Strange Pairings: Does All Content Go with Any Given Genre?

Look. Peanut butter goes with jelly. I am not sure Luke Skywalker would have been that interesting if not for the presence of a Han Solo. Scotch goes with a cigar. And despite our world having a long-running tradition of seeking out and making great pairings, not all game development feels compelled to work within similar concepts. There are ideas that come along and poise either a pop-culture IP (a comic book property, movie, table-top wargame, or pen-and-paper RPG) or a previously established gaming franchise alongside a genre that is a sharply different or non-intuitive fit. Strange Pairings are what I call these things.

There are many examples of this, of course. There was the attempt to map the Warhammer games, historically rendered in some form of tactical genre, including RTS’ and turn-based strategy games, to a first-person model in Space Hulk: Deathwing. That game is not held in nearly as high regard as the series of RTS’ by Relic Entertainment. Nor is its kindred spirit, Warhammer 40,000: Space Marine. Of course, Starcraft also went down the FPS path, breaking mold from its RTS roots, with project Ares. A title that was eventually killed off by Blizzard because they couldn’t quite get it right. Equally questionable is when a pop-culture IP that would seem to lend itself to a particular genre is slated to be wrangled into a genre that, at best, seems like it would be an ill-fitting suit. No game in recent memory has made such a prominent example of when this notion is poorly executed as the XBox 360 version of Shadowrun.

Previously released as an RPG on the Sega Genesis system in 1994, BlueSky Software had developed that iteration around a genre that mapped very well to the IP’s original pen-and-paper RPG roots. For some reason, the short-lived FASA Studios, originated in 1994 and purchased by Microsoft and absorbed into Microsoft Game Studios in 1999, determined that the property would be used to produce a multi-player first-person shooter. The idea was a bit ahead of its time, as the likes of a totally multiplayer-focused Call of Duty had not even yet come into being, and only something like a Battlefield had really tread similar waters. It was a bold move. One that did not pan out. 4 months after the games’ release, the studio was shuttered, although the game itself would outlive its original developers by 2 or 3 years. While a key component to the failure of the title overall was the implementation of the game itself, this example and the others mentioned give me cause to believe that some properties just don’t lend themselves well to any genre.

Even when the game is executed well, I have my own problems associating certain properties with mismatched genres, and I suspect other gamers do, too. Star Trek is a property that lends itself to thoughts of starship combat. While we joke at great length about Red Shirts, and love the idea of Away Teams, the Elite Force series of games were problematic business ventures, despite being notionally good games. They failed to hit as commercial successes, the first game selling around 65k units when Activision had projected upwards of 700k. And while I was playing them, despite being a life-long Star Trek fan, I just did not associate my experience in those games with the Star Trek IP. I had always envisioned myself in a Star Fleet uniform on the bridge, at a given station, if not in the Captain’s or Exec’s chair.

And despite these potential consumer friction-pads of uptake, Sharkmob has gone down the path of implementing Vampire: the Masquerade, another IP borne in the cloak of pen-and-paper RPGs, as a free-to-play, battle royale. This is a leap and a stretch that causes me great amounts of questions. Vampire: the Masquerade the IP already has a very, very storied history as a game franchise. It’s first incarnation as a game was released in an almost unplayable state back in 2004. Its developer, Troika Games, would shutter its doors some six months later, with Bloodlines being the final game that they ever produced. A shame, as the mod community has turned that game into the masterpiece that it was originally intended to be, and I loved playing the game post-mod patch; not so much the original release version. Its successor, under development at Paradox Interactive, was announced in 2019, was due to release in 2020, and currently will be delayed at least 2 years before it ever sees the light of day. These are both games in the cRPG genre. Sales of Bloodlines were poor to start, but the game has experienced a commercial resurgence since being made available on Steam. But the IP has struggled within a genre that is perfectly suited to convey the experience originally designed for the IP. A F2P BR is not that. And I struggle to understand why anyone would think highly of its chances of commercial success when previous iterations in genres that would seem like a slam dunk have not been more than an air-ball.

The Masquerade is a bit of a niche pop-culture interest. I cannot say that it is followed by great multitudes within the geek community. I cannot imagine anyone popping into the F2P model and extracting any understanding of the lore outside of “Agggh! Vampires!” Maybe the faith comes in the wrapping in the F2P, micro-transactiony business model. But I certainly have greater projections and expectations of success of Arkane Studios’ Redfall, which offers a similar setting and window dressing, but decouples itself from any association with a previously existing IP. As in all games, I have the highest hopes for Bloodhunt. And perhaps I’ll be made to eat crow. Maybe its exactly because no one knows about the Masquerade that it will be fine as a game taken up by unexposed masses. For now, I am pretty convinced that not every IP will squeeze natively into any genre, when the concept causes me to look at it as an unnatural creative mixture. But then, vampires are inherently unnatural, and so maybe it just might work.

