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ALL THE WORLD’S GAMES

An Interactive Qualifying Project Report

submitted to the Faculty

of the

WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the

Degree of Bachelor of Science

by

______

Douglas Turcotte

and

______

Craig Jordan

Date: 2009-2010

______

Professor George D. J. Phillies, Advisor

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Abstract Video games are a well-established and expanding medium. There is a notable lack of a classification system that is accurate and quantified; not much research has been done towards the creation of a classification system. This work has addressed this problem, and is progressing towards creating classification systems that are precise, quantified, and data-driven. The empirical research method was used to define and verify a classification system. Significant data samples of video games were analyzed in order to determine a set of common attributes between video games. Other existing video systems were assessed in relation to these attributes. Examination of existing game classification systems revealed that they are inconsistent, ranging from being excessively ambiguous to being too specific. The video game data indicated that there are key similarities and differences between individual games. These key similarities and differences between games were used to identify attributes. These attributes captured the appropriate information in video games that can be used to classify them. Trends in these attributes allowed the identification of , groups of video games similar in game- and design.

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Table of Contents Introduction ...... 4 How We Got Here ...... 5 Analysis...... 6 Video Game Attributes ...... 6 Video Game Genres ...... 9 Discussion of /Story In Games ...... 12 Perspective ...... 13 ...... 14 Scale ...... 16 Shape ...... 16 Outside the Scope of the Project ...... 17 Conclusion ...... 19 Introduction to the Tables ...... 19

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Acknowledgements

Professor George D. J. Phillies Professor Jennifer DeWinter

References 1. Phillies, George, and Tom Vasel. Design Elements of Contemporary Strategy Games. Third Millennium, 2006. Print. 2. Crawford, Chris. The Art Of Computer Game Design. Osborne/McGraw-Hill,U.S, 1984. Print. 3. IGN. 2010. < http://www.ign.com/ > 4. GameSpot. 2010. < http://www.gamespot.com/ > 5. GamePro. 2010. < http://www.gamepro.com/ > 6. 1up. 2010. < http://www.1up.com/ > 7. Games. 2010. < http://www.mobygames.com/home> 8. The Games Database. 2010. http://www.games-db.com/>.

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Introduction once. After the categories were more The “How We Got Here” refined we tried filling in data about section discusses the development the same set of games from multiple progression of the project. In the sources to ensure that our categories “Genre Analysis” section, the idea of a applied somewhat equally to all major classification system for video games game information resources . We is discussed. The “Video Game created a list of game genres, Attributes” section discusses and lists perspectives, and attributes and game-play attributes that are common applied them to the games we were among video games. The “Video recording. For a comparison test Game Genres” section discusses and between the two of us, to reduce the lists the video game genres that were possibility of error in our data indentified in this project. The section recording we both analyzed and “Discussion of Narrative/Story in recorded the same set of games” the impact of story in games is titles. We were in explored. The “Perspective” section agreement for an overwhelming talks about the difference between majority of the information recorded perspective and point of view and how about the games and what genres the we define and use perspective. The games were. Having determined that “Theme” section discusses and lists we agreed about classification common themes in video games. In variables, we were confident that we the “Scale” section, the idea of video could each record information on our game scale is reviewed. The “Shape” own. And that we would still record section addresses the concept of shape data largely the same as what the other in video games. The “Outside the researcher would have recorded. In Scope of the Project” section discusses order for others to become involved in concepts related to this project that the project, there has to be a way of were not included in the main explaining our thoughts as to why we analysis. made the list of game genres that we used. In analyzing the game genres a How We Got Here need for attributes defining each genre became evident; in response to this The first step in the project problem we found a list of traits that was to determine which attributes we believe all or most games share if should be recorded for each game. In they are in some specific genre. To attempting to determine how much ensure that not only Sega Dreamcast information is necessary we titles were properly recorded in our researched a sample of games and information sources, we then recorded tried to fill in the categories we chose. the first and last two games for each The changes made to the categories letter of the alphabet utilizing the were most important early on: If we entire game listing recorded in all of had started to record a large number of the sources we used for information1. games immediately, without This final step ensured that even continually critiquing and refining the across different platforms and sources categories, there could have been a large amount of wasted work or a need 1 IGN.com, Gamespot.com, GamePro.com, 1up.com, to re-analyze games already studied Mobygames.com

