[game_preservation] Descriptive terms for Video Games
Rowan Kaiser
rowankaiser at gmail.com
Thu Jun 16 17:55:36 EDT 2011
Agreed, which goes back to my initial suggestion: sort by platform/year of
release/publisher. If you want to add genre as a searchable term, go for it,
but those three things are both objective and useful.
Rowan
On Thu, Jun 16, 2011 at 2:33 PM, Henry Lowood <lowood at stanford.edu> wrote:
> 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> 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 which was eventually merged into gamedex.com. Through the
>> magic of 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) 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 94305-6004650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood
>
>
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