Dragon Quest Builders for Switch review: Minecraft for less imaginative people

Dragon Quest Builders for Switch review: Minecraft for less imaginative people

Chad Sapieha and his little reviewer-in-training came away with slightly different takes on Square Enix's blocky crafting RPG

Dragon Quest Builders looks and feels a lot like Minecraft, but adds ingredients missing from Microsoft's popular crafting game, including a story, missions, and plenty of guidance.Square Enix
I’ve long thought it fascinating that Minecraft, one of the most popular and financially successful games of this – or any – era, hasn’t spawned more clones or direct competition. Square Enix recognized this market gap back in 2016 and tried to fill it with Dragon Quest Builders, a game that combines the Japanese company’s expertise in role-playing with key elements – mining, crafting, and freeform building – liberally borrowed from Microsoft’s powerhouse kids property.The most interesting thing about Dragon Quest Builders isn’t what it takes from Minecraft but instead how it fills in some of the gaps that have existed since that game’s inception. Namely, storytelling, quests, and building guidance. As you explore the world you meet characters who provide lore, you’ll embark on objective-driven missions, and you’ll eventually build items and structures according to specific blueprints. As in Minecraft, you can still build whatever you like wherever you like, but the blueprints help move the story along and provide ideas for things you might want to build on your own.

These are all features I’ve long wished for in Minecraft. And seeing them implemented within the familiar world of Dragon Quest – a long-running series of Japanese role-playing games that I’ve played for decades – was a joy for me when I played the game on PlayStation 4. But it seemed like I wasn’t in the majority. The game had sold a little over a million copies worldwide, last I heard. That’s not terrible, but it’s just a tiny fraction of the more than 130 million copies of Minecraft that have been purchased by kids around the world.

Still, I thought maybe people just hadn’t given it a chance. So I let my 12-year-old kid – a long-time Minecraft devotee and lover of role-playing games – loose with the soon-to-be-released Nintendo Switch edition of Dragon Quest Builders thinking it was bound to become her new obsession. Turns out she’d rather be free to follow her imagination than locked into linear story and told what to do.

Here’s a transcript of the discussion we had after she’d been playing for a few days. It will serve as our review.

Me: I thought you’d have a great time with Dragon Quest Builders. It basically combines the mining, crafting, and building parts of Minecraft with a colourful Japanese RPG – one of your favourite kinds of games. What did you think of it?

Kid: Honestly, it isn’t my favourite. For a few reasons. At the start the problem was mostly controls. I just didn’t like how they were set up. That’s something I can eventually grow used to, but I also didn’t like how you couldn’t explore the whole world right from the start. The story kind of limits you to a specific area – an island – because of some “unseen force.” There are also some things about the inventory that I didn’t like. I had to go back to my chest to store stuff all the time. It’s definitely not an awful game, but it’s not my new favourite.

Interesting. The control problem you mentioned happens to me all the time. Having played games for decades, I expect certain types of games to have specific button schemes. When a developer tries something new – like, say, uses the top action button to jump rather than the bottom one – it can be frustrating. At least until I get used to them.

I’ve kind of grown used to the controls now, but I still get frustrated. This game uses the A-button to get to the menu, which makes no sense to me because it’s your primary button. I’m always pressing it thinking it should do something else. Or at least I was at the start. It’s gotten a little better.

Fair enough. Personally, I have to say that I like Dragon Quest Builders a bit more than Minecraft, mostly just because it has a story and objectives. Minecraft is great when it comes to creative freedom, but I can only build towers and castles for so long until I get kind of bored. It might just be a lack of imagination on my part, but I like to have missions and objectives. Dragon Quest Builders gives us that.

Well, I’d like it more if I could at least leave the island and do whatever I wanted to do. That way I’d have the choice. I could either do the story stuff, or I could go off and just do whatever I wanted to. Find more resources to build stuff. I guess I kind of get why they can’t let you do that – it’d be hard for the designers to tell a story that makes sense if you could go places you weren’t supposed to see until later on – but it’s what I want. Minecraft might not have a story, but I can do whatever I want, whenever I want. I think that’s more important to me.