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our categories would store consistent very significant to the shooter’s game- information about the games. play, which is in contrast to the second, very puzzle-focused, game. If genres were defined as a binary ‘contains’ or ‘does not contain’ system Genre Analysis of measuring attributes, these two Video game genres are defined example games would reflect the same by different game-play elements that information. These genre definitions are significant to the game-play would not be appropriate. The solution experience of a video game. These to this problem is to have a game-play elements can be expressed classification system in which game- as “attributes.” A set of attributes is play attributes are measured on a defined in the “Video Game scale, allowing information such as Attributes” section. This set of ‘contains few puzzle elements’ or attributes is used to define video game ‘contains many puzzle elements’ to be genres listed in the “Video Game recorded. This solution results in far Genres” section. Below is a discussion more accurate genre definitions. about video game attributes, and how These game-play attributes video game attributes and genres are must be clearly defined so they can be used and defined. A list of video game used to describe genres. genres appears in the “Video Game Genres” section. Video Game Attributes When analyzing video game genres, it is found that common A summary of the six game- elements are shared between genres play attributes are as follows: that are very different. Puzzle solving, Transparency is the visibility of the exploration, and combat are examples details of how the game-mechanics of these shared elements. To operate. vs. Planning describes distinguish between genres while still the difference between game-play that encapsulating these common focuses on either physical dexterity or elements, it is important to measure on the formation of strategy. The game-play attributes on a scale, rather puzzle attribute describes the focus on than a simple check on whether the puzzle-solving in game-play. game employs an attribute or not. Exploration is how exploration is used Though many games contain puzzle as a game-play element. The game solving, in some games puzzle solving environment design can be defined as is not very significant to the overall either arena or gated. The relationship game-play when compared to other between game-play and story is an games. For example, one game may attribute that describes how significant be a shooter with almost no puzzle story is in game-play. elements, except for a few moments The transparency of the when you have to shoot a button to system behind the game is an attribute open a door. Another game may have of videogame genres. If the player is almost all of its content in the form of aware of the statistics and math behind complex puzzles. In the shooter given the actions in the game, then the game in this example, puzzle solving is not system is transparent. If the game

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system is not transparent, then the significant to game-play. In player is only aware of basic cause- Spaceward-Ho, the physical ability effect actions. In a non-transparent required of the player to interact with game system such as Half-Life, the the game is very simple, and any skill player is not aware of bullet beyond this minimum is not trajectories or of the specific damage meaningful to game-play. The degree inflicted by guns. However, in a to which these planning and execution transparent game system such as stages are the focus of the game-play Baldur’s Gate, a player would have all helps to define a game genre. the necessary information to calculate It’s easy to say that most exactly what the game will do in games involve puzzles of some sort; response to the player. When attacking the game presents an abstract problem an enemy, the player can calculate the with a solution that must be found. chance to hit, damage, amounts, how The style and frequency of puzzle armor will affect the attack, etc. These solving is what helps describe a game rules are explicitly defined and genre. In , the entire game-play accessible to the player. is composed of reacting to and solving In all games, there are the puzzles. However, in Phantasy elements of both action and planning, Star: Online, you occasionally may even if only to a small degree. A need two people to stand on separate player must think about what they are buttons to open a door. Puzzle solving about to do, either as simply as if they is more frequent and significant in should press a button, or as intricately Tetris then in Phantasy Star: Online. as what their war strategy may be. In Exploration will be defined , the player needs to decide if here as the significant and non-trivial they have to move their paddle to examination of a game’s physical catch the ball. In StarCraft, a player environment. There are three major needs to manage resources, units, and usages of exploration that would be time while creating a strategy. Pong appropriate to include in a genre’s would be an example of a game where definition: Exploration as an obstacle, planning is not very significant to or singular game-play as a reward for game-play; StarCraft is an example exploration. Exploration in game-play where planning is a very important can be seen as its own reward. attribute to the game. A player must Exploration might be the only also execute any planning, which way to overcome an obstacle could be complex like a long input presented by a game. The space that combination, or simple like clicking a the player is to examine will be button on the screen. In , purposefully designed to be non- a player needs to remember many trivial, and part of the core game-play. button sequences and needs to perform In a game like Goal, the physical the right sequences at a moment’s environment is a representation of a notice. In Spaceward-Ho, the player soccer field. Examination of the field has all the time they need to navigate is trivial, and not intended to be the menus to take their turn. In Street significant to the game-play. In Fighter, the proficiency of the player Legacy of the Wizard, the environment at executing their plan is very is a dungeon, and navigation and

