What are some genres/settings you really think is undervalued in the game industry?

Genres:

  1. Progressive Rogue-light space sim - In fact, the only one I can think of ever having played was the highly underrated and somewhat obscure Project Sylpheed. It came out for the Xbox 360 early in the console life cycle before many gamers had the console and I think a lot of reviewers thought they had beat the game on their first "win" - which actually isn't a full win because you have to score well throughout the game to see each level's "win" and the ultimate best ending but you simply can't do that with a single playthrough. It takes skill even after you've played enough to unlock every piece of equipment and every upgrade.

  2. Well-made strategy games - the genre has a lot in it but there are few withe eloquent systems that are fun and intricate without being ridiculously involved, crunchy, and having a very exploitable OR random "win" path. For every Civilization or FTL, there are ten strategy games that clearly just don't get how to create fun strategy mechanics and/or have a shitty UI.

Settings:

  1. Honestly, for me this about quality and the details. People say that sci-fi and fantasy are "over-used" but that's just not true because these settings are speculative and often unique. So my setting things are more specific and about those tropes I see used in art styles for a variety of settings.

  2. I'd like to see more games not cheap out on heavy armor (cloth textures are much more difficult especially if you are going for realism and you don't just use them as scarves, hoods, or capes). Look, I know it is more expensive and that art is already the biggest AAA expense and time-sink, but the technology has been here for over a decade. We need to get better at this and stop choosing art styles to cut corners.

  3. Exploding barrels - Okay, these can be cool, but I get really tired seeing the same exploding barrels in multiple levels that have no narrative purpose in those levels. They should make sense and not just be placed around to create environmental combat. Explosions are fun, but lets get away from barrels or at least find different environmental effects and give them a narrative reason for being there.

/r/truegaming Thread