[game_preservation] Descriptive terms for Video Games
Rowan Kaiser
rowankaiser at gmail.com
Wed Jun 15 14:06:22 EDT 2011
Jan, what is a "Personal Development" game? And I agree whole-heartedly
about Action-Adventure being necessary. It started as a genre hybrid,
perhaps, but it's become its own, Zelda-like thing.
I actually agree with Andrew about multiplayer, at least in one crucial
instance, which is the MMRPG. I'm not sure classifying WOW as just an RPG is
enough - especially if the classification system is intended to lead people
to games that they play.
Rowan
On Wed, Jun 15, 2011 at 5:55 AM, Jan Baart <jan_baart at yahoo.de> wrote:
> Very interesting replies everyone. My excuses in advance though, this
> turned out to be a much longer mail than I had hoped!*
>
> Richard Pugh
>
> *> Absolutely! Pipe them along!
>
> Will do so in a private mail, but in case others are interested too, here
> are our "main" genres, which contain further granular subgenres:
>
> Action-Adventure
> Adventure
> Arcade
> Compilation
> Construction and Management Simulation
> Fighting
> Life Simulation
> Music
> Other
> Personal Development
> Platformer
> Puzzle
> Racing
> Role-Playing Game
> Shoot 'em Up
> Shooter
> Sport
> Strategy
> Traditional
> Vehicular Simulation
>
> A few notes about them as some will no doubt be questioning these already,
> skip this if you are only interested in the actual discussion we were having
> ;)
> - Compilation is obviously not an actual gameplay based genre but it is a
> technical necessity to have it, unless you accept certain "games" not to be
> classified at all. Our database contains compilations as companies released
> them, no way around this really.
> - Shoot 'em Up should be a subgenre of Shooter, we're aware of that. But
> again, usability creeps in. People want to differentiate between Shoot' em
> Up subgenres and we didn't want to introduce a third level of genres (we
> only have genre and subgenre now) just for this one exception. Usability
> trumps strict definition in this case, although you can of course write both
> definitions in a way that excludes the other.
> - Traditional might not be intuitive, it refers to conversion of
> traditional real world games like board games, card games, slot machines,
> pinball etc.
> - The controversial "other" exists, yeah. Please note thought that it's
> actually just a grouping for distinct and well-defined subgenres that do not
> fit the definition of any of the other main genres. If you read through my
> whole mail you'll see examples and reasoning for why I think even a real
> catch-all-oddities "Other" is okay for a taxonomy.
> - Action-Adventure might stick out as a hybrid between often used terms
> Action and Adventure. You might notice we have no Action main genre as we
> think it is entirely useless label. Almost every game contains action
> elements and there's absolutely no way to properly define what constitutes
> an "Action game". E.g. the "Action" definition at MobyGames fits sports
> games perfectly as well. As a rough definition for Action-Adventure you
> might consider something like this: "Action-Adventures are all games
> mixing adventure game elements like exploration, story and puzzles with the
> physical challenges of an action game without either type dominating". That
> definition has its problems for sure, but it still gives you a good idea of
> what it encompasses.
> - Arcade might be controversial too but I don't think going into detail
> here helps, let us just say it encompasses, among others, ball & paddle
> games and maze games.
>
> >We don't want to exclude LCSH of the LC genre headings from this project;
> that would be throwing out the proverbial baby with the bathwater. What
> we're trying to do is >develop something to add to the existing structure.
> Also, we want to have the terms follow the general structure of LCSH/LCGFH,
> to make it easier to integrate with the rest of >the catalog. If you've ever
> used the LC genre form headings for motion pictures, you'll find that a
> given movie can have three or four genre headings; we expect similar results
> in >the game world. If a given game gets over a dozen genre headings, then
> the usefulness of the record comes into question. The cataloger's "rule of
> three" will likely be applied: >We will choose the two or three terms that
> most adequately describe the game in hand.
>
> Not being American and not being an active archivist or similar I'm not
> familiar with the LCSH headings but a quick round of research (aka: typing a
> few words into Google) indicates that those are more like tags too. I see
> things like "Ghost films", which seems useful if you want to know about
> games featuring ghosts, but not so useful if you want to know what the film
> is like. Think of Casper vs. Ghostbusters vs. A Chinese Ghost Story. I have
> my doubts that mixing this in with classifiers like Thriller or Comedy is a
> good idea. But maybe I'm just looking at the wrong list of headings!