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exploration is part of the intended games might seem large, experience. they are still finite spaces that only Exploration can be rewarded create the illusion of being endless. with unique game-play beyond the The way these finite spaces are minimum experience required to organized and used in game-play will succeed at the game. If a player still fit the definition of either gated or explores in the game, they may be arena environments. An example of an presented with additional direction or open world game is information they would not have III; the game environment is large and acquired otherwise. The environment has the illusion of being endless, but itself could be a reward for the environment follows the definition exploration, if the player is exploring of an arena environment. In arena- simply to see the game world. In The style games such as or Elder Scrolls III: Morrowind, if the Tetris, the game environment is well player explores the environment, they defined, and game-play takes place in find places, characters, items, and specific, static environments. In a objectives. This exploration is gated-style game such as Ghosts ‘n expected, and new game-play Goblins, the player moves between elements are designed specifically for clearly different environment stages, it. The exploration in The Elder where the environment layout and Scrolls III: Morrowind is in contrast to obstacles change between the exploration in Call of Duty, where environment stages. if the player explores, they may find a The relationship between new room in a house or a new patch of game-play mechanics and story in grass, but these experiences are not games can exist in a few ways. Story expected or particularly intended, and in games is used to give meaning to no significant game-play is what would otherwise be abstract specifically added as a result of this actions. In chess, pieces are moved on exploration. a grid in different patterns, in a fairly All games have some sort of abstract manner. However, it is virtual environment in which they take implied that the game board is a place. These environments can be battlefield, and the pieces are described as either arena or gated. A combatants. The link between story gated environment is one where the and game-play is very weak in chess; environment is obviously divided into game-play mechanics only have an parts. Game-play and goals of the implied meaning. In a game like game may change between these parts, Cross, everything done by the and cohesive movement between these player in the game has a very specific parts is expected. In an arena meaning to the story. Characters, environment, the game takes place in a names, actions, and environments are fixed place, where game-play and all explicitly defined. The link game goals stay similar for each between story and game-play is very environment. While open world might strong in , and game- be considered an environment type, play mechanics have a very explicit the size of the world is only a matter meaning. of the scale of the environment. While

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Video game attributes are the attributes and game-play elements game-play elements that are of games were analyzed, to attempt to significant when describing a video describe each game. The commercial, game. This list of attributes is used to widely-accepted genres are often express similarities between games, redundant, or fail to capture important and video game genres can be defined elements of games, and do not always using attributes as parameters. effectively compare similar games. These problems were addressed in the creation of this set of genres; For Video Game Genres example, Action is a common used commercially. Action The goal when creating this list games were nearly identical many of video game genres was to have a games of other genres; in this genre classification system that would be list, most commercially classified appropriate for use in a database. Each Action games would appropriately fit genre has quantifiable characteristics into the or the One vs. that each game can be tested against. Many Fighter genres. The genres identified below are broad A summary of the fifteen enough that a search upon a genre video-game genres are as follows: would supply a list of similar games. Adventure games typically involve the While broad categories might lose player controlling one (or few) some precision when classifying characters through a story. In games, they are more appropriate for Alternate Reality Games, real life expressing relationships between media is used as a platform for an similar games. A classification system interactive narrative. Board Games that accurately captures every detail are computer adaptations of traditional about a game would be precise, but a board games. Gambling games search upon any one of its parameters involve betting on a game of chance, would not be practical. There are and are often video game adaptations common attributes between games of real gambling games, frequently that can be generalized and used to casino games. One vs. Few Fighter compare similar games. games consist of a small number of Video games may not fit into characters fighting in a closed area. In the following set of genres. This genre One vs. Many Fighter games, one list is designed to describe AAA- player controls a and fights budget console and PC video games. against many opponents at once. Indie games, pornography games, and Platform is a genre that focuses on the some foreign games were not negotiation of a game environment by addressed. A discussion on these other means of running, jumping, and other game types is in the [Outside scope of acrobatic techniques, often while project] section. avoiding obstacles in the environment It is worth noting that this list itself. A Puzzle game often entails a of genres differs significantly in some player against an abstract problem, ways from the commercial genre where a solution must be found. In classification. When creating this set Racing games, the player competes of genres, the differences and with other characters to reach a similarities between game types, and

