The Swapper, a video game in the same genre with an ominous science fiction theme.
Avideo game genre is an informal classification of avideo game based on how it is played rather thanvisual ornarrative elements.[1][2] This is independent ofsetting, unlike works offiction that are expressed through other media, such asfilms orbooks. For example, ashooter game is still a shooter game, regardless of where or when it takes place.[3][4] A specific game's genre is open to subjective interpretation. An individual game may belong to several genres at once.[1]
Early attempts at categorizing video games were primarily for organizing catalogs and books. A 1981 catalog for theAtari Video Computer System uses 8 headings: Skill Gallery, Space Station, Classics Corner, Adventure Territory, Race Track, Sports Arena, Combat Zone, and Learning Center.[5] ("Classics", in this case, refers to chess and checkers.) In Tom Hirschfeld's 1981 bookHow to Master the Video Games, he divides the games into broad categories in the table of contents:Space Invaders-type,Asteroids-type, maze, reflex, and miscellaneous.[6] The first two of these correspond to the still-used genres offixed shooter andmultidirectional shooter.
For home computers, two publications established a small number of categories based on the best-selling software in the early 1980s:Softalk, which ran its Top Thirty list from 1980 to 1984 with the genres of strategy, adventure, fantasy and arcade; andComputer Gaming World, which collected user-submitted rankings.Computer Gaming World initially used three categories in 1981—arcade, wargame, and adventure—but by 1989 had expanded its genre list to strategy, simulation, adventure, role-playing adventure, wargame, and action/arcade.
Chris Crawford attempted to classify video games in his 1984 bookThe Art of Computer Game Design. Crawford focused on the player's experience and activities required for gameplay.[7] He wrote, "the state of computer game design is changing quickly. We would therefore expect the taxonomy presented [in this book] to become obsolete or inadequate in a short time."[8]
Nintendo, in bringing itsFamily Computer system into the North American market as theNintendo Entertainment System in 1985, looked to avoid the issues with loss of publishing control that had led to thevideo game crash of 1983 and to prevent unauthorized games for the system.[9] To solve this, Nintendo required approval of all games for the NES.[2] To support this, Nintendo classified games into eight major series: Adventure, Action, Sports, Light-Gun, Programmable, Arcade, Robot, and Educational. The series description appeared on early "black box" covers and subsequently in theNES Player's Guide.[10] By the time of theGame Boy andSuper Nintendo Entertainment System, Nintendo had retired the Arcade, Light-Gun, Robot, Programmable, and Educational series, but added RPG & Simulation and Puzzle.[11][12]
Consoles manufacturers that followed the NES followed similar behavior in requiring licenses to develop games for their systems. To assure they would get these licenses, console developers tended to stay with gameplay of previously published games for that console, thus causing groups of games within the same genre to grow.[2][13] Subsequently, retailers displayed games grouped by genres, and market research firms found that players had preferences for certain types over others, based on region, and developers could plan out future strategies through this.[2]
With the industry expanding in the 1990s and budgets for video games began growing, largepublishers likeElectronic Arts began to form to handle the marketing and publication of games, both for consoles and personal computers. Targeting high-value, low-risk video game genres was key for some publishers, and small and independent developers were typically forced to compete by abandoning more experimental gameplay and settling into the same genres used by larger publishers.[2]
As hardware capabilities have increased, new genres have become possible, with examples being increasedmemory, the move from 2D to 3D, newperipherals,online functionalities, andlocation-based mechanics.[2] Experimental gameplay fromindie game development drew more attention in the late 2000s and 2010s aided by independent digital distribution, as large publishers focused ontriple-A titles were extremely risk-averse.[14] Through indie games, a revival of experimental gameplay had emerged, and several new genres have emerged since then.[2]
The use of "Doom clone" (red) versus "first-person shooter" (blue) over time
Due to "direct and active participation" of the player, video game genres differ fromliterary andfilm genres.[7] Though one could state thatSpace Invaders is ascience fiction video game, author Mark J.P. Wolf wrote that such a classification "ignores the fundamental differences and similarities which are to be found in the player's experience of the game".[7] In contrast to the visual aesthetics of games, which can vary greatly, it is argued that it is interactivity characteristics that are common to all games.[1]
Like film genres, the names of video game genres have come about generally as a common understanding between the audience and the producers.[7] Descriptive names of genres take into account the goals of the game, the protagonist and even the perspective offered to the player. For example, afirst-person shooter is a game that is played from afirst-person perspective and involves the practice of shooting.[15] Whereas "shooter game" is a genre name, "first-person shooter" and "third-person shooter" are common subgenres of the shooter genre.[16] Other examples of such prefixes arereal-time,turn based,top-down andside-scrolling.
Genre names may evolve over time. Theplatform game genre started as "climbing games", based on Steve Bloom's 1982 bookVideo Invaders, as they were inspired by games likeDonkey Kong with ladders and jumping.[17] The same term was used by the US and UK press in 1983, including magazinesElectronic Games andTV Gamer.[18][19] First-person shooters were originally known as "Doom clones" in the years following 1993'sDoom, while the term "first-person shooters" became more common by around 2000.[20][21]
The target audience, underlying theme or purpose of a game are sometimes used as a genre identifier, such as with "Christian game" and "serious game" respectively. However, because these terms do not indicate anything about the gameplay of a video game, these are not considered genres.[2]
Video game genres vary in specificity, with popularvideo game reviews using genre names varying from "action" to "baseball". In this practice, basic themes and more fundamental characteristics are used alongside each other.[23]
A game may combine aspects of multiple genres in such a way that it becomes hard to classify under existing genres. For example, becauseGrand Theft Auto III combined shooting, driving and roleplaying in an unusual way, it was hard to classify using existing terms. The termGrand Theft Auto clone has been used to describe games mechanically similar toGrand Theft Auto III.[15] Similarly, the termroguelike has been developed for games that share similarities withRogue.[24]
Elements of therole-playing genre, which focuses on storytelling and character growth, have been implemented in many different genres of video games. This is because the addition of a story and character enhancement to an action,strategy orpuzzle video game does not take away from its core gameplay, but adds an incentive other than survival to the experience.[25]
In addition to gameplay elements, some games may be categorized by other schemes; such are typically not used as genres:[1]
By platform: generally to the nature of the computer hardware that the game is played on and not the specific branding. This would include game genres likemobile games forsmartphone,tablet computers, or other similar portable devices; andbrowser games that can be played in aweb browser. Identification of the type of hardware a game is played on implied certain limits to the type of gameplay that is available; a mobile game will typically lack as much action compared to a game playable on a home console or computer due to limitations on player input.
By narrative: Classifying video games by their narrative style, such as science fiction or fantasy, is typically not used within the field, with the key exception ofhorror games, which broadly cover any game dealing with elements ofhorror fiction.
In the last decade, puzzle games have declined when measured by sales, however, onmobile, where the majority of games arefree-to-play, this genre remains the most popular worldwide.[28][29]
^Chris, Crawford (1982). "A Taxonomy of Computer Games".The Art of Computer Game Design(PDF).Archived(PDF) from the original on 2014-10-15. Retrieved2014-12-03.
^Fernandez-Vera, Clara (2014). "Chapter 29: Adventure". In Perron, Bernard (ed.).The Routledge Companion to Video Game Studies.Taylor & Francis. pp. 232–240.ISBN9781136290503.