>
> In general though, I wouldn't look at movie classifiers too much. After all
> they have a vastly different accepted used of the term "genre" than games.
> And they also have a history of mixing narrative, formative and structural
> terms into the same taxonomy, if you even want to call it a taxonomy.
>
>
> > My brain may be wandering here, but the "cloud tag" versus taxonomy
> debate seems to be just another iteration of an old, long-running battle.
> Namely, free text versus
> > controlled vocabulary. I remember that debate raging while I was in
> graduate school (now approaching 20 years ago), and it's still going on. In
> the words of Mr. Spock,
> > "fascinating."
>
> It does indeed boil down to that I guess.
>
> *Jim Leonard
> *
> > In other words, I blame the MobyGames framework for not being
> fully-featured enough, but I still think the concept is sound and true. *
> *
> Jim, please note that I did not mean to critisize the system itself, but
> rather the implementation. I love having a well thought of multi-layered
> approach to classifying a game in place and your work in that regard was
> certainly pioneering (as was MobyGames as a whole). I just think there is a
> need for a traditional genre taxonomy on top of that.
>
>
> > The problem with this is that there are some games that are equally two
> or more genres. Your single genre is therefore subjective. I maintain that
> the goal of any taxonomy is to > be objective, so that there is no debate or
> confusion what makes up a game.
>
> This is where we disagree then. I think this stems from your approach of
> having a very limited number of very broad genres. You have only eight basic
> genres on MobyGames, and one of those is Educational, which is debatable in
> itself. Of course you can find thousands of examples that equally blend some
> of those seven basic genres, that's a given. What I'm referring to when I
> speak of genres are much more granular sets of games. And I maintain the
> stance that you can classify every single game into one of them, with two
> exceptions:
>
> - Games that feature distinct levels with completely different gameplay.
> You had a lot of these on the old computer platforms. You know, three
> levels, one a racing level, the next a platforming one and a puzzle in
> between. You can never place those in a taxonomy other than giving these
> mixes their own "genre". C'est la vie.
>
> - Games that do actually define their own granular genre but that no one
> followed up on, resulting in a genre with so few entries that it is probably
> not worth having its own granular genre. These do indeed end up in catch-all
> kind of classifiers, but where's the problem with that really?
>
>
> > By definition, all role-playing games are adventures.
>
> This is of course true, but only if you enforce an outside world definition
> of "adventure". See the Tetris example further down as to why I think that
> is a problem in itself.
>
>
> > I think that some people are uncomfortable with a game not being able to
> fall into a single genre, so they create many "meta-genres" to give a game a
> single label, even if it's not > the best way to classify something.
>
> I can only speak for myself but this is not the reason why I try to have a
> "single label" system. My reason is usability of the database itself. I want
> to provide users an easy way to find similar games. Be it because they liked
> the initial game or because they are researching a certain type of game. For
> this purpose, it IS the best way, in my humble opinion of course. Again, I'm
> all for a multi-layer and tag based approach, but I think it should be an
> alternative method, not the only one.
>
>
> > "Indie" tells me nothing, and is not a genre
>
> I think we can all agree on that. It's a very subjective term anyways which
> makes it inapt even as a simple keyword.
>
> *Rowan Kaiser*
>
> >Well, there are two aspects to discussing genre which have come up here, I
> think. The first is genre as a classification tool, which theoretically
> gives people the opportunity to >determine the essential characteristics of
> a game in a word or three or ten, which is, I think, the aim of the initial
> question here.
>
> Yeah, that for me is the purpose of a classical genre taxonomy. Being able
> to deduce the actual gameplay (to a certain degree) just from this single
> term attached to a game. This might seem naive and overambitious but so far
> I've successfully (I think) done it for around 2000 games across all
> generations of console games so I still think it is possible.
>
>
> >On the other hand, there's genre as a social construction, which,
> regardless of accuracy (how is *Tetris *a *puzzle* game? It's an abstract
> action game!) is used and will be used. This, >Jim, I think is where you had
> problems with your RPG classification. You may consider it inaccurate, but
> the social construction is popular shorthand. It is how gamers understand
> >games, I think.
>
> > Still, it's part of that labeled genre and I accept that, even if I think
> it's kinda silly.