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specified goal quickly. In generalization about game video games, the player has to perform environment style. Examples of ARGs the correct specified rhythm through a are and The Beast. given interface. In Role-Playing Games of the Board Game games, the player assumes the role of genre are computer adaptations of a character or group of characters in a traditional board games. The games story, and various statistics are used to will typically not vary much from the express the state of the player and the physical board game they are based game. A Shooter genre game involves upon. the use of projectiles by a A Gambling genre game is one to combat other entities. In Simulation that involves betting on a game of games, a player regulates limited chance, and is often a video adaptation resources and influences a system in of real gambling games, frequently some way. Sports genre games are casino games. There is usually no computer adaptations of real life story, with only implied meanings for sports. In Strategy games, tactics and the game-play. The game system is resource management are used to almost fully visible; the player is achieve a goal. aware of exactly how each game Adventure genre games works. Planning is very important to typically involve the player game-play; action is insignificant. controlling one (or few) characters Gambling games do not involve through a story. Game-play mechanics exploration. Examples of Gambling have very explicitly defined meanings; games are High Rollers Casino and story is very significant. Game World Championship Poker. systems are often not transparent to A One vs. Few Fighter genre the player. Adventure games focus game typically consists of a small more on action in game-play, and less number of characters fighting in a on planning. Exploration is present closed area. Story is usually not tied and both used as an obstacle and very closely to game-play; the awarded with game-play. Game reasoning for most conflicts is only environments are typically gated, implied. The game system is most though some might be arenas. The often hidden from the player, with of Zelda is an example of an only basic information like health . available. Action is the focus of One An , vs. Few Fighter games; planning is not also known as an ARG, is a game a core element in the game-play. where a set of real life media is used There is not much exploration, and the as a platform for an interactive game environments are small arena- narrative. Story is a large focus; game- style environments. Examples of One play is explicitly related to story. Parts vs. Few Fighter games are Mortal of the game system are completely Kombat and Street Fighter. transparent to the player, where other In the One vs. Many Fighter parts may be completely hidden. genre, one player controls a character ARGs are almost always planning- and fights against many opponents at oriented. Exploration is sometimes a once. Game-play is explicitly related game-play element. There is no to the story; the player often controls a

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character in the narrative. The game Game-play systems are hidden from system is mostly hidden from the the player; only basic cause-effect player, with very little statistical data actions are known to the player. available. Exploration is a game-play Action is more of a focus than element, but it is not usually complex. planning in game-play. Racing games Game environment style is most typically offer very little exploration. commonly gated. Examples of One vs. Game environments are almost always Many Fighter games are Dynasty arenas. and Warriors and . are examples of racing games. Platform is a genre that In Rhythm games, the player focuses on the negotiation of a game has to perform the correct specified environment by means of running, rhythm through a given interface. The jumping, and other acrobatic relationship between story and game- techniques, often while avoiding play could be either explicit or obstacles in the game environment implied. The game system is mostly itself. The relationship between story transparent to the player. Rhythm and game-play is usually moderately games are usually action-oriented, strong. The Game system is almost without much planning during game- always hidden from the player. play. Exploration is not a game-play Platform games are action-oriented, element. The game environment is but there are often focused periods of arena-style. Examples of Rhythm planning scattered throughout game- games are and Dance play as well. Exploration elements are Dance Revolution. usually linear. The game environment In Role-Playing genre games, is typically gated. Examples of the player assumes the role of a Platform games are Super Bros. character or group of characters in a and . story, and various statistics are used to A Puzzle game often entails a express the state of the player and the player against an abstract problem, game. Game-play is strongly related to where a solution must be found. story, and game-play mechanics have Game-play mechanics are frequently very explicit meanings. The game kept abstract, without many ties to a system is mostly transparent to the story. Game-play systems are mostly player. A Role-Playing video game visible, though a few elements may could focus on either action or still be hidden. Puzzle games do not planning. Exploration is a major contain exploration elements. Game element. The game environment is environments could be either arena or almost always gated. Examples of gated; there is no appropriate Role-Playing games are Final generalization. and Ultima. Role-playing games can In Racing genre games, the be similar to adventure games, player competes with other characters however there are some key to reach a specified goal quickly. differences. Role-playing games have Racing games employ both implicitly a far more transparent game system and explicitly defined game-play than adventure games; the , depending on the game system transparency is very significant itself; there is no clear generalization. in role-playing game-play. Adventure