I get you. And I’m the first to admit that the story in Dragon Quest Builders isn’t anything special. Standard fantasy stuff involving monsters and world saving. But it provides a reason and context for everything you do, which I like. I also like how we get blueprints for building certain buildings and objects. They provide a starting place and a seeding ground for ideas – kind of like a Lego kit with an instruction booklet. Afterward you can go crazy building anything you like, but that initial guidance is nice.

Yeah I really liked the blueprints, too. I thought it was a cool spin. Even in the Lego games you don’t really get blueprints you can build piece by piece, not even in Lego World where you’re free to build anything. I think that’s one of the best parts of Dragon Quest Builders. Something other people who make games like this might want to copy.

Another thing I liked was how this game handles crafting. Once you have what you need for a complex object, you can just build it, instantly. That’s smart. When it comes to crafting, how and where in the world you choose to place what you’ve made is the fun part, not sorting through your inventory to pick out all the pieces you need.

Yeah, the designing is definitely the fun part. But, in Minecraft‘s defence, in newer versions you can go into the settings and change it so that you don’t have to manually go through your inventory to make stuff like beds and doors.

How about the look and feel? I’d be lying if I said Minecraft‘s retro pixelated aesthetic hasn’t worn a little thin with me. Dragon Quest Builders keeps the blocky vibe, but adds more vibrancy and detail. It just feels like it has more character.

Yeah. I do like how it looks more than Minecraft. There are little details, like bits of grass on blocks, that make things a bit more realistic. And I like that the characters in this game are like little cartoon characters with more personality. Maybe it’s just because of how much I’ve played Minecraft, but sometimes it gives me a headache. I’ll go to sleep at night and close my eyes and just see its blocky graphics.

Does Dragon Quest Builders make you want to try other Dragon Quest games? Part of the reason for creative spinoffs like this is to get new people interested in the core series. Other Dragon Quests aren’t really like this one – they’re much more traditional JRPGs – but they contain similar elements, like monster types and the style of dialogue.

It makes me interested in them. But I don’t know if I ever would. I love role-playing games, but they take so much time. I think I’ve got too many to play already. And aren’t there, like, a dozen of them? That’s, like, hundreds and hundreds of hours. I could never catch up.

Good point. Final verdict?

I think you know I’m pretty generous with ratings, so keep that in mind. I think I’d probably give it like a seven or seven-and-a-half out of ten. The idea is really good, and the animation is cute, and even the story isn’t half bad – and you can kind of skip it if you don’t like it – but something about it just doesn’t really click for me the way it does in some of my favourite games. I’ll probably keep playing when I get tired of The Legend of Zelda: Breath of the Wild or if I’m not online and can’t play Splatoon2, but there are other games I’d rather play.

I like to think I’m not quite as generous as you are with scores, but I’d give it a seven-and-a-half or even an eight. I actually think older players will like it more than kids, both because of the name – there are lots of grown-ups out there who grew up with Dragon Quest – and the guided elements. Problem is, it’s clearly targeted at kids, who, like you, might want a little more freedom and fewer limitations. I guess it’s a good little game that’s maybe stuck between audiences.

It’s true old people have no imagination. Every time you play Minecraft you just build big ugly towers into the sky made of random things and then jump off them into the water. Then you stop playing. And when we play Lego you’re just like Will Farrell in The Lego Movie, except you don’t have his hair or teeth. You just stick to the instructions and leave stuff built until it gets dusty. So, yeah, Dragon Quest Builders is probably about your speed.

Dragon Quest Builders for Switch review: Minecraft for less imaginative people

Dragon Quest Builders review – make the switch from Minecraft

Dragon Quest Builders review – make the switch from Minecraft

One of the best alternatives to Minecraft comes to Nintendo Switch, with a charming spin-off that’s not just for existing fans.

It’s always seemed odd that no major publisher has ever tried to copy the success of Minecraft. There have been plenty of indie clones, but the only thing that’s come close from a traditional games company is the low profile Lego Worlds. And now this. Whether you care anything about the Dragon Quest games is irrelevant, as this offers a substantially different experience to both its inspiration and its parent franchise. And it’s a game that works particularly well on the Switch.

