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The Designer's Notebook: Sorting Out the Genre Muddle
 
 
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Features
  The Designer's Notebook: Sorting Out the Genre Muddle
by Ernest Adams
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July 9, 2009 Article Start Previous Page 3 of 4 Next
 

Audience

So far, so familiar. Now let's turn to this business of who the game is intended for: the audience. This is, again, a different dimension from genre. We have driving games aimed at aficionados, and driving games aimed at casual players. Both offer the same challenges and the same controls -- steering, acceleration, and brakes.

But the games for gearheads will probably look different from those for casual players, and the games for casual players will probably be more forgiving, allowing the player to recover easily from crashes, for example.

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In particular "games for girls" are not a genre -- as my friend Sheri Graner Ray has been saying for many years. Girls are an audience, a market, not a genre. Consequently, "games for girls" is a marketing term. It has nothing to do with gameplay.

The kinds of games marketed under the "for girls" label have all sorts of gameplay. Ubisoft's Imagine games are about everything from figure skating to veterinary care.

If you need any more persuading that audience is unrelated to genre, just turn it around and think about the idea of "games for boys." Does that tell you anything at all about the game? Only that it probably isn't sold in a pink box. Boys are no more a genre than girls or women are.

Theme

In literature, the theme is the message or lesson of the work. Many games don't have an explicit theme, but they certainly can. For example, Peacemaker is a game of diplomacy and politics whose goal is to achieve a peaceful two-state solution in Palestine.

Its message is made pretty clear by its explicit victory condition, and further emphasized by its mechanics: if you play the game as a hawk, you will lose in short order. (If you play it as a bleeding-heart dove, you'll also lose, but it will take longer.)

Some critics complained that The Sims promoted typical Western notions of capitalist consumerism: its theme was "material goods make you happy." What they failed to recognize was that The Sims (at least the first edition) was actually a satire of this idea, as you can tell by reading the tongue-in-cheek descriptions of the furniture for sale. And indeed material goods alone do not make the sims happy; they need also need social interaction, fun, and other, non-material, things to be happy.

Theme, therefore, is the characteristic that sets Christian games apart from others, and again it is a different dimension from genre. Catechumen is, bizarrely, a shooter -- although what the player shoots is not bullets but spiritual rays, and the effect they have is not death but to convert the target to Christianity (if the target is a Roman soldier; if he's a demon, he is dispatched to Hell).

Guitar Praise, on the other hand, is a Christian-themed rhythm game obviously modeled on Guitar Hero. Bible Adventures was a classic side-scroller in the NES and Genesis era. Different genres, different settings, same theme.

Christianity struggled against hostile forces in its early years; so too did Islam. Mohammed's wars with the Meccan tribes would make a great game were it not for the strict prohibition against depictions of the Prophet. But it might be possible to design a different Islamic-themed game -- about the challenges faced by a poor person making the hajj, perhaps.

 
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Comments

Dominic Arsenault
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I appreciate your attempt at clearing up terminology, and I think you succeed. I don't have any hope that we'll ever make it out of the muddle however. The ESA document you cited contains "super-genres", but does not say anything about the genres (or sub-) they themselves contain, which makes any sense of hierarchy moot. It's difficult then to know what they mean by "Action" games; all we know is they're not Shooters, Fighting or Racing games, since those are also Super-Genres. And their criteria are as diverse as anyone's: next to Role-Playing, Strategy and Adventure, they feature "Arcade", "Children's Entertainment", "Family Entertainment" and "Other/Compilations". Two of those, as you pointed out, are intended audiences without any gameplay implications; one is relative to the number of games in the package and the fact they have been published before; and one is tied to a context of play (arcade VS home) rather than specific gameplay. That ought to convince anyone of the relevance of writing papers like this.

Film studies and literature have been struggling with what I call "genre leveling", that is, identifying the levels of criteria used to distinguish genres, for about 50 years and more than twenty centuries, respectively. I don't think we'll be out of the woods soon. But maybe if we strike the iron while it's hot, we can have a bit more ground on which to stand.

Gregory Kinneman
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As always, Adams, you have a way of explaining things that anybody can understand. You bring up good points, and I think the brief nostalgia piece at the beginning set the mood nicely for what we can hope for in the future.

Tom Newman
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Some great points! I really believe what defines a genre in gaming will absolutely change in the future. Games are becoming less genre-specific and becoming more virtual worlds for the player to explore. Content will eventually drive what genre is (horror, western, fantasy; etc.), and play-style will replace what we now typically call genre (FPS, 3rd person action; etc.).
Overall a very enjoyable, thought provoking read, and it will be interesting to revisit this topic in a few years.

Kris Ridley
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I think what ultimately decides a genre is gameplay mechanics; what are you actually *doing*? In shooters you shoot, in platformers you jump on platforms, in rpg's you develop and level up your character(s), in racing games you race, etc... Obviously you can do much more than that within each game or genre, but what matters is the primary game mechanic, which is remarkably consistent between games in a genre. I think what causes confusion these days is that more and more games are coming up with unique and original gameplay mechanics, which is fantastic, but which makes it harder to fit into a genre.

juice uk
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Interesting article, but I'm not sure why "games for girls" is not classed as a genre but "games for christians" are. They both feature heavily stylised gameplay and audio/visual design intended to target their specific demographic.

Ultimately, I think the "genre" term is outdated: games now feature so many influences and gameplay mechanisms that trying to boil them down to a single word is often impossible. For instance, how do you describe GTA:SA? It's a third person sandbox game featuring driving, shooting, flying, RPG elements, stealth antics - there's even a host of virtual arcade games to sit down and play!

Unfortunately, people tend to like simple, one-word labels...

Ernest Adams
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Correction, Juice: Games for Christians is NOT classed as a genre. Read it again; it's classed as a THEME.

Greg Costikyan prefers the term "play style" over "genre." He has a point. And yes, the Grand Theft Auto games are hybrids.

juice uk
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@Ernest: true, I should have paid a bit more attention - it was on a coffee break! That said, I think there's a lot of shades of grey inbetween "theme", "genre" and "purpose" - I'd even be tempted to throw "target audience" into the mix as well, though the games industry still seems to be working with very heavy brushstrokes in this area. Still, that's something for another coffee break...

Ernest Adams
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And indeed "audience" is also there, on page 3. :-)

Noah Falstein
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Good points here. The definition of serious games that I like is "games with a purpose beyond entertainment", and breaking down games not just by genre by by purpose and audience is a good idea. One consequence of that definition is that the same game can change classification depending on how it is used. DDR wasn't built for anything except entertainment, but if you use it to lose weight, it's a serious game. I use Advance Wars on the DS for that purpose (combined with a recumbent bike). It works for me, but of course the game wasn't designed as an exergame. Creating a 3D matrix with play genre, audience, and purpose as axes might be intriguing. Or not - I'm writing this at an airport after a red-eye so forgive me if I'm rambling!

Gregg Tavares
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The Platformer genre (or play style) classification has always seemed loose to me. Mario and Sonic few will argue about, they are both platformers. What about Gunstar Hereos, Turrican, Contra? Are those shooters or platformers? They feel like they play nothing like Mario and Sonic. Their main gameplay is shooting and so most people call them shooters. Once they went 3d the problem got worse. Lots of people like to call the Jak series or Ratchet and Clank platformers but why? They are basically 3d versions of Turrican, not Mario because the #1 activity in those games is shooting. How is Ratchet and Clank at a very basic level any different from Tomb Raider or Uncharted other than Jak and R&C are cute? Yet, we find people want to classify by art style. I don't know what my point is except to there is no logic to what people will classify things as and that in any case classification is hard.


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