Purpose
I've decided to call the last dimension
that I'm going to address in this column purpose. This refers to the reason the developers made
the game in the first place, and what they hope to achieve with it. Purpose is
just as independent of genre as theme, setting, or audience are.
One purpose is entertainment.
Entertainment games are generally made for one or two reasons: to entertain the
player and (in most cases) to make money.
Some (actually, a surprising number
of) noble-spirited souls make games for entertainment without any hope of gain
at all. A few misguided creatures also make games purely for money without
regard for whether it entertains the player or not -- this purpose produces
shovelware.
Serious games are, in Ben Sawyer's
useful formulation, games to solve problems. This doesn't preclude
entertainment; solving problems is simply an additional purpose of the game.
There are many subcategories of serious game: games for education, healthcare,
advertising, political propaganda, evangelism, and so on.
(A Christian-themed
game that tries to persuade players to become Christians is also a serious
game; but most Christian-themes games are entertainment for players who are
already Christians.)
The designers of serious games
occasionally have to compromise the quality of their entertainment in order to
achieve their serious aim. For example, truly hardcore war games, as
played by the military, aren't necessarily fun. But the better serious video
games manage to accomplish their serious goal -- training, investigation,
advertising, etc. -- and to be enjoyable as well.
Then there are games as works of art.
Because art expresses the vision of an artist, a "game" (and yet
again we see the limitations of that word) designed to be a work of art may,
like a serious game, compromise entertainment for another goal.
Any video game
must strike a balance between the designer's vision and the players' desires
(see my column, "The Tao of Game Design" for more on
that), and in my opinion any commercial designer needs to put the player first
and himself second.
But art games, I recognize, are different. Again, it's a
continuum, and the individual designer must choose for himself where he wants
his game to fall along it.
These aren't the only purposes for
which games can be made; they're just a few major ones. Super Columbine Massacre RPG is a satire; I don't know if it qualifies as an art game or not,
but it obviously wasn't intended to make money or solve a problem, and perhaps
not even to entertain. Satire may be another purpose in its own right.
Conclusion
So there you have a few of the myriad
dimensions along which games may be measured: genre, setting, audience, theme,
and purpose. I've chosen to address only those because those are the ones that
resolve the problem of how to discuss games with Old West or contemporary urban
settings, games for girls, Christian games, and serious games.
What's my authority for making all
these pronouncements? Nothing, really, apart from common sense and 20 years of
observation. If you're an old-timer like me, this all may seem obvious. But
clearly it isn't, if some people are still struggling to understand it. I hope
I've helped a little.
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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.