What excited us most about this game, when it was originally released in late 2016, is that it’s by Kazuya Niinou, creator of Etrian Odyssey – which happens to be one of our favourites. Although we’re sure most Western gamers have probably never heard of it, or probably Dragon Quest for that matter. Even though the latter is the most popular role-playing series in Japan. But if you are a fan there is a story connection here to the very first game, since you play in an alternative version of its ending – where the evil Dragonlord and his monsters actually managed to win.

The unusually non-combative solution to this problem is to rebuild the land of Alefgard from scratch, mining resources and constructing buildings by hand. But although it is still a sandbox game, where you’re free to go and build whatever you want, there’s a properly structured story to follow and non-player characters to talk to and recruit. Plus, some of that ‘mining’ involves beating up classic Dragon Quest monsters and using their carcases to build your home.

Another clear distinction between Dragon Quest Builders and Minecraft is that this is purely a single-player experience. You’re cast as the arts and crafts equivalent of the chosen one, with the plot hinging on everyone else having forgotten how to create anything with their own hands. Which as demonic curses go is a new one on us. They’re all keen to learn though, and the initial hours have you building up your first village from nothing and having various characters come to move in and help.

Unlike Minecraft, you’re treated to some very specific tutorials, that show how for the most common materials you need venture only a little way out of town to mine ores from the ground or harvest the local vegetation for organic materials. As you can see, the entire world is constructed out of little Minecraft-esque cubes; leaving you free to make the minimum of environmental impact with your excavations or carve out a giant statute in the side of a mountain, depending on your preference.

Monsters are little more than a nuisance at first, but inevitably they end up being the source of some of the rarer items. The combat is real-time and reminiscent of the top down Zelda games, so nothing like traditional Dragon Quest games – or at least certainly not the first one. The stronger monsters are what encourage you to build a blacksmith and armoury, and from there new weapons and armour. Before long your village is not only teeming with people but a self-propagating factory for its own enlargement.

Dragon Quest Builders (NS) - the graphics are a bit blocky
Dragon Quest Builders (NS) – the graphics are a bit blocky

All of this is hugely charming and enjoyable. Dragon Quest Builders is not a fast action game, but is instead meant as a counter to such things. You’re rarely in much danger, or under any time constraint, allowing you to take the game at your own pace and digress into building things that have no real benefit to the main story. There’s an old-fashioned playfulness to the game that manifests not just in its lack of pressure or hand-holding but in the Nintendo-esque dialogue that’s entirely PG-friendly but still has flashes of wry, knowing humour.

And unlike most construction games it doesn’t get bogged down in complications during the end game. The crafting elements do get increasingly complex, but at the same time villagers start to help with the busywork, preparing chests full of restoratives and defending the village if it’s attacked. As you gain experience it’s they, not you, that are levelling up and earning more perks and abilities, which is a neat reversal of the usual role-playing formula.

Given anyone can see the influence from just looking at a screenshot, it’s unfortunate that Dragon Quest Builders is often dismissed as a mere Minecraft knock-off. Especially as that leaves it open to complaints that it’s not nearly as open, with very little ability to dig straight down into the ground and some nasty invisible walls whenever you come across water.

But those are stylistic choices as much as anything else, and the only major technical problem is the sometimes awkward camera system. There’s no significant difference between this Switch version and the original PlayStation 4 release, but the unhurried pace and simple controls make it perfect for the Switch and playing on the go (there’s already a PS Vita version). We’re happy to know that a sequel is already on the way, but for now it’s well worth digging out the original.

Dragon Quest Builders

In Short: A surprisingly successful mash-up between two completely different franchises, whose quiet charms offer a welcome alternative to incessant action and overbearing storytelling.

Pros: The Minecraft elements are neatly explained, and offer a significant amount of freedom for a story-base game. Charming script and characters, and some fun twists on the usual JRPG formula.

Cons: Compared to Minecraft there are some obvious limitations, especially when digging underground. Camera isn’t always that helpful. Dragon Quest in-jokes will be lost on many.

