Posted May 22, 2021
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In a generation of copy-paste games like ours (2010-present) many people haven't even heard of Metroid and would call a Metroidvania a "2D Open World game".
While trying to define what a "Metroidvania" is, I rather stick with the 2Ds too to make it easy, because that's how the originals were made. Otherwise every game containing exploration and item based progression will become a metroidvania. Arkham Asylum is really linear and the exploration is really limited, I wouldn't count it as a Metroidvania personally.
Some people in this thread have mentioned already but the isolation of Metroid is non-existent in most games that call themselves metroidvanias. Metroid could be considered an horror game, too. So yeah, it's really a wide genre.
Imho, after reading you all, that's what charactezires:
♦ Metroidvania:
- Item based progression
- Non-linear 2D sidescrolling labyrinth/maze-like map exploration
- More than one boss acessible from the start
- Isolation, horror-like (Not always mandatory)
♦ Classicvania:
- Non permament power ups (like arcades, but not mandatory)
- Linear 2D sidescrolling progression
- Linear "story" progression
- Multiple characters (Not always mandatory)
♦ 2D Platformer/Action-Platformer:
- Heavily focused on athletic movement for progreession
- Linear map based progression
- Point A to point B levels, end of the level with boss fight or not, like classic Marios.
3D games are a whole new world of complexity. Like @kohlrak said.
Nowdays every game dev is trying to fit all mechanics in their games... so, Idk anymore... not so many original games out there like early 1990~2005.
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Perhaps we should say Wmetroidvania, or Wmetroidsortofwithoutcastlevaniacomponeant. Maybe JmetroidARPCRPGwithsomewessterninfluencesStealthEmUpFPS?
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(I haven't tried it, but you apparently can get the game for free at
https://deconstructeam.itch.io/underground-hangovers)
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Another interesting thing to note: one of the things that people like to bring up about SoTN in particular is the feature to sit in a chair. I didn't understand all the hype with stardew and terraria until i saw specifically why it was a big deal in SoTN. In particular, if you go to certain areas and sit, different things will happen, and it's almost an easter egg of sorts, which one would say adds realism, another would say "who cares?" but in particular it causes one (well 2) of your pets to do things they don't normally do (1 sings, and they both sit on your shoulder, iirc). Then, in one particular room, there is a few easter eggs derived from sitting in the chairs in the room (a confessional) with semi-random outcomes. This, once again, reflects what alot of open world games attempt to do by having characters able to do things that add nothing to gameplay, but seem absolutely reasonable for them to do (like actually using a chair, even though video game characters almost always have infinite leg power).
As for genre merging, i don't think that's necessarily a bad thing, but it's getting to the point where companies are doing it to fill checkboxes, rather than to come up with a cool idea. The difference between the former and the latter is whether or not you're blindly throwing certain features together.