How Games Struggle to Win Fans Over Before They Are Even Released

Speaking recently to a group of friends, I intimated that I typically don’t get excited about games pre-release. My co-hosts on E2KG have too often heard me say “Developer, finish your game, and then I’ll take a look at your wares.” I am not too often inclined to be bothered with a beta, early release, developer preview, or any of the innumerous labels this recent age of digital publishing has yielded for “game that is not yet finished”. I imagine that it must be like a polar night in Alaska for a developer to endure the long period from trade-show announcement or press release through making a live demo of some sort available, possibly skirting through the aforementioned playable beta phases to actual release. An eternity during which their creative work is under the scrutiny of a microscope that measures it against the yardstick of “final product”. It may be that as a software engineer, I choose not to be anywhere near the hype-train out of compassion and empathy.

But the other reason is because that same slice of my psyche cannot be bothered. After several decades of gaming, I’ve come to perceive that the most gilded lily in pre-release can still arrive a mangled lump of clay. For the most part, I formulate my thoughts on a game after it has released, and after I’ve heard some initial word of mouth about it, and then make a decision to play it or not. I wish I had time to play all the games. But I don’t. I’ve spent my time as a game reviewer, and am still an early adopter when it comes to hardware. When it comes to games, I generally feel that, at $60 a pop, I do not need to be the first person in the pool. I still pump plenty of cash into the gaming industry on a yearly basis despite my snap-back tactical demeanor about releases.

Regardless, a game also has to be messaged well, and stick to that messaging. I don’t mind a small pivot on the approach to release. But big sways worry me about the company’s faith in the title, or that there was a misunderstanding by the marketing team about what the game was about. There also has to be synergy between the developers, the publishers, and in the case of a licensed property, with the owner of the IP.

10 years later, Doom co-creator John Romero has “apologised” to fans for a “terrible” Daikatana marketing campaign he “regrets” and “should have stopped”.
Famously, a poster for the game told fans that “John Romero’s about to make you his bitch”. – Eurogamer

I never really understood the messaging around Avengers. As a comic-book fan, I don’t think I ever dreamed about being Captain America. He is already an established character with his own background and set of experiences. The fantasy was about becoming my own hero, leaning on my own actual real-life experiences and being in the Marvel Universe and working alongside those heroes.

Being an Avenger makes total sense to me in a limited, 40-hour-ish campaign with a relatively definitive beginning, middle, and end (DLC and expansion packs notwithstanding). But the notion of being an Avenger inside a game-as-a-service? I never saw the thru-line in that. I’d rather be my own Guardian, or Tenno, or ship or spaceship captain, writing my own history against a blank, or minimally filled in, canvas. Not overlaying it on top of 80+ years of already written comic book history.In similar vein, I’m not entirely sure what the messaging around Marvel’s Midnight Suns is supposed to be. Admittedly, I never read the original comic. But I’m familiar with a bit of its history. Then game features a cast that is not in-line with the comic. And while I am not a fanatical “stick to the book” kind of gamer, it feels like a missed opportunity to not take the opportunity to bring Daimon Hellstrom and Morbius into the light of day. While I applaud the addition of Magik, given her integration into the X-Men storyline, I do not understand the addition of MCU heavy-hitters Captain’s America and Marvel, Iron Man, and alt-MCU flag-bearer Wolverine. These seem gratuitous fan platitudes that maneuver the title into the corner where I look at it as just a skinning of X-Com. This was much the same effect that Galactic Battlegrounds, a game developed by LucasArts (may the studio rest in peace), built on the Age of Empires / Age of Empires 2 “Genie” engine licensed from Ensemble Studios (may that studio also rest in peace) had for me back in the day; I was never convinced it was much more than an AoE2 palette-swap. It feels like there is marketing around this Midnight Suns and concerns of profitability that have crept their way into the game design and are smothering the messaging like Wuthrich butter.

Star Wars: Galactic Battlegrounds

Yes, there are a few proclivities I have that keep me outside the ring observing the chaos inside when a game is in its pre-release. And generally I wait until something lands and I have some time to see what others are saying about the game. Still, I have to decide amongst a myriad of games that are out at any one time what I may want to buy. And when a game with clear messaging is up against one that has buried the lede, I am more apt to choose the one whose messaging has been clear, and whose design I think appears to be in-sync with that messaging. The past is riddled with the corpses of games that were messaged differently than they played, or whose messages showed a clear invasion across the creative boundary by the marketing team and IP owners. My hopes that things turn out better for Midnight Suns. I’ll be waiting at the back of the club to see if anyone else hits this particular dance floor and comes away raving about the DJ.