Score: 8/10

Formats: PlayStation 4 (reviewed) and PS Vita
Price: £49.99
Publisher: Square Enix
Developer: Square Enix
Release Date: 14th October 2016
Age Rating: 7

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Dragon Quest Builders review – make the switch from Minecraft

Inspired by Pokemon & Minecraft, PixPet Allows You to Adopt & Care for Pets

Inspired by Pokemon & Minecraft, PixPet Allows You to Adopt & Care for Pets

Thanks to a news tip from Etamin616, we've learned of a new game currently in development for fans of collecting and caring for pets. PixPet is the “spiritual successor” to an earlier game called DragonAdopters that closed in 2013. The original developer is back and working on PixPet. Fan are invited to preregister to keep tabs on the development and earn an Early Adopter title when the game launches. In addition, community members can make suggestions on what they'd like to see implemented.

Inspired by Pokemon, Minecraft and Animal Crossing, the Pixel Pets Network is an independent online pet adoption game focusing on the collection of virtual pets. Along with the Pixpets come a huge amount of collectable objects that can be traded among registered users.

Decorate your realm to your hearts content with precious decorative objects or focus on gathering as many different and rare Pixpets as possible! The goal of the game is to expand your own realm so that you have enough room to give your pets a cozy home.

In order to expand your home, you have to send your Pixpets on hoards to gather new Pixpets eggs and objects which hat can be sold on the market. Grow plants and pumpkins in your garden and brew potions which you can give to your pets to increase hoard success.

Pixpet will be free to play with additional benefits given out to our Patreon supporters.
Pixpet is currently under heavy development, please consider supporting us!

Learn more by visiting the PixPet site.

Inspired by Pokemon & Minecraft, PixPet Allows You to Adopt & Care for Pets

Why Nintendo Switch games are ending up more expensive

Why Nintendo Switch games are ending up more expensive

Last week we reported that Rime, the puzzle adventure game due out in May, is £10 more expensive on Nintendo Switch than on other platforms. It's safe to say this did not go down well.

The game's developer, Spanish studio Tequila Works, came under fire for the difference in pricing. Its follow-up comment to Eurogamer didn't help matters much, either.

Since then, we've done a bit of digging, and it turns out more expensive Nintendo Switch games may not be entirely the fault of developers.

Publishers and developers are free to set the price of their Nintendo Switch games, as Nintendo of America boss Reggie Fils-Aimé has already said, but based on conversations we've had with developers this week, it looks like companies making multiplatform games that are also coming out on Nintendo Switch are stuck between a rock and a hard place.

Let's start with Tequila Works' initial comment on the Rime situation:

“We set prices for our products based on the costs of development and publishing for each specific platform.”

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Nintendo Switch carts cost more to make than Blu-rays.

What does this mean? Well, we've heard that the cost of manufacturing a Nintendo Switch game is higher than the cost of making a PS4, PC or Xbox One game, because the cartridges the Switch uses cost more to make than Blu-ray discs.

We've also heard that the cost of the cart depends on the size of the cart. Switch game card carts come in a variety of capacities: 1GB, 2GB, 4GB, 8GB, 16GB and 32GB. At a high level, the bigger the cart the more expensive it is, although the price may vary according to print run (lower the volume, higher the price, for example – an issue that may affect indie developers who don't expect to shift a huge number of copies of their game).

Developers working on Switch have to be mindful of the size of the game, because that will determine the cart it'll ship on. (As an aside, we asked Tequila Works how big Rime is on Switch. It replied: “as the Switch version is still being developed by Tantalus Media, we cannot estimate the final size yet.”)

But why would a Nintendo Switch game cost more on the Nintendo eShop? Digital games, after all, are just a download. There's no need to factor in costly cart manufacture with an eShop game. Well, we've heard that Nintendo's policy is that Switch eShop games should cost the same as their physical versions, in a bid to keep bricks and mortar shops on-side. A shop such as GAME, for example, is unlikely to go all in on a Switch game if you can download it for half the price instead.

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Puyo Puyo Tetris costs a tenner more on Switch, too.

So, we end up in a situation such as Rime, where the game costs £39.99 on Nintendo Switch physical and digital, when the PC, PS4 and Xbox One versions cost just £29.99 physical and digital.

Rime isn't the only game to suffer from this problem, by the way. Puyo Puyo Tetris, from publisher Koch, costs £34.99 on Nintendo Switch both physically and digitally. It costs £24.99 on PS4.

