Well I think the biggest problem remains the same, that people perceive games differently so we're still going to get people who will claim that one game fits into one category and someone else another. I mean a game like the Sims... does it really belong in a category with a bunch of other games tharen't anything like it. Is Spore or Sims similar... because I don't think they are but what else is close to Sims... maybe something like Kudos yet Kudos doesn't play like Sims even if the subject matter is similar.aldowyn said:Hmm. That does seem like an effective form of classification - dual axis classifications, like the classic good/evil lawful/chaotic axes, are always very flexible, and almost anything can be divided relatively easily into the two sets of opposing characteristics like that.
The biggest problem, as has been discussed above, is the "Action RPG". You can easily see the issue just by looking at the wheel - action is on the opposite side from RPG. I see your point in that most of the time you can tell whether it's more action or more strategy by whether it is stat or skill based, but there's one problem with that - it only takes into account the conflict portion. What about the exploration portion? In all of these games, exploration, of the story and the world itself, is strategy based, not action based like a platformer.
In short, in the RPG you have the conflict, easily divided through mechanics into action or strategy, but you also have the exploration, which is almost always strategy.
Thus, the typical action RPG, like Bethesda's open worlds or Mass Effect, ends up evenly balanced again.
This seems to describe play experiences more than anything. A game can have both Strategy AND Action. And I don't mean like an RTS that has them melded together, but rather that they can be modal. For example Recettear that has a clear strategy game based around buying and selling, and then a second part that is all about action adventure through dungeons. Depending on which part of the game you are playing, it is on a different part of the wheel at different times in the game.Russ Pitts said:Introducing The Escapist's Genre Wheel
The Escapist breaks games down to their basics and devises a genre classification system that covers all (ok, almost all) of the bases.
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Uh... no. Yes, there's good games and there's bad games. But genre matters. Some people just don't like certain types of genres(like Yahtzee with RTS games), and may just like other ones better. I'm more interested in platforming games than, say, simulation games, and more in music games, than, say fighters. Anyways, that statement's like saying, "Who the hell buys a book for it's genre?" or "Who the hell watches a movie for it's genre?". I could post a very long paragraph on that statement, explaining why that statement's false, but I don't really have the time because of finals and studying. But here's a question: If you felt tired, and depressed, what kind of music would you want to listen to?bolastristes said:Who the hell buys a game for It´s genre!? : fanboys and casual gamers.
Personally, don´t give a damn about genres, for me It´s just good games and bad games.
I honestly don´t see a real point of this article.
Noticed you must be new to the forums. Welcome! Check out this page [http://www.escapistmagazine.com/forums/markup_help.php] for forum markup tags and whatnot. If you use the "quote" tags, it will send a message to the person you're quoting and they'll be more likely to respond. Anyway, enjoy!irbyz said:> Whoa... this is like Carl Jung's typology wheel... for video games.
Where in the article does it state that this is intended just for VIDEO/COMPUTER games? Apologies if I missed this, but I can't see any such statement...
I still don't understand your objection. This is intended to be a taxonomy for computer games. To your complaint that it is skewed towards those games, I say, "Yes!"irbyz said:>Genre requires rather more *fundamental* building blocks that those suggested here; which are also skewed/informed by a particular domain of games (computer-based, it would seem).
Where do "progression achievements" fall into this model, for example? i.e. "Playing" a driving simulation purely because it is a simulation is not the same as "playing" a game that has progression achievements (wherever and whatever those may be) that has a driving simulation "built into it".