The previous section hints at something pretty important, but maybe non-obvious: I assert that MetroidVania is not a genre, it’s a framework - a way of structuring games and most specifically the worlds they take place in.
And
This realization that ‘MetroidVania’ is not a genre helps explain why a game like Batman: Arkham Asylum can be thought of as a MetroidVania where its sequels wouldn’t be, even though almost all aspects of the gameplay are very similar.
Really not convinced that you can’t call something a genre because it wouldn’t describe different games in a series.
I’d argue the Wario Land series has mostly changed genres between 1 and 2. First one is a straight platformer that’s basically Super Mario Bros with different abilities, following games are exploration puzzle game things that have a platforming element, but in which platforming is not the main point IMO.
Resident Evil really forgot it was survival horror for a while.
Breath of the Wild/Tears of the Kingdom are almost nothing like the classic Zelda formula. Free-form puzzle solving, free-er movement, almost zero dungeon structures, consumable weapons…
Those are significant, because when it happens it’s very likely some people would be more invested in either the old or new games, which incidentally explains why it doesn’t happen that much in established series.
I know I was initially very disappointed with new Wario, because all I wanted back then was more Mario-style platforming and the intentionally frustrating design of Wario Land 2-3-4 wasn’t for me.
Your example about BoTW is really good. I never played the earlier Zelda games and had near-zero interest in them. Then a friend let me borrow their BoTW cart and I absolutely fell in love with it. Still no interest in playing the earlier ones though.
I happen to like both, but they’re very different. Like a lot of fans of the rest of the series, while playing BotW I missed the classic dungeon experience. A whole divine beast and a dozen shrines stitched together would be maybe like one dungeon in the main series, and it’d have a new item, it would rely on it a lot with clever riddles and it’d have a unique boss, not just another flavour of Ganon.
Of course, a classic Zelda game is also a lot more linear in structure, with a world you can only explore bit by bit, and in a set order (mostly, there is a couple of exceptions).
The worse take i have read in a while, you can say the same about anything, fps, tps, rpg and even visual novels or action adventure, they are more frameworks than genres by their definition, even racing or sports games.
And
Really not convinced that you can’t call something a genre because it wouldn’t describe different games in a series.
I’d argue the Wario Land series has mostly changed genres between 1 and 2. First one is a straight platformer that’s basically Super Mario Bros with different abilities, following games are exploration puzzle game things that have a platforming element, but in which platforming is not the main point IMO.
Resident Evil really forgot it was survival horror for a while.
Breath of the Wild/Tears of the Kingdom are almost nothing like the classic Zelda formula. Free-form puzzle solving, free-er movement, almost zero dungeon structures, consumable weapons…
Those are significant, because when it happens it’s very likely some people would be more invested in either the old or new games, which incidentally explains why it doesn’t happen that much in established series.
I know I was initially very disappointed with new Wario, because all I wanted back then was more Mario-style platforming and the intentionally frustrating design of Wario Land 2-3-4 wasn’t for me.
Your example about BoTW is really good. I never played the earlier Zelda games and had near-zero interest in them. Then a friend let me borrow their BoTW cart and I absolutely fell in love with it. Still no interest in playing the earlier ones though.
I happen to like both, but they’re very different. Like a lot of fans of the rest of the series, while playing BotW I missed the classic dungeon experience. A whole divine beast and a dozen shrines stitched together would be maybe like one dungeon in the main series, and it’d have a new item, it would rely on it a lot with clever riddles and it’d have a unique boss, not just another flavour of Ganon.
Of course, a classic Zelda game is also a lot more linear in structure, with a world you can only explore bit by bit, and in a set order (mostly, there is a couple of exceptions).
Never thought about that second quote like that before, but it explains why I loved Asylum and noped out of City after like, an hour or two
The worse take i have read in a while, you can say the same about anything, fps, tps, rpg and even visual novels or action adventure, they are more frameworks than genres by their definition, even racing or sports games.