I can think of a handful of games that, despite being games that I’ve enjoyed, never really became part of a “genre”. Do you have any like this, and if so, which?

Are they games that you’d like to see another entrant to the genre to? Would you recommend the original game as one to keep playing?

  • @Mango@lemmy.world
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    22 hours ago

    Space Station 14!

    There’s no other game like it. It’s so absurdly in depth! You can play super hardcore with loads of knowledge and be next to a total casual in the same shift both enjoying your time together!

    It’s in early access on Steam right now. Ask and you shall receive!

  • @Crispy@sh.itjust.works
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    55 hours ago

    Return of the Obra Dinn is a great and very unique game in my opinion. A fun investigation game that makes me feel smart for solving it. I wish I could replay it, but once you’ve solved how everyone has died aboard the Obra Dinn, there’s not much reason to replay.

  • @GrayBackgroundMusic@lemm.ee
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    71 day ago

    Hardspace shipbreaker. You are a wage slave in orbit, disassembling and salvaging ships and binning the components. It’s very dystopian. Essentially it’s a puzzle game, to maximize profit and completion rate, but with physics and lasers.

  • 🔍🦘🛎
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    1 day ago

    Diary of a Spaceport Janitor is a slice of life/poverty simulator in which you scrape by earning pennies, dreaming of escape and adventure. Full of charm!

    Miasmata is a horror/cartography game where you have to triangulate PoIs in order to fill out your map as you search for a cure to your disease on an uninhibited tropical island.

    Yoku’s Island Express is a metroidvania/pinball game in which you traverse the world vis flippers, chutes, and as a bug rolling a ball.

  • @voik@ttrpg.network
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    332 days ago

    Outer Wilds

    If you’re a naturally curious person, the odds are you will probably enjoy Outer Wilds. No other game I’ve played has ever had quite the same blend of mystery, conquering the unknown, and semi-realistic space exploration.

    Could someone make another game like it? Not impossible, I suppose, but I think you would be hard pressed.

    Should you keep playing the original? You really can’t, one time through is all you get. Once you have discovered all the secrets and uncovered the mysteries, that is your journey through it. Still fun to visit every once in a while, though

    • @Sigh_Bafanada@lemmy.world
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      621 hours ago

      My best recommendation for “replaying” the game is to get the mod “Quantum Space Buddies” and play it alongside a friend. I did this and it allowed me to play it vicariously through them, letting them make all of the decisions and just offering up tiny tidbits of assistance where necessary.

      The mod has some bugs, but it’s way more full-featured than I was expecting, and it’s frequently updated to iron out more bugs

    • Skua
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      82 days ago

      Echoes of the Eye does at least give you a sort of second playthrough

      I think Tunic is probably the closest feeling to Outer Wilds I’ve gotten so far. The moment-to-moment gameplay is quite different, but the broad scale feels close

  • @DannyBoy@sh.itjust.works
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    202 days ago

    The Stanley Parable doesn’t really have a genre, and I don’t think you make another entry into that genre without being derivative. There’s a couple games I can think of that have themes of player agency, Bioshock and to a lesser extent Spec Ops: The Line. Just some ramblings.

    • 🔍🦘🛎
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      21 day ago

      The Beginner’s Guide (also by Davey Wreden), One Shot, Undertale and Deltarune, Omori, and SOMA all deal with putting player agency to question.

  • @talOP
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    1 day ago

    I’ve got a couple games that maybe fit this category.

    • Kerbal Space Program. This had a sequel coming out that apparently wasn’t going very well and was cancelled, so right now, the possibility of a complete additional game isn’t that great. Spaceflight simulator, where one can design and craft spacecraft and amospheric craft, as well as space bases. One can fly to other planets, set up bases, set up satellite networks, etc. There are some “build your own vehicle”-type games, but not as much of a hard sim as this. I believe that X-Plane can handle atmospheric craft modeling, though the scope of that game is much smaller and it focuses more on flying the aircraft. Has a campaign to progress through, where one performs discoveries and conducts research. I’d recommend this to someone who hasn’t played it and likes sim games.

