Author Topic: The Evolution of a Genre  (Read 2444 times)

Offline Bobinator

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The Evolution of a Genre
« on: May 09, 2013, 02:33:31 AM »
There have been a lot of genres over the years, some that have risen, some that have fallen. Genres that have changed as time moves on, with new ideas added in, and some ideas streamlined. Let's take a look at three genres: Puzzle platformers, beat-em-ups, and advergames, and see how they've changed over the years. Feel free to post your own examples, as well!




Dizzy/The Cave





Double Dragon/The Punisher/God Hand






Mr. Whimpy/Cool Spot/Doritos Dash Of Destruction

Offline TrekMD

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Re: The Evolution of a Genre
« Reply #1 on: May 09, 2013, 12:04:36 PM »
Nifty idea.  Definitely a nice graphical progression for those types of games you posted.  Has the gameplay had a similar progression or has it mainly been an addition of eye candy for these genres?

Going to the final frontier, gaming...

Offline Bobinator

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Re: The Evolution of a Genre
« Reply #2 on: May 09, 2013, 12:54:55 PM »
Ah, maybe I should have said more about the gameplay. Eh, next time I put up some games for this thread, I'll do that, but for now I'll talk about that here:

So, Dizzy. It's a puzzle platformer about running around, grabbing stuff, and using said stuff on other stuff to make things happen. You're given a large, open-esque world to explore, and you have a limited inventory to carry stuff.

The Cave is mostly the same genre. The differences, besides the graphics, is that you have multiple characters you can switch between at any point. You also have a limited inventory, because each character can only hold one item at once. On the other hand, you have unlimited lives, which is something Dizzy didn't have.

Double Dragon is probably the first time we would see the 'standard' beat-em-up. Sure, there was Kung Fu, but that was basically a prototype for what the genre would become. So, Double Dragon would give us two identical characters, a small variety of enemies, and four stages. It would, however, introduce a lot of elements in the genre that are now standard. Two player co-op.

Like: Being told to "GO" once you've clared the screen of enemies. Weapons. Special moves. The list goes on. Where it differs, however, are the controls, which have seperate buttons for punching and kicking. There's also a lot of platforming involved, which is barely anything you see in later beat-em-ups. I'd also generally say DD isn't quite as fluid or faster as later beat-em-ups.

I could have used Final Fight next, but I like the Punisher better. It also incorporates a lot of things that Final Fight would use. The levels are mostly flat and are focused entirely on punching people. The controls have been streamlined to just one 'Attack' button along with the Jump button. The Punisher actually uses more moves, however, thanks to the many different ways you can set up attacks. Weapons are used, but there's also things like guns instead of the standard melee weapons of the genre.

God Hand is a very, very different take on the genre. There's only one character, although you're free to customize his moves and combos throughout the game. The controls are also more complicated than your average beat-em-up. The game's also much less linear than other beat-em-ups, which means you're free to look for secrets after you're done punching everybody. Among many, many other things. It would honestly be easier to compare it to something like Resident Evil 4 than Final Fight. The similarities are that it's still primarily a game about punching people, and the fact you're free to pick up weapons and start beating with them. It's also a very, very amazing game.



Seriously.

The three advergames pretty much have nothing to do with each other. I just wanted to show that as stupid as they generally are, they've somehow survived this long.

Offline TrekMD

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Re: The Evolution of a Genre
« Reply #3 on: May 09, 2013, 13:05:51 PM »
Cool, so the genres have evolved both visually and in gameplay.  Advergames are advergames, so they are being made to look nicer and that's all there is to them.  :)

Going to the final frontier, gaming...

Offline TL

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Re: The Evolution of a Genre
« Reply #4 on: May 11, 2013, 21:14:11 PM »
[align=center:2eohz4om][size=180]Space Invaders[/size]







Atari 2600 > Nintendo NES > Atari ST > Sega Saturn > Sony PlayStation 2 > Xbox 360[/align:2eohz4om]

Offline TrekMD

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Re: The Evolution of a Genre
« Reply #5 on: May 11, 2013, 21:53:01 PM »
[/align:1s5k5lnm]

Going to the final frontier, gaming...

Offline TL

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Re: The Evolution of a Genre
« Reply #6 on: May 11, 2013, 21:54:39 PM »
Quote from: "TrekMD"
[/align:unxjox6a]

Yeah that is the same game as the Xbox one I showed. I could have added even more but I thought 6 was enough to show a nice progression!

Offline Bobinator

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Re: The Evolution of a Genre
« Reply #7 on: May 12, 2013, 01:14:29 AM »
There's also Space Invaders: Invasion Day, where your turret is actually some dual-wielding action hero type fighting through the war-torn streets. That's reboots for you, I guess!



More genres later. When I'm less tired and sweaty.

Offline TrekMD

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Re: The Evolution of a Genre
« Reply #8 on: May 12, 2013, 01:35:24 AM »
Quote from: "Bobinator"
There's also Space Invaders: Invasion Day, where your turret is actually some dual-wielding action hero type fighting through the war-torn streets. That's reboots for you, I guess!



More genres later. When I'm less tired and sweaty.

OK, now that is very evolved!

Going to the final frontier, gaming...

Offline Bobinator

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Re: The Evolution of a Genre
« Reply #9 on: May 12, 2013, 20:49:59 PM »
Tetris! I'll put up three versions of the game and show how they've compared. All while avoiding the obvious versions, because where's the fun in that?

Tetris, DOS, 1986



And here's where it all got started. It doesn't get more no-frills than this, really. Text-mode graphics, PC speaker sound, and you get all of one mode. Still, the gameplay, however simple, is unchanged from the basic formula. This IS the basic formula.

Super Tetris, DOS, 1991



Here's where the formula starts to change. Pretty hard, actually. This is more like Breakout than Tetris, given you're already given a whole bunch of lines that you have to clear away, and you're given powerups like bombs to destroy the blocks.

Magical Tetris Challenge, 1998, Arcade/N64/PS1



So here's something interesting. Not only do we have a Tetris game with a Disney license, this might also be the first Tetris with a competitive focus. Sure, 2 player modes were an OPTION in previous games, but it's here where it's the main gameplay mode. It's not unlike Capcom's Super Puzzle Fighter, where clearing blocks sends huge chunks of blocks for your opponent to deal with. Actually, I might go try this out. It looks fun.

Kids' Tetris, ??????

http://www.youtube.com/watch?feature=pl ... Nbts#t=47s

You've got talent, kiddo.

Yes you do.

Offline TL

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Re: The Evolution of a Genre
« Reply #10 on: May 13, 2013, 18:45:42 PM »
[size=180]Horizontally Scrolling Shoot 'em Up[/size]


Defender - Atari 2600Gradius - Nintendo NES (1986)


R-Type - NEC PC EngineLast Resort - SNK Neo Geo (1992)


Thunder Force V - Sega SaturnSturmwind - Sega Dreamcast (2013)

Offline zapiy

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Re: The Evolution of a Genre
« Reply #11 on: December 19, 2015, 20:51:35 PM »
This is a great thread and worthy of a bump. :113:
Own: Jaguar, Lynx, Dreamcast, Saturn, MegaDrive, MegaCD, 32X, GameGear, PS3, PS, PSP, Wii, GameCube, N64, DS, GBA, GBC, GBP, GB,  Xbox, 3DO, CDi,  WonderSwan, WonderSwan Colour NGPC

 

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