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Create free accountOkay, some philosophical musings right up top. Do mechanics limit our understanding of genre? Do we reject things because how they play comes with expectations of how they should feel? And if we do, is that holding us back? Thanks so much to Factor for keeping us well-fed fast. James just told me about a wild experience he had. He played two games that completely belied his expectations in ways so subtle that he actually had to sit back for a minute and think about them to realize exactly what they were doing. Weirder still though, they were both city builders. Now, a long time back we talked about how genre is kind of a weird thing in games. In literature or film or television, genre pretty much tells you how something is going to feel. A horror movie is going to be scary, a comedy will try to be funny, etc. Music's a little different of course, as there are aesthetic implications. It doesn't really matter if it's a love song or a political battle cry, a grunge song is going to have distorted guitars, and a baroque piece is a lot more likely to
feature a harpsichord. But game genres are usually named for the actions a player performs. First-person shooter, city builder, role-playing game. But these names don't actually always mean what they say they mean. For instance, Portal is a first-person shooter, but I think that most people would call it a puzzle game. And sure, in the case of Portal you can argue that that's because the emphasis of the game was on the puzzle aspect, but that does still leave us in this weird nebulous space where something that is primarily played through first-person shooting isn't a first-person shooter. So that says to me that our genres do actually have more meanings to them beyond what their name implies. First-person shooter doesn't just mean shooting in first person. It also means action, violence, conflict. It means tension and danger overcome by tests of precision. And it's actually amazing what you'll find once you start unpacking genres like this. However, the very fact that there is a mismatch between the label and actual player expectation can cause problems. Because some substrata of our brain know the underlying core behind game genres and so sets up subconscious expectations for
us. Which brings us nicely back to city builders. James saw this game called Ixion. It's this weird city building on a colony ship thing with some interesting narrative that teased just the sort of hard sci-fi crunch he was looking for at the time and he loved it. But then when we looked at the Steam reviews, we noticed a bunch of negative ones and a light bulb went off. A thought that got us rethinking genre. It was because this game is hard. Like Dark Souls hard. What does that even mean though? The Dark Souls of city builders. It basically means that you'll lose a lot. You'll have to restart from scratch. It means that decisions you make 10 minutes in will come back to haunt you hours later. Oh, and it's great. But it's not a city builder. It's an RPG that just happens to be using city building as its main mechanic. But because it looked like a city builder and played at least on the surface like a city builder, players were coming in with their expectations from city building games. So, what are those? What really is the city building genre right now? Well, I'd posit they're optimization games about efficiency and
growth. They're based on the joy of watching something you've created spring to life. Of shepherding something to reveal a more and more magnificent and delicate structure. They're strange amalgams of puzzles and toys that give you a set of tools and say build. But here, friends, is where it gets interesting. Even though these games are optimization problems, almost none of the major ones require true optimization. Sure, the more you optimize the faster you'll progress. But in most of them, if you were inefficient or make a mistake in the beginning, you just wait on the resources you need to progress. They're sort of zen games when you think about it whose most common mode has no goal or end point. They're there for you to create risk-free. And that last part is really important because it's so baked into the genre that even hardcore city builders like Anno don't really let the player lose or hit a failure state. But getting behind the genre label to the fundamental assumptions that underpin the genre lets us examine those assumptions and start to question them. So, was bringing risk
back into city building a good thing? Well, ignoring the genre question and ignoring the fact that doing so might not make it what most people call a city builder, what happens when you take city building mechanics and add risk? First, it lets you tell a more compelling story. Because, let's be real, it's hard to have a story without stakes, you know? Second, it adds urgency to the optimization problem. You have an incentive to find better solutions. But, interestingly, because you are fundamentally on a clock, racing against resources into resources consumed, it actually relieves you of the burden of finding the perfect solution. Good enough to survive is good enough. It doesn't require the absolute finicky optimization of something like a Factorio, for example, but that's still a whole different genre. Most powerfully, though, it gets you invested in the fate of your city. Whereas, SimCity is famous for allowing you to unleash natural disasters on your creations because at a certain point, when there's nothing left to do, no clock to beat, or optimizing more starts to feel tiresome, you can have a good laugh and throw an off-brand Godzilla at the place. Which then lets you rebuild
and do the engaging part of the game over again. And I think this shows how clearly the people working on SimCity realized that it was the act of building that players would care about in their game, not having the player get invested in the people who inhabit their city, or even the towers of glass and steel that made up the city itself. But, adding stakes gives us that. So, I think there's grist there. You know, something to mine to reinvigorate the genre, or perhaps give us a new genre altogether that utilizes the mechanics the city builder is named for. Again, a genre I'm actually excited about. Now, remember at the beginning of this I said James found a second title? Well, that was Against the Storm, a city building roguelike. You heard me right, a city building roguelike where each run, what buildings you're actually able to build are drafted as you go. And you have to figure out how to complete objectives while working around what might be an incomplete supply chain. And it's fascinating as well because it foregoes the narrative aspects that Ixion uses. The reintroduction of risk into city building and instead really leans into different gameplay aspects. It uses the