We've heard this policy is why some smaller publishers and developers are going with the eShop only for their Nintendo Switch games. To release a physical version would mean factoring in the cost of manufacturing a cart, bumping up the price accordingly then price-matching the digital version.

Snake Pass, from Sumo Digital, comes out on 29th March priced £15.99 on all platforms: that's PS4, Xbox One, PC and Nintendo Switch. It's digital-only. There's no Switch cart.

“Snake Pass is digital only,” Sumo COO Paul Porter told Eurogamer, “and we have no issue keeping the price the same across all platforms digitally. Indeed, it was important to us that people wouldn't be penalised by which platform they decided to purchase.”

For Nintendo, it's not a good look. Here we have a new console from a company already accused of ripping off its customers with higher-than expected pricing. For many, the Switch itself is too expensive at £280. Mario Kart 8's port, which adds little, is £50. Then you've got the new Zelda, whose RRP is £60. Super Bomberman R costs £50, too. (Nintendo declined to comment on this story.)

So, back to poor old Rime. We went back to Tequila Works to try and find out more about the game's pricing, and received the following response.

“We cannot enter in any specifics, but we can assure you Rime's price is based on the costs of development and costs of manufacturing for each specific platform.”

Hopefully now you know a little bit more about what that means.

Additional reporting by Tom Phillips.

Why Nintendo Switch games are ending up more expensive

Sources: Nintendo Switch will have GameCube Virtual Console support

Sources: Nintendo Switch will have GameCube Virtual Console support

Nintendo Switch will be able to play GameCube games via its Virtual Console service, three separate sources have confirmed to Eurogamer.

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GameCube support is already tested and working, we understand, and three Nintendo games have already been prepped for Switch.

Those games are Super Mario Sunshine, Luigi's Mansion and Super Smash Bros. Melee.

Wii, Wii U and 3DS have all offered a Virtual Console service for downloading games released on earlier Nintendo hardware. Switch will be no different.

And while the number of platforms to be offered on Switch's Virtual Console has yet to be nailed down, we've heard that there should be an upgrade programme similar to that available on Wii U, where earlier purchases of Virtual Console NES games can be ‘upgraded' for a small fee rather than being bought again at full price.

We've also heard that Nintendo Switch's Virtual Console is being engineered by (Nintendo European Research and Development) NERD, the studio behind the recent NES Mini micro-console which sold out in many stores ahead of Christmas.

Up next on its slate? A version of the GameCube Animal Crossing is currently being tested for potential release.

Animal Crossing is a particularly interesting title as it included more than a dozen NES classics – such as Donkey Kong, Mario and Zelda – to obtain and play within the game.

Nintendo is also looking at Switch support for the Wii U's GameCube controller adaptor peripheral, although we understand that a final decision has not yet been made.

Fans have been asking for GameCube titles to be made available on Virtual Console for years – so, why now?

Switch's increased power from Wii U is certainly a factor. Digital Foundry actually ran tests to see how the GameCube's Dolphin emulator runs on Nvidia Tegra X1 mobile technology – the chipset which powers Switch.

The results were promising and suggested Switch should be able to run each game at least as well as its original state. How much better, of course, will depend on Switch's final hardware.

Another big push behind GameCube Virtual Console, we hear, is the desire within Nintendo to continue making Super Smash Bros. Melee easily playable. 15 years on from its initial release, Melee is still a hugely popular game in the esports scene, and a regular major draw at huge competitions such as Evo.

Melee's easy availability via Switch Virtual Console will help matters, rather than relying on aging hardware or third-party emulation.

Nintendo declined to comment when contacted for this article.

Switch is set to launch in March 2017, and be revealed in further detail at an event in early January.

Eurogamer recently reported that the Switch would have a 6.2″ 720p multi-touch screen and next year host its own version of Pokémon Sun and Moon, code-named Pokémon Stars.

Sources: Nintendo Switch will have GameCube Virtual Console support

PUBG, Fortnite Battle Royale and the question of how new genres form

PUBG, Fortnite Battle Royale and the question of how new genres form

When Epic added a battle royale mode to Fortnite in September last year, PlayerUnknown's Battlegrounds publisher Bluehole was pretty upset.”We are concerned that Fortnite may be replicating the experience for which PUBG is known,” said Chang Han Kim, then its executive producer and now CEO of PUBG Corporation, which today runs the breakout shooter. The press release listed concerns over similarities in user interface, gameplay and ‘structural replication' between the two games, and made a vague threat about potential legal action, which hasn't apparently gone anywhere.

