[game_preservation] Descriptive terms for Video Games
    Henry Lowood 
    lowood at stanford.edu
       
    Thu Jun 16 17:33:47 EDT 2011
    
    
  
All,
While the discussion has been great, not all of it is germane to the 
original question of how to catalog items in a collection.   There is a 
difference between a level of description that allows collection users 
to find (and discover) items and a perhaps more detailed level that 
addresses conceptual points such as genre, game mechanics, etc. One way 
to think of this is the difference between a library catalog and a 
scholarly bibliography (and there are different kinds of bibliographies, 
with whole books devoted to the techniques of description pertaining to 
them).  I guess my point is that genre is a fluid, debatable concept and 
fertile field for discussion and difference of opinion, but I'm not sure 
if a library or museum cataloger necessarily wants to spend a lot of 
time figuring out exactly which genre applies to a given item.  In the 
Stanford Libraries' catalog, with millions of items, I wouldn't be 
surprised if only a few thousand items have genre descriptors--which is 
not to say that genre is unimportant for fiction, just that it is 
usually not a necessary piece of information to describe a particular 
book for the purposes of a catalog.
Henry
On 6/15/2011 7:20 PM, Rowan Kaiser wrote:
> What we need is a Pandora for video games.
>
>
> Rowan
>
> On Wed, Jun 15, 2011 at 7:17 PM, Jim Leonard <trixter at oldskool.org 
> <mailto:trixter at oldskool.org>> wrote:
>
>     On 6/15/2011 7:55 AM, Jan Baart wrote:
>
>         - 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.
>
>
>     I'm going to abstain from the majority of this conversation
>     because I think you're falling into a comfort trap that will not
>     serve you well in the long run.  I would like to point out,
>     though, that your statement "Almost every game contains action
>     elements" is illustrative of why your system is disingenuous --
>     simply because most games *you have been exposed to* have action
>     elements doesn't mean you should assume the only ones worth
>     categorizing do.  To illustrate this, how would your system
>     classify Tetris?  As Puzzle and nothing else?  If so, how would I
>     use your system to look up puzzle games that specifically do not
>     have realtime/action elements, such as traditional checkers?  If
>     not, how would I use your system to look up Tetris?
>
>         *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).
>
>
>     No offense taken -- I was blaming the implementation as well, I
>     was confirming your thoughts.  I'm allowed to point out my own
>     failures :-)
>
>
>     > I just think there
>     > is a need for a traditional genre taxonomy on top of that.
>
>     I disagree, so that's where I'll leave that.  I can voice
>     dissension, but I can't change your mind.
>
>
>         And I maintain the stance that you can classify every single game
>         into one of them, with two exceptions:
>
>
>     Whoa, stop right there.  Read what you just wrote.  Do you not see
>     a flaw in a classification system that allows 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.
>
>
>     Taxonomies are fine-grained, but not by overloading the top order
>     of the classification -- you'd have 500 classifications, which
>     removes your ability to put things in related groups.  For
>     example, check out the Wombat:  It's an animal, but that's not
>     enough.  It's a mammal, but that's not enough.  Go further, and
>     it's a marsupial, but still not enough.  The scientific
>     classification has the order Diprotodontia and suborder
>     Vombatiformes, and now we finally have an idea of where it belongs
>     (with koalas).
>
>     By forcing a single arbitrary "social" classification onto a game,
>     you will always have exceptions that don't fit a single
>     classification.
>
>
>         - 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?
>
>
>     I believe every game is worth describing correctly, regardless of
>     how few peers it has.
>
>
>         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.
>
>
>     Ah, then let me divulge what MobyGames "Game Groups" were SUPPOSED
>     to be:  They were supposed to be groups of attributes, not simple
>     lists of arbitrary games.  Meaning, an "Ultima-like games" game
>     group was SUPPOSED to be a group of
>     adventure+roleplaying+top-down+turn-based+medieval fantasy, so
>     that every game like Ultima would pop up automatically, generated
>     by the database, even as new games were added (or removed!) over
>     the years. For reasons I won't go into in a public forum, we did
>     not implement it that way, but that was the original idea.
>
>     My point is to design the system properly and then deal with the
>     implementation and usage later.  Don't cripple the classification
>     system just to meet an arbitrary user interface goal.
>
>
>         They might not make
>         sense objectively, but they're there and established, we have
>         to live
>         with that.
>
>
>     I disagree, which is what I was trying to prove with MobyGames.
>
>     For an example of the slippery slope this leads to:  There was a
>     game site that tried to compete with gamespot and mobygames in the
>     early 2000s called www.pcgame.com <http://www.pcgame.com> which
>     was eventually merged into gamedex.com <http://gamedex.com>.
>      Through the magic of archive.org <http://archive.org>, you can
>     check what their "cats" page looked like:
>
>     http://web.archive.org/web/20030605150611/http://www.gamedex.com/cats/
>
>     I sincerely hope this isn't what you're aiming for.
>
>     -- 
>     Jim Leonard (trixter at oldskool.org <mailto:trixter at oldskool.org>)
>     http://www.oldskool.org/
>     Check out some trippy MindCandy at http://www.mindcandydvd.com/
>     A child borne of the home computer wars: http://trixter.oldskool.org/
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>
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-- 
Henry Lowood
Curator for History of Science&  Technology Collections;
   Film&  Media Collections
HRG, Green Library, 557 Escondido Mall
Stanford University Libraries, Stanford CA 94305-6004
650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood
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