Summary
There are many genres of games, each setting expectations of what kind of experience players are going into. Players pick up anRPG and anticipate variations in combatand character progression, or load into FPS games ready for fast-paced action. Some games tend to blend these genres and create new concepts, or develop entirely new genres.
The following games aren’t just great games, but milestones in game design evolution,defying expectationsby either blurring the lines between genres or inventing a new one out of pre-existing ideas. There may be story spoilers ahead due to the nature of discussing genres and expectations in games.
Stemming from a game released in 1996, thePersonaseries developed a unique reputation as a turn-based RPG with slight twists, like a social simulation system inPersona 3and a more in-depth timing system inPersona 4.Persona 5 Royaldefies expectations of classic RPGs by creating an utterly unique experience that even redefines what previousPersonagames accomplished, all backed by a fantastic sense of style in terms of aesthetic and soundtrack.
Persona 5 Royal’scalendar-based structure doubles down on timing, forcing players to make meaningful choices about how to spend each in-game day. The main dungeons players explore are called “Palaces,” which feature puzzles, stealth elements, and interesting boss mechanics, drawing inspiration from other immersive sims and action games.
Pokemongames first appeared in 1996 and held a consistent style of gameplay that truly emphasized whatPokemonis. Up until 2022, with the release ofPokemon Legends: Arceus, the formula remained relatively the same. The addition of anopen-world format appeared first inSword & Shieldin 2019, whichLegends: Arceusexpanded uponand then some.
The wayPokemon Legends: Arceusdefies Pokemon’s genre expectation is first through the disposition of the characters in their story; most are afraid of wild Pokemon and going through a journey of learning to love them. The gameplay features real-time catching with the stakes raised by the player themselves being targeted by Pokemon. Overall, this game breaks away from the franchise’s long-standing formula and changes the expectations of what aPokemongame looks like, setting a good path forPokemon Legends: Z-Ato follow and expand upon.
Katamari Damacyis worth noting here because it’s a great example of genre subversion, as it basically invented a new genre that many games have borrowed from since.Originally released in 2004 for the PlayStation 2, it contrasted with anything else at the time for embracing absurdity and offering gameplay that had no real precedent.
The concept is nearly impossible to explain, other than that the player must roll a magical ball called a “Katamari” that sticks to anything smaller than it, forming a large ball that eventually becomes large enough to collect large creatures and buildings. This game defies all expectations of puzzle and action games by providing something surreal and quirky, setting a new standard for games that don’t have to rely on overarching narratives or complex gameplay systems.
At first glance,Outer Wildsappears in the same family asNo Man’s Sky, a space travel sim. However, this game rejects nearly every conventional expectation of progression, challenge, and reward. There are no enemies to fight, no stats to increase, no new tools to unlock;inOuter Wilds, every player must utilize their thinking abilities and persistence to discover what the game is about.
The main defining mechanic of this game is its 22-minute time loop triggered by the death of the sun, forcing players to think critically by observing planetary orbits, deciphering left-behind texts, and discovering hidden physics systems. Progress is cataloged on the player’s ship, but no guidance exists other than the player’s imagination and what clues are left behind.
Tunicis the kind of game that can be fully enjoyed on a surface level asThe Legend of ZeldameetsDark Souls, featuring challenging combat and gradual progress through items and routes. However, what makes this game defy expectations is the numerous puzzles embedded within it. Similar toOuter Wilds, this game allows players to play non-linearly and learn new ways to play the game in a different way.
Every step of the way,Tunicmakes players realize there’s something moregoing on than what’s being shown. Many modes of progress are obscured yet hidden in plain sight, and several moments require the player to read between the lines both literally and figuratively. This game utilizes nostalgia, abstract language, and player creativity to craft an experience that feels ancient and mysterious.
Hideo Kojima is well known for defying expectations in games across multiple levels, most famous for theMetal Gearseries, developing fusions between action and stealth.Hismost unique project isDeath Stranding, released in 2019 with the self-titled genre label “strand game.” This game begins as a walking simulator and evolves into more complex gameplay that incorporates action segments and asynchronous multiplayer capabilities.
PlayingDeath Strandingfeels like experiencing poetry—a philosophical and surreal experience that highlights fragility, isolation, and what it means to put effort into something. Like many other games from Kojima, this game naturally defies assumptions about what a game can be. It’s not designed for casual consumption, as it demands patience and prioritizes artistic vision over any genre conventions.
Return of the Obra Dinnis another unique game coming from Lucas Pope, the creator ofPapers, Please. This game is built entirely around logic deduction, with no combat, traditional puzzles, or guided narrative structures. And yet, it succeeds as a compelling story experience and genre-defying game that reimagines how games deliver interactivity and storytelling.
The player wields a magical stopwatch known as the Memento Mortem, which allows them to view the frozen final moments of the dead while exploring the fate of the 60 passengers and crew aboard a ghost ship. This game refuses to handhold or hint at solutions, trusting players to genuinely think. The deliberate 1-bit monochrome style and ominous gameplay really set the stage for experiencing something haunted and out of time, rewriting how games can share stories in an abstract way.
This is a unique game that not only defies genre expectations but also disassembles them into a deeply critical meta-commentary on video games.The Stanley Parableliterally weaponizes player expectations, beginning with a seemingly simple premise: Stanley, an office worker, finds himself alone at his desk with a narrator calmly describing his thoughts and actions. However, a pivotal moment in the game determines the reality of what is happening—Stanley arrives at two doors, and the player can decide to obey or disobey the narrator when choosing which door to walk through.
The entire structure of the game centers around Stanley exploring the office facility with an omnipotent narrator attempting to guide him in a particular direction. The genius of this genre-defying game lies in how the choices within it alter the story and also question the very nature of storytelling in games.
Inscryptioninitially presents itself as a dark deck-building roguelike, similar toSlay the SpireorHand of Fate, but this game delvesdeeper and breaks the genre convention in an unexpected way.InInscryption, players sit across from a shadowy figure and are forced to play a card game centered around the theme of sacrifice. When players get comfortable knowing what’s going on, the game begins to evolve, not only genre-shifting but breaking the fourth wall.
Inscryptionuses genre subversion as a storytelling device. When the game shifts, an ARG is discovered, and the game itself is being interfered with by the beings within it. Without spoiling too much,Inscryptiondefies genre, story, and mechanical expectations in a number of ways, and after only a couple of hours of consistent gameplay.
Doki Doki Literature Club,on its face, is like any other anime-inspired dating sim in a slice-of-life high school setting, with a handful of classmates vying for the protagonist’s attention through poetry writing and shared hobbies.However, this game transcends genre and parody, gradually evolving into a psychological horror with self-aware characters and code manipulation, subverting genre and mechanical expectations entirely.
Players will slowly begin to notice the fourth-wall breaking, which is no accident or hidden Easter Egg, converting the narrative into a meta-horror experience—a rare occurrence in games, also executed very well. This game dismantles genre norms and pushes the traditional boundaries of gaming so far that it forces players who fall into the rabbit hole to self-reflect on moral concepts and how to approach gaming in general.