Fortnite now has 45 million players, which is probably greater than the number which plays PUBG, and Battle Royale mode is what they play. That has to hurt. But it's not to say PUBG has much of a leg to stand on. “Look, I don't claim ownership,” Brendan ‘PlayerUnknown' Greene told Rock Paper Shotgun last summer. “So, it's a last-man standing deathmatch. That's been around since people could pick up clubs and hit each other. I would never claim ownership over that … I love to see what the genre has created. It's various versions on something that I guess I popularised, you know? The idea itself is not mine.”

He's absolutely right. The battle royale is way bigger than any one company or creator, even PlayerUnknown. And as PUBG began pushing the ‘last-man-standing deathmatch' from cult curio to console mainstay, it's become a widely recognised genre of its own. That transformation, in which a new genre has originated, is a fascinating mirror of the wonderful way ideas merge and evolve, spread and multiply, skating through inspiration and invention, copying and stealing.

Genres almost always have muddy origin stories. That's certainly true of the battle royale. Until Fortnite came along, Greene was the creative force behind the biggest battle royale games around: H1Z1: King of the Kill and the original DayZ mod, PlayerUnknown's Battle Royale. But the whole thing is much older. It's very difficult to trace the earliest last-man-standing-style multiplayer game because it's such a universal concept, but today's battle royale has direct thematic roots in Suzanne Collins' The Hunger Games and the Japanese cult movie Battle Royale, which both depict groups of kids being dumped in tracts of land and asked to fight each other until only one remains. The first time this theme was expressed in a big way in an online game was in around 2011, when the Survival Games game-type, otherwise known as Hunger Games, began to take over Minecraft servers. Its popularity was so great that it was added as a permanent multiplayer feature in Minecraft's console versions called Battle Mode.

From there, the proto-battle royale jumped to a new game, DayZ, when a group of players started holding special invite-only events in 2012 called Survival GameZ, which were streamed over Twitch. Their drama and realism-inflected competitiveness inspired Greene, then a keen DayZ player, to recreate Survival GameZ as a mod and he found he struck gold. There ends the history lesson. The point is that the general concept of the battle royale has grown almost naturally from wider culture, the evolving nature of online tech and modding scenes, and also from the bit of human nature that blinks into primitive life at the idea of desperate survival against all odds.

But that's not to say that PUBG doesn't feature some critical new ideas. And here's where the whiff of ‘clone' comes from in Fortnite: BR. One of PUBG's genius features is the way a game begins with a plane flying over the island, and Fortnite, despite adding all kinds of other features of its own, notably building, has taken that idea, along with the broad mechanics by which the playing area constricts, all of which have played a big role in PUBG's success.

Clone is a powerful word. A clone has no creative ideas of its own. It's a copy, and a malign one at that. Ridiculous Fishing was cloned, and so was Threes. These unique and inventive games found themselves gazumped by close copies which found more success than they did. Vlambeer's Ridiculous Fishing, previously a free Flash game called Radical Fishing, was beaten to the App Store by Ninja Fishing. Threes was followed a month after its launch by 2048.

But a clone operates at the scale of the individual. Ridiculous Fishing and Threes were distinctive and unique designs which were co-opted by savvy developers (Gamenauts and Ketchapp) who saw opportunity in swooping quickly to take them as their own. And the evil of the clone – aside from the human cost – is that it crushes evolution, feeding off new ideas and bringing none of its own. By comparison, PUBG isn't built on a unique idea, and Epic took months to turn Fortnite: BR around, adding lots of its own ideas in the process.

Another contrasting example with the relationship between PUBG and Fortnite is that of Firaxis' XCOM series with newcomer Mario + Rabbids Kingdom Battle. Mario + Rabbids has none of XCOM's crucial strategy layer but in taking key elements of its tactical game, specifically a tweaked version of its move-and-action mechanic and a camera and cursor which behave in much the same way, the experience of playing it feels very close. This co-opting of a game's play aesthetic is very different to cloning, because while Mario + Rabbids evokes XCOM, you're playing a very different tactics game which places much more emphasis on dynamic movement within its stage than XCOM does.