>
> That's exactly what I am referring to above in the adventure vs. rpg point
> and below in the Tetris example.
>
>
> > I think you could do a pretty comprehensive labeling system if you base
> it around three categories: Gameplay Genre, Setting, and Perspective, in
> descending order of importance > (this system would not look so different
> from MobyGames, which is part of why I like MobyGames!)
>
> Heh, believe it or not but when I started designing my database I actually
> had a table prepared with exactly those three columns. There was a fourth
> one though I think, let me dig out that document, I must still have it
> somewhere. Aha, found it, I actually had two more columns: Style and
> Technology. I'm not exactly sure what those were meant to be about but I
> think Style was meant to distinguish between realistic and arcade approaches
> and Technology between sprites, polygons, etc. Looking back I don't know
> exactly what I was thinking there, but hey, we all start somewhere ;)
>
> As for perspective, this is a pet peeve of mine. People seem to attack any
> use of perspective as part of a genre name, like in First-Person Shooter.
> The reasoning I always hear is that genres should be based on gameplay
> mechanics and different point of views are just different representations of
> the same thing. To this, I can only shake my head in astonishment. While I
> can agree that a different point of view does not necessarily result in a
> different gameplay experience, I cannot accept that it is deemed impossible
> that a different perspective can(!) result in entirely different gameplay.
> First-Person Shooter does not equate to "Space Invaders from the cockpit
> perspective" and thus to two tags "shooter" and "first-person perspective"
> but rather labels a very specific set of gameplay elements that result in
> their own unique gameplay experience. Sure, you could probably come up with
> a fancy alternate label that does not incorporate the perspective in its
> name. But how is that more useful really? Again, I think the problem here
> lies in accepting the rather abstract meaning of a term within this limited
> universe of discourse as opposed to its meaning in general use of language.
>
> *Tetris*
> This is a really good example of the problems that can arise with genre
> taxonomies. Established genre names do not necessarily match up with their
> literal meaning. Even more so, a game can fit a genre name perfectly from an
> outsider's point of view and still not be part of it. Not every game with
> puzzle based gameplay is a "Puzzle game", see Point and Click Adventures.
> Not every game where you play a role is a role-playing game. Trying to
> ignore the existing genre names and, even worse, redefining a main genre
> while using the same name will not result in a taxonomy that's useful to
> most of its users. They might not make sense objectively, but they're there
> and established, we have to live with that.
>
>
> *Andrew Armstrong*
>
> >I'd agree with whatever actually works; show me a system and if I can't
> find certain games with certain search, tag or category terms it's not
> encompassing enough (be that by >content genre, gameplay genre or abstract
> "social" genre).
>
> This I would agree with, I measure the success of a system by its ability
> to actually use it for filtering and finding what I intended.
>
>
> > I think the ranking of different genres is the important point; the
> choice of divisions or inclusions of different ones is great, but having it
> priorities so at a glance you know if a
> > game focuses heavily on one mechanic or gametype over another would be
> even better (where it also notes secondary ones though).
>
> To me, that is what the classical genre taxonomy provides. It does not
> state "this game only has role-playing elements" but rather "this game's
> dominant mechanic is role-playing". That for me is the beauty of combining
> such a system with a tag cloud. You have a (hopefully) clearly defined term
> that lets you know what you can expect in a game but you also have tags that
> tell you about all the other aspects of it.
>
>
> > For instance, many games include multiplayer (surely some form of genre
> we'd all agree!)
>
> I would disagree, at least in the sense I think of genres. But even with a
> multi-genre tag approach (Strategy+Action etc.) I would not accept
> Multiplayer as a genre but rather as a mechanic or feature.
>
>
> >Knowing the focus and intent of a game, where perhaps it does contain a
> side quest where you race stuff but isn't really a sport game, but perhaps
> that side quest could be actually >a widely accepted unique selling point
> and gameplay feature especially at the time so important to note, having
> some division where it can be noted but not be the primary focus >would be
> cool.
>
> Oh, definitely, tagging a game with racing elements (if only one
> subsection) is worthwhile. But if you only have a "racing" tag without an
> attached importance value this would mix it up with "real" racing games.
> That's the problem with simple tag clouds. It's not a problem though if you
> have classical genre taxonomy along with your tag cloud. The tag racing
> would show this game, the genre racing wouldn't.
>
>
>
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