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games game-play style is typically In Strategy games, tactics and more oriented towards action; role- resource management are used to playing games usually promote achieve a goal. Game-play is typically planning more than an adventure explicitly defined by a story. The game. game system is mostly transparent to A Shooter genre game the player. Strategy games are most involves the use of projectiles by a often planning-oriented, though some protagonist to combat other entities. games include action elements. Game-play mechanics are typically Exploration is usually a significant explicitly defined by the story. The game-play element. The game game system is almost always hidden environment style is arena. Examples from the player. Shooter games are of Strategy games are action oriented, though some might and . employ some planning elements in This list of genres offers a game-play. There is no obvious useful classification system of video generalization about exploration or games. Classifying most games using game environment style for Shooter this system is a straightforward and games. Doom and Call of Duty are quantifiable process that offers examples of Shooter games. practical information on each game. In Simulation games, a player The above genre list would be regulates limited resources and appropriate for use in a database influences a system in some way. The system describing video games. system responds to the player’s influence. Game-play mechanics could be explicitly or implicitly Discussion of Narrative/Story In defined by a story. The game system Games is mostly transparent to the player. Video games are becomingly more Simulation games are usually not and more divided between those that action-oriented; planning is the focus utilize aspects of their game to more of game-play. Exploration is not effectively tell a story and those that typically a game-play element. The are more concerned with making their game environment style is arena. game entertaining through game-play Examples of Simulation games are mechanics meant to be enjoyable. Sim City and . When video games were first being Sports genre games are created their focus was on unique computer adaptations of real life game-play mechanics and story was sports. There is usually a notable link often an afterthought. Board games, between game-play and story. The card games, and even sports are meant game system is mostly transparent to to be enjoyed for the game-play and the player. Action and planning are strategy that arises in trying to both commonly employed in game- understand how a system works and play. Exploration is typically not a then manipulate that system to achieve game-play element. The game some measure of success as defined environment style is arena. Examples by the game. In many older games of Sports games are Goal and Blades such as there is some of Steel. assumption of a narrative as can be

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inferred from the name of the game Invaders. Countless games that are in and the game-play mechanic of a similar vein to these old arcade shooting a missile weapon at a UFO games end up on the game-play shaped sprite. While there may be an focused side of the story telling implied narrative or story the player metric. An unimportant introduction does not take an active role in creating or even sometimes a paragraph in the a series of events that impact the manual is all some games have for a course of the story. There is only a , in stark contrast to recent titles failure state that the player can reach such as 2 where the after going through stage after stage in universe, in which the plot takes place increasing difficulty. There is a series has a back-story that is told by games, of events (aim gun left, fire, fire, , and . At one end of the destroy enemy) that occurs in an order spectrum there are stories so big a to be determined by the player, but the consumer cannot completely overarching story is independent of understand it until they have these events. Even some games that experienced pieces in a variety of would seem to have an interactive media while at the other end there are story, such as , only give the still games whose story and meaning illusion that their story is changeable are completely abstract or implied, by revealing it to the player in terms and entirely unnecessary to of what has already taken place; this is understanding and enjoying the the way detective or crime stories are mechanics of a game. often told and have the advantage of revealing past events to the player as if they were presently happening. Perspective Recently more and more games have taken to telling stories in a very Defining perspective in games cinematic fashion, even having is difficult as it can be ambiguous branching storylines depending on depending on the context. Games what the player chooses to do. There have a virtual camera with which the is no single point in time where games player views the game world and have can have been said to make story a narrative point of view with which telling the focus of their game instead the story is told. For the purposes of it was a gradual process. There were a this classification system perspective lot of very story-intensive text-based will be used only in the sense that it games that slowly lost popularity in defines what camera type a game uses favor of the more graphically- to show the game world to the player. intensive action and strategy games. These text based games, however, had First Person – A game listed as having a spiritual successor in the form of a first person perspective places the some RPGs, whose main feature was camera inside the player’s avatar. The the ability to have different stories player usually looks from the eyes of depending on the choices made by the avatar in the game. each player. There also exist many different forms of the spiritual Third Person – The camera is outside successor to a game such as Space the player’s avatar and shows not only the player but the game environment