Mario + Rabbids also seems unlikely to be the stirrings of a new genre of strategy game based on XCOM, because Mario + Rabbids takes mere slivers of its design. A genre is built on a strong conceptual foundation, not little design ideas: Last-man-standing. Pass the winning line first. Destroy your opponent's base. Improvise with what you get to reach the end. Successive games take and rearrange little ideas to make new expressions of that foundation.

Most genres bubble up outside the mainstream industry, built by modders and tinkerers, amateurs and enthusiasts. In these ‘folk games' it's sometimes hard to find a single originator or author, instead groups of people feeding from each other, freely copying, rearranging and rebuilding to develop and refine a core concept. The best ones find audiences and rapidly grow, even as they're still evolving. Look at the history of the MOBA, for example, which began with Defense of the Ancients, a mod of Warcraft III originally by Kyle ‘Eul' Sommer. Others built on it, notably Steve Feak and Abdul ‘Icefrog' Ismail, adding maps, items and characters. Variants splintered from it; arguments spiralled about which direction they should take and what defined them. Feak wound up helping to found League of Legends. Icefrog went to Valve to make Dota 2. Now it's a distinct genre, comprising multifarious expressions of the core idea of opposing teams of heroes pushing into each others' territory to destroy their tower.

The MOBA is nevertheless pretty defined. By comparison there's the Rogue-like, a looser, wilder, less lucrative, but profoundly important genre which has spurred close and highly refined expressions like Brogue and real-time action expressions like Spelunky, which has almost become a kind of sub-genre in itself, the Rogue-like platformer. Aspects of it even appear all the way out in games like Dark Souls. A genre can be amorphous, but it has to have a strong core concept.

No matter how strong the idea, it generally takes a single game to make it explode. Once that exemplar appears, others rush to replicate it and accusations of cloning abound. For the first-person shooter, it was Doom. The market was awash with ‘Doom-clones' during the mid '90s, until the genre became known as the FPS. That's despite the fact that Doom wasn't the first FPS by a long shot, but it was the first to capture a profound sense of being in an all-out action world, using lighting, sound and complexity of geometry to such effect that it's still a delight to play today. Many games followed it to recapture and build on the magic: Dark Forces, Duke Nukem, Chex Quest.

There's a point in the process when the accusations of cloning dissipate. It's interesting to ask when – and I don't know the answer – the Doom-clone ended and the FPS began. Was it in 1995 with first full 3D first-person shooting game, perhaps Descent? If so, does that mean that until that point, the genre was focused on the specific aesthetics and affordances of Doom's engine? Or was it after Quake in 1996? If so, does that mean that the world waited until id, the leader of the genre, had diversified its expression of the FPS into a fresh new game? Or was it when GoldenEye 007 came out in 1997, which was when the genre successfully manifested itself outside PC, the platform on which it originated?

The FPS came from fuzzy roots, in 3D Monster Maze and Battlezone, Dungeon Master and Ultima Underworld, Catacomb 3-D and Wolfenstein 3D, and was then focused and refocused by Doom and what came next. The fact that not being able to discern exactly when the FPS began shows how the whole question of genre is about feel. It's about the point when a body of similar works has mapped out the boundaries of what they're interested in – what they are and what they aren't – and when there's no clear leader any more.

Once that happens and a new genre has surfaced, it tends to flower. The games within it no longer have to circle around the game that got things moving. They don't need to evoke it to attract attention, or to be worried about losing what makes the whole thing tick. They can be themselves. That's what is happening to the battle royale right now. Fortnite has undoubtedly taken some of the unique ideas that have helped PUBG reach such success, but its own success also marks the point when the battle royale is no longer dominated by one game. That means we can expect to see it diversifying fast from here on. SOS, The Darwin Project, Europa, Paladins: Battlegrounds, Islands of Nyne – maybe there's a new classic in there somewhere. Let's play a battle royale.

PUBG, Fortnite Battle Royale and the question of how new genres form