→
Reward
→
Motivation

↺ Repeat

Feedback Loops

"Just one more..."

Cookie Clicker — Warning: Very Addictive

The Slot Machine in Your Brain

Positive Loop

Success → More success

Snowballing, power fantasy

Negative Loop

Falling behind → Catch-up

Rubber-banding, balance

Both are design tools. Use responsibly.

Risk vs Reward

Low Risk
High Reward

Risk vs Reward

Risk vs Reward Examples

Tension → Release → Satisfaction

"Earning" Your Rewards

  • Easy rewards feel hollow
  • Difficult rewards feel meaningful
  • The struggle is part of the fun

Flow State

Mihaly Csikszentmihalyi

Mihaly Csikszentmihalyi (1934-2021)

"The state of complete absorption in an activity"

TED Talk: Flow, the secret to happiness

The Flow Zone

😰

Anxiety

Too hard

🎯

FLOW

Just right

😴

Boredom

Too easy

Achieving Flow

Clear Goals

Know what to do

Immediate Feedback

Know how you're doing

Balanced Challenge

Skill matches difficulty

Games are uniquely suited to create flow

Dynamic Difficulty

Dynamic Difficulty Examples

Games that adapt to keep you in flow

MDA Framework

A formal approach to understanding games

Hunicke, LeBlanc, Zubek (2004)

MDA Framework

Mechanics

Rules & Systems

Dynamics

Emergent Behavior

Aesthetics

Player Emotions

MDA Example: Chess

Mechanics

Piece movements, capture rules, checkmate

Dynamics

Opening strategies, sacrifices, endgame

Aesthetics

Challenge, competition, mastery

Why Games Feel Good: Recap

  • Juice — Satisfying feedback
  • Loops — Engagement cycles
  • Risk/Reward — Meaningful stakes
  • Flow — Perfect challenge balance
  • MDA — Design framework

Activity Time

Let's Play!

🎮 Your Mission

  1. Play 2-3 micro browser games
  2. Identify the genre(s)
  3. Find one "feel-good" mechanic
  4. Be ready to share!

What to Look For

Genre

What type of game is it?

Feel

What makes it satisfying?

Loop

What keeps you playing?

Game 1 — Celeste Classic

Celeste Classic

maddymakesgamesinc.itch.io/celesteclassic

Game 1 — Observe

  • How does movement feel?
  • What sounds do you notice?
  • What makes you want to continue?

Game 2 — Vampire Survivors

Vampire Survivors

poncle.itch.io/vampire-survivors

Game 2 — Compare

  • How is the feel different?
  • Different genre, different expectations?
  • What juice elements do you notice?

Game 3 (If Time) — Spelunky Classic

Spelunky Classic

yancharkin.github.io/SpelunkyClassicHDhtml5

What Did You Notice?

  • What genres did you identify?
  • What made each game feel good?
  • Any juice elements stand out?
  • Which game had the best "feel"?

Key Takeaway

Small details create big feelings

You'll implement these techniques throughout the course

Next Time

Engines, Tech & Hardware

Game Engines Preview

Including: Why we chose Godot for this course

See You Next Class!

Questions? Come chat after class.