    • Kenshi. There’s a sequel coming out, so maybe it won’t be unique at some point. They player controls a squad that moves around the world in real-time – there isn’t an “overworld map”. The squad can be split up into multiple squads. One can build outposts and defenses and such and have something of an automated economy. There’s a tech tree. The world has various factions and dynamic control of regions, something like Mount & Blade: Warband. There are unique biomes to travel through. A fair bit of the world is placed. The world starts out in a mostly-hand-crafted, fixed state, but evolves over time. Character progression isn’t based on point allocation, but on specific experience; have a character get hurt, and over time his ability to take damage will rise, and so forth. I think that this is still worth playing, though it’s by no means a beautiful game and possibly (hopefully) will be surpassed by its sequel.

    • Majesty: The Fantasy Kingdom Sim. A real-time colony sim that can mostly run itself. One has indirect control for the most part; one directly controls upgrades, certain spell and structure abilities, and can spend money to create “incentive flags” to create missions for characters to fulfill. I don’t know if it’s right to call it a single-game genre – it’s a colony sim, and other colony sims exist, like Rimworld, Dwarf Fortress, and such. Populus and some god games have direct control over spells. But I don’t know of any other colony sim that plays much like it – most of the focus is on upgrades and on countering waves of invaders, and the gold economy is ununusual. The same developer tried making a sequel, but eliminated the “sandbox” mode, and turned it into more of a puzzle game, and that game didn’t do very well. One builds a colony in real time. There is no direct control over the individual characters, but for certain actions, one can spend money to incentivize them to do certain things. Characters level up and purchase equipment using gold they earn and that you expend on them to purchase items. Some of your control comes from things like building inns to cause them to spend idle time in particular locations. Building construction and maintenance is carried out automatically by peasants. As adventurers spend gold at buildings, it comes back to your control. I think that I’d have a hard time recommending today due to its age (you’re going to have 2d pixel graphics that are going to be tiny on a current computer).

    • Pinball Construction Set. This is a video pinball game where the player can use premade elements to easily put together their own pinball board. Very elderly now, dates back to the early 1980s. I remember being absolutely fascinated by this back in the day. Since that time, there have been many video pinball games, as well as some systems that permit some level of authoring capability (e.g. Visual Pinball can run user-created pinball boards), but these require a lot more effort and expertise and “real” authoring tools to put together a pinball board; one can’t just drop in in-game and start throwing elements together. I don’t think that I can recommend this, as it’s absolutely ancient today.

    • Noita. It’s based on Liero, but really not at all like it. It’s an action-roguelite (well, that’s a genre, but nothing really similar beneath that level of specificity) that has side-scrolling over an open world. Various materials interact and have their interactions simulated at a per-pixel level, something like the “falling sand” genre. However, there are enemies running around, and the player controls a character that walks and floats through the world. One can find various containers of substances; one can try and mix things together to manipulate the world. One finds wands with spells; one can combine spells and various spell modifiers on wands to create all sorts of custom magic weapons that can range from utility to offensive. The aim, as with many many roguelites, is to try to use some luck and synergies between various items to come up with truly game-breaking combinations. I can definitely recommend this game; I found it to be very good value-for-money.

    Honorable mention:

    • Hostile Waters: Antaeus Rising. This is not a single-game genre, but there have only been two successful games in the genre, and one, Carrier Command, is from the 1980s (and which I’ve never played). You control a carrier (strictly speaking, an amphibious assault ship) that moves along an island chain; it can create surface, amphibious, land, and aircraft and weapons for these. One has a limited number of AIs that can control some vehicles automatically; one can give general orders to these, control the vehicles directly. One can capture more resources from the islands to expand one’s abilities. There was a remake of Carrier Command, which flopped, and a sequel, Carrier Command 2, a relatively-recent game, but unlike Hostile Waters, is really intended to be played cooperative multiplayer; playing single-player places a very heavy workload on the player…so I have a hard time placing it in the same genre, even if it has many similarities and was inspired by the same game. While I enjoyed Hostile Waters and I think that it could still be enjoyed, it’s getting a bit long-in-the-tooth graphically, and I recall it being a bit unstable even back in the day.
    • Tedrow
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      52 days ago

      I always hurt inside when I remember Majesty. It’s such a cool concept that could be expanded much more today.

      • @talOP
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        2 days ago

        Rise to Ruins is maybe the most-similar game in terms of gameplay that I can think of. You initiate construction of buildings. You have automated characters build them (kind of like Majesty and Settlers). You can upgrade them, and they can provide equipment to characters. It has the same ramping difficulty of attackers. It doesn’t start with a map populated with monster generators the way Majesty does – instead, they show up over time. It has spells. You can build “defensive buildings”. It starts with the map covered with a fog of war. Your colony’s NPCs level up over time. You can put beefy, non-critical structures to act as something like a tank to absorb attacks while your characters make their way over to deal with a threat, kind of like Majesty.

