- Primary Subject: Multi-Genre Video Game Design Trend
- Key Update: Recent examples like Highguard highlight how multi-genre games risk identity loss and bloated mechanics when attempting to satisfy multiple audiences at once.
- Status: Confirmed
- Last Verified: March 20, 2026
- Quick Answer: Games that try to please everyone often lose focus, creating bloated mechanics and identity issues, which leads to weaker gameplay and failure to satisfy any specific audience effectively.
When it comes to video games, every person has their preference. Some would much rather enjoy the world of RPGs, others might like going up against numerous opponents in a battle royale, and the list goes on. To ensure that the tastes of the different audiences are appeased, many games are created with the sole intent of focusing on what they desire and providing them with the best experience.
This has been the standard formula for years, and given its effectiveness, most developers adhere to it. However, with the steady growth of the popularity of video games, a few experiments have emerged that try to break from tradition.
They are titles that try to appeal to multiple audiences, whether through gameplay or other aspects. While this might sound great to some, the idea of catering to numerous different types of gamers in a single package is actually a problem, one with serious consequences.
The first is that by putting effort into pleasing multiple types of gamers, it can put an established series in an identity crisis. For example, one of the biggest reasons the Resident Evil franchise is so popular is due to how it established itself as the king of single-player survival horror.
Yes, it innovated a few things here and there, but for the most part, it stuck to the formula it used to define the genre. However, the franchise wanted to reach beyond its intended audience, and that resulted in Umbrella Corps, which is a competitive 3v3 shooter. Considering that it was set in the Resident Evil universe, fans expressed disappointment and confusion over the decision to stray from what the series is known for.

Also, the game itself wasn't the best, as it lacked substantial content and had clunky mechanics. So, not only did it fail to capture the hearts of a new audience, but it also put the identity of Resident Evil at risk, which had negative effects on the fans' perception of the series. Luckily, Resident Evil as a whole bounced back, but others who tried their hand at something different weren't as fortunate, such as Assassin's Creed, which is essentially telling that it's best to stick with what your audience knows you for.
Another consequence of games trying to appease multiple audiences is that they become too bloated. What this means is that they incorporate numerous gameplay styles; however, instead of them synergizing to make something fun and innovative, it ends up becoming a hodgepodge of ideas that do not work.
A very good example of this would be the recently defunct Highguard. The game was a combination of a MOBA and a first-person hero shooter, where each team had to defend their structures while trying to destroy those of their opposition. The concept seemed interesting, but unfortunately, it was not properly executed.
As soon as it was released, players immediately noticed the problems that came with trying to combine both genres. The maps were much too large, too many mechanics to try and remember just to win, and the characters themselves weren't properly balanced enough to make the core gameplay interesting or enjoyable.
The idea of a promising game was there, but due to how there were so many things to take into account, it's clear that the developer, Wildlight Entertainment, couldn't polish everything that needed to be. This then resulted in the bloated mess that everyone got a taste of upon Highguard's release, and it's no surprise that so many disliked it.

While the developer tried to fix certain issues to make the game more enjoyable, the fact remains that it already failed to appease both the MOBA and hero shooter crowd right from the start, and all because it crammed too much in with no idea of how to make everything mesh well.
Making a game that tries to appease many audiences can work, but only if it understands how to do so without harming the genres it's trying to incorporate. The best example I can think of would have to be Fortnite, as it has everything from anime characters to Marvel hero-like gameplay all in one.
The reason why it works so well in pleasing everyone is that it understands that it's a battle royale first, and everything else second. Because of how much it focuses on improving and innovating the genre that made it famous, it can get away with introducing new modes and even bizarre content. Also, the work it puts into integrating them is made with a lot of care, which is why it works as a game that tries to appeal to many audiences.
Still, something like that isn't easy, which is why I believe it's best that video games try to stay in their lane instead of trying to go over to multiple ones. Stretching yourself too thin always leads to problems, and hopefully, many developers understand that to help ensure that whatever they come up with in the future doesn't become another story of failure.
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