very real prospect of failure to make every choice feel meaningful and interesting. So where Ixion is an RPG, Against the Storm is much more akin to something like a magic draft, continuously keeping you tacking back and forth to accomplish your goals while the game keeps giving you new problems to work around. There's just a huge amount of unexplored design space here and that's just awesome. And of course we've seen some games poking around these types of things for a while, but it was really these two games that made it click for me because they made me think past just mechanics and reexamine genre and actually what genre even means in games anyway. But enough from me, what do you all think? Are there any other genres you think have a definition that goes way past just what it says on the tin? Is there anything that could be pushed in order to create play experience with the same core mechanics? Or better yet, are there games out there that you know of that are already doing so? Please let us know in the comments or tweet at us if you're watching this on Nebula, thank you for that. And maybe after we've tried out a bunch of them, we'll do another episode examining some other genre and the bending therein. But
until then, do you know what I've never had to bend over backwards for? Finding something tasty and healthy to eat fast thanks to the good folks over at Factor. Now y'all know how much I love to cook, but I really only have time to do that on the weekends these days. Ooh, and I'll see you then, HelloFresh. Excuse me, um but during the week I never have time to make meals from scratch. So what am I supposed to do? Right, frozen meals have too many preservatives and taste like garbo and of course my bank account lives in constant fear of my takeout orders. So my go-to solution for a while now has been Factor, which is this awesome ready-to-eat meal delivery service that takes the guesswork out of my breakfast, lunch, and dinner. Every meal is ready in 2 minutes with no prep and no mess, just good dang food right when I need it. Factor also gives you just a ton of meal options to choose from to achieve any nutritional goals you may have. They got everything from keto, veggie, protein plus, vegan options, calorie smart, which is meals I think that are 550 calories or less, and a ton more, all of which you can choose from from their just delectable rotating
weekly menu. I like to do it on Sundays because it locks it in and I can get it midweek. And actually, you can even mix and match between all of those types of meals to ensure that everyone in your household gets the exact type of food that they love fast. And having just gotten back from a week of eating crappy conference food, I was pumped to come home to a fridge full of meals I was actually excited to eat, like the shredded chicken taco bowl. It's one of my absolute go-tos and it just reminded me how happy I was to be home. Plus, it was so fast it got me a little extra couch co-op time with Zoe. That is, of course, code for scratches. So, this spring, if you want to eat better while also just being better with your time, all you got to do is head to factor75.com or click the link below and use the code extra credits 50 to get 50% off your first Factor box. And when you do, not only will you be joining me and getting fast tasty meals that fit your lifestyle, but you'll also be helping to directly support the content that you love. Oh, and while I'm sure by now you are sick of me talking about their smoothies, that's actually too bad. They are amazing and I will shout it from the digital rooftop. Don't get jealous, HelloFresh. Again, that's 50% off your first box at
factor75.com using that code extra credits 50. Thank you so much in advance and we'll see you all next time. A million big old thanks to Skyler Homes, Koya Koi, Joseph Blaine, Dominic Valenciana, Casey Musgraves, Arclight Games, Angela Valenciana, and Amazia Turk for being fantastic legendary patrons.
Game genres are often defined by player actions rather than emotional resonance, creating a disconnect between player expectations and actual gameplay experiences. While labels like city builder imply a specific set of mechanics—typically centered on optimization, growth, and risk-free creation—these labels can obscure the underlying design intent. By examining titles that challenge these conventions, it becomes clear that genre labels often carry subconscious baggage that can lead to player frustration when a game deviates from established norms.
The core thesis posits that reintroducing risk and failure states into city building mechanics can revitalize the genre, transforming it from a passive, zen-like optimization exercise into a more compelling, high-stakes experience. Games like Ixion and Against the Storm serve as primary examples of this shift. Ixion functions more as a role-playing game that utilizes city building as a vehicle for narrative stakes, while Against the Storm incorporates roguelike elements, such as drafting buildings and managing incomplete supply chains, to force meaningful decision-making under pressure.
These innovations demonstrate that adding urgency and the possibility of failure does not necessarily require the extreme, finicky optimization found in traditional management games. Instead, these mechanics foster a deeper emotional investment in the survival of the city and its inhabitants. By moving beyond the traditional, risk-free model, developers can leverage existing mechanics to create entirely new play experiences. This exploration of design space suggests that the industry is currently in a position to evolve beyond rigid genre definitions, using established mechanics to tell more impactful stories and provide more dynamic challenges.
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