        It’s got some major gameplay differences, though:

        • It’s one of the “unwinnable” games – absent some ways to kinda cheese the game and win, you’re just expected to survive for as long as possible. There’s a – I forget the term, but “corruption” – that spreads around the map, making terrain more-and-more hostile, and eventually overwhelming you. Majesty is about surviving the most-unpleasant bit, but if you can overcome that, you’ll win a round.

        • No gold economy or NPC incentives. Well, IIRC one can create a “golem attractor” that will tend to make a that particular type of NPCs show up in an area, and you can create structures that NPCs will frequent to tend to make them hang out in a given area.

        • A strategic map (which some may like).

        • Survival aspects, like needing water and food.

        • Path efficiency and building roads and such matters.

        • The NPCs do get more-durable, but not to the extreme level that they do in Majesty, and they don’t quite work together in the same sorts of ways.

        • It’s got more of a maze-building tower-defense aspect.

    • Sabata
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      11 day ago

      Noita.

      The main section of the game is the tip of the iceberg. Everything is hidden and blocked off, you got to make game breaking combos to start picking up the threads. Finding the mystery/puzzles feels like you no clipped out and found more content that’s not supposed to be seen. You feel like a crazy investigator hinging threads at a cork board once you got game play down.

  • Chozo
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    182 days ago

    While it’s a series, it’s really the only franchise like it, so it kinda is its own genre: Katamari.

    • @GraniteM@lemmy.world
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      18 hours ago

      I’ve been meaning to try that game where you play a hole that gets bigger by devouring everything.

      • Chozo
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        18 hours ago

        If it’s the same game I’m thinking of (but can’t remember the name of), I remember it feeling like a much more shallow version of Katamari. You never realize how important the rolling physics truly are to the Katamari experience until you take them away. It was a pretty neat idea, but just didn’t capitalize on it very much.

      • @Kelly@lemmy.world
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        21 day ago

        I have that one in the alarm library on my phone.

        Its not good as a daily driver - if you use it every day you will end up with the song stuck in your head. But its great as a sometimes tone, I think I have it set for Wednesdays at the moment.

        • @w2tpmf@lemmy.world
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          21 day ago

          I haven’t heard it in years and it got stuck in my head true second I read the name above.

  • @pyre@lemmy.world
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    92 days ago

    Pyre. Guess where my username comes from.

    It’s a supergiant game so the usual is there: Great characters, interesting story, great dialog, fantastic art… very touching and inspirational all around. To this day it is the only game that has actually made me feel conflicted about playing well.

    At a certain point in the story I just couldn’t, and it felt like my hands were sabotaging my game independently. Weird ass feeling. And purely for character reasons, nothing really to gain from it mechanically.

    What I love about it was that this wasn’t really presented as a typical videogame dilemma. Nothing in the gameplay was different. It was just another “game” that I was expected to win, but one of my characters was desperately hoping to lose.

    Well I lost that time and felt good about it. No game has made me make a decision that completely ignored the gameplay implications.

    “Do you want to save this little girl or literally torture her and suck her life force? The evil option will give you immediate rewards but the good option will give you better rewards a little later and also the good ending!” Wow Bioshock, really tough choice there, thanks for putting my noodle to work.

    • @HipsterTenZero@dormi.zone
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      27 hours ago

      I love Pyre, its the only game I’ve ever 100%'d. A lot of people consider it supergiant’s worst game, but it’s my #1 favorite game. If only the multiplayer had online play, I’d consider it perfect.

  • @ampersandrew@lemmy.world
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    41 day ago

    Gods Will Be Watching is the one that comes to mind for me. It’s a strategy game of sorts with about 7 or 8 totally different scenarios where you’re managing a very bad situation. In one, you’re holding hostages while executing a heist, and in another you’re wandering through a desert with limited resources. Each one is a balancing act, and a through line forms the narrative across them all. It was probably hamstrung by its punishing difficulty at launch, which was later addressed by additional difficulty modes, but there’s a lot of room to iterate on this concept without it ever getting old.

  • Dyskolos
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    41 day ago

    “Giants: Citizen Kabuto”

    It was a hillarious mix of everything. Super funny characters/story, great telling, fps, rts, asymetrical… All being super casual. Still on gog and still a joy.

    “battlezone”

    Best blend of rpg/rts/Story. So far i never saw one coming close that gameplay.

  • @exocrinous@startrek.website
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    1 day ago

    Terra Nil. It’s an anti city builder. Land in a polluted wasteland, clean the soil, plant seeds, set up ecosystems, make sure they can persist without you, and recycle all your structures before you leave. Appreciate the beauty of the natural ecosystem you restored as you fly away.

    I want more games like this.

  • Encrypt-Keeper
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    102 days ago

    Death Stranding. One of my top games of all time. Atmosphere, gameplay, music, Kojima wackiness. It’s loosely in the “transportation” category of games, but it’s not quite a trucking sim, not quite a walking sim, it is story driven, it’s at least half survival-horror, there’s some stealth-action in there. It’s single player and also kinda multiplayer. We laughed at Kojima when he called it a “strand-type game” but it really is a wholly unique experience. The absolute closest you can come to another game like it is Snowrunner, but that isn’t story driven, you never leave your trucks, there are no enemies, etc.

    • @Alfaa@lemmy.world
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      31 day ago

      Death Stranding is how I discovered Low Roar. They’re one of my favorite artists now, although I’m extremely sad they won’t be releasing any more music.

      • @talOP
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        11 day ago

        Yeah, I’ve have a few games that I’ve really enjoyed the bands from.

        This is kind of diverging from the topic, but…one of my annoyances in video games is that that there are a number of video games that I play to the point of getting tired of the music, but don’t have the option to buy more music tracks for. There are mods for Stellaris to add more music tracks – people clearly want more music – but even though Paradox is a game publisher that specializes in putting out games with huge amounts of DLC, they don’t sell additional audio for the game, which just seems bizarre to me. I really wish that Fallout: New Vegas had commercial DLC radio packs in the same genre, but nope – though there are people who have made enormous free “radio” mods for the Fallout series, like Old World Radio and Old World Radio 2 for Fallout 4, so there are clearly a considerable number of players who’d like more music to be available.

        This doesn’t work for games that you play through once and are done with, but I kind of wish that when a band creates audio for a game that one spends a lot of time playing, that the game developer would at least provide the option to buy more audio from the band for it, as long as it fits. The amount of developer time required to incorporate additional audio tracks seems very limited, and if the band is still producing audio in the same style, it seems like it’d be a sensible fit.

        What’s even odder is that it’s become extremely common for game publishers on Steam to go the opposite direction and sell access to the game’s soundtrack to play independently of the game. So they’re basically acting as a music vendor already. That’s also very low developer-effort. But they very rarely have DLC to add more audio from the band back into the game.

        Cities: Skylines is the only game that I can think of off the top of my head where the game publisher sold additional DLC music.

        I don’t understand why either game publishers or music labels wouldn’t love that kind of relationship. If you’re a music label, have a bunch of IP, I’d think that getting royalties from your audio getting wider play is almost always worthwhile, and if it’s in a game, it’s not competing with non-game use; if anything, it probably promotes it. From a game publisher’s standpoint, the cost to incorporate more music in many games is minimal, so the risk is very low. From a player’s standpoint, it makes the game more-playable; the music doesn’t wear on you.

        • @Eccentric@sh.itjust.works
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          11 day ago

          From a roleplay/world building perspective, I really like the fact that Fallout New Vegas has an extremely limited radio and I do think the atmosphere would be seriously damaged if they had added more songs. I haven’t played the other Fallout games but I reckon this is probably applicable there too. I understand that people get bored of the same songs over and over again, but that’s a feature not a bug. If you were living a hard scrabble life a post-apocalyptic wasteland where no one has the means or resources to be writing, recording and distributing popular songs, yeah you’d probably get bored of listening to the same music over and over again. And then when you turn the radio off, all you can hear is the creepy horror sounds of the Mojave and suddenly listening to Jingle Jangle on repeat doesn’t seem so bad after all. The repetitive, upbeat soundtrack is super effective at making you feel like you’re stuck between two not so great choices, one awful and one somewhat better but severely lacking. And that really reflects what it’s like to live in the Mojave–you often don’t have the luxury of a completely satisfying choice because you and everyone else is fighting for survival. Specific to FoNV, it really drives home the political climate of the harsh, brutal Legion versus the comforting but stale and ineffective NCR. Honestly FoNV is the first game that really made me think in depth about the music choices in a video game and I’m really really glad they made this choice.

          I am pretty sure though that the Big Mountain DLC added a new radio station.