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
Challenge
Timing & Precision
Examples: Super Mario, Celeste, Hollow Knight, Ori
RPG (Role-Playing Game)
Core
Character Progression
Engagement
Story & Choices
Systems
Stats & Equipment
Examples: Final Fantasy, Skyrim, The Witcher, Persona
FPS (First-Person Shooter)
Skills
Reflexes & Awareness
Examples: Counter-Strike, DOOM, Valorant, Call of Duty
Puzzle
Design
Escalating Complexity
Examples: Portal, Tetris, Baba Is You, The Witness
Strategy
Core
Planning & Decisions
Resources
Management & Trade-offs
Types
RTS, Turn-based, 4X
Examples: Civilization, StarCraft, XCOM, Age of Empires
Roguelike
Content
Procedural Generation
Loop
Run-based Progression
Examples: Hades, Dead Cells, Spelunky, Enter the Gungeon
Simulation
Appeal
Expression & Control
Pace
Relaxed, Self-directed
Examples: The Sims, Cities: Skylines, Stardew Valley, Flight Simulator
Horror
Design
Atmosphere & Sound
Examples: Resident Evil, Amnesia, Phasmophobia, Silent Hill
Sandbox
Core
Freedom & Creativity
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
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
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
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
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
Risk vs Reward
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 (1934-2021)
"The state of complete absorption in an activity"
TED Talk: Flow, the secret to happiness
The Flow Zone
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
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
- Play 2-3 micro browser games
- Identify the genre(s)
- Find one "feel-good" mechanic
- 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 — Observe
- How does movement feel?
- What sounds do you notice?
- What makes you want to continue?
Game 2 — Compare
- How is the feel different?
- Different genre, different expectations?
- What juice elements do you notice?
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
Including: Why we chose Godot for this course
See You Next Class!
Questions? Come chat after class.