[game_preservation] Descriptive terms for Video Games

Henry Lowood lowood at stanford.edu
Thu Jun 16 18:09:16 EDT 2011


Rowan, I agree that those three (plus one) are bedrock. The one I would
add is developer, in addition to publisher. Henry

On 6/16/2011 2:55 PM, Rowan Kaiser wrote:

> 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

> <mailto: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 <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 <tel:650-723-4602>;lowood at stanford.edu <mailto:lowood at stanford.edu>;http://www.stanford.edu/~lowood <http://www.stanford.edu/%7Elowood>

>

>


--
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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