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.
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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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.
Overall a very enjoyable, thought provoking read, and it will be interesting to revisit this topic in a few years.
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...
Greg Costikyan prefers the term "play style" over "genre." He has a point. And yes, the Grand Theft Auto games are hybrids.