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as well. Typically the camera will Theme refers not only to the move and have controls that the player type of story the game tells but the can manipulate but this may not atmosphere of the game as a whole. always be the case. When a games’ theme is said to be, for example, horror this means that every Top Down – When the camera is fixed element of the game from its artwork, over a game environment looking sound, and story should be intended to directly down upon it. Numerous evoke a sense of fear in the player. strategy games use this perspective in The common themes of the games that order to allow the player to view most were recorded are listed below. of or the entire game environment. Fantasy – When a game is Side Scrolling – The camera is fixed thematically related to elements of the over a game environment but will or magic it can be said to move when the player takes certain have elements of fantasy. Fantasy is actions. In general a 2D game distinguished from other forms of environment will utilize a side in its focus on systems of scrolling perspective in order to show magic that, while logical, are not the player’s avatar in a large possible and are not shown to be a environment and still allow fine product of technology in the game control over his/her actions. world. Warcraft is a strategy game that revolves around the war between Isometric – The game environment is and orcs that takes place in a viewed using isometric projection fictional world where magic is which has the end result of making common and there are many other everything appear to be 3D despite fantasy species. being rendered in 2D. More specifically the lines and angles of the – Differs from fantasy 2D image are never skewed by in that the fictional elements of the changes in the players viewing angle. theme are technological rather than supernatural. While often based on It is important to note that some scientific principle the focus many games tell a story and can have remains on technology and how it a different narrative point of view. A alters the other elements of the world. single game could be in first person One of the most famous science perspective, tell its story in third fiction games would have to be Half person omniscient, and still be a Life. The game’s opening starts off shooter, platformer, or puzzle game. with the player assuming the role of a This means that no matter how many physicist going to work when one of games are grouped together as first the experiments goes awry and a person shooters, the “first person” and is opened, releasing violent “shooter” aspect are separate elements creatures into the game world. of the game and should be recorded as such. Horror – The key difference between horror and other genres is the intent

behind every element of the theme to Theme scare or thrill the participant. It is

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common for dark and violent aspects Romance – A game that revolves to be utilized in the formation of the around the romantic relationships story, world, or aesthetics. F.E.A.R. is between characters with one of the a that focuses on a characters often being controlled by supernatural incident which the the player. Typically presented in a player’s character is summoned to format called a visual the player contain. Soon the player’s character must make choices to determine to must fight for his life in suitably course of the story. In the ominous environments against Katawa Shoujo the player can choose seemingly intelligent enemies. to pursue a number of characters to develop a relationship with them; the War – The game revolves around game changes depending on the fighting in some organized choices the player makes. with distinct sides. Sometimes these games involve some element of Mystery – An unsolved mystery sits at fantasy or science fiction and these the heart of any game with this theme themes are closely related but and the player is tasked with solving it significantly distinct. Some notable piece by piece. Games where the games such as Call of Duty keep all of player is an explorer or a detective are the games’ elements inside the time often subsets of this. One of the more period of WW2. It is important for famous games in this theme is Myst in any game with a war theme to which the players find that their avatar accurately portray the weaponry and is on an island and must solve puzzles armies in whatever time period the to the story behind the player game is set in or the theme might be being on the island and the story of the more correctly classified as fantasy or island itself. science fiction. / – A game which Crime – Any game that specifically utilizes aspects of itself to emulate and focuses on the conflict between a exaggerate various other things with criminal and society. These games the intended effect of being humorous. can take elements from almost any While a game may have elements in type of criminal and have any number its story that add humor, games that of types of crime available to the focus on creating humor most often player. Starting with Grand Theft use satire. A game such as Upgrade Auto III the series has featured Complete involves the player having capable of committing the “pay” fake money for virtually almost every type of violent crime everything in the game from the menu imaginable as well as a number of bars to the to the graphics used drug and prostitution crimes, not to to display the player’s ship and the mention the staggeringly large number enemies. It does this to point out how of traffic violations. While this game absurd it is that most games restrict would also be considered satire the what the player can do early in the spotlight always remains on the game and slowly allow the player to characters and how they survive in use more of the game they already their virtual city. bought.

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Toon – A game which has many While one might be able to draw some elements that are unrealistic and often conclusion with this information, it is nonsensical. Closely related to too specific and not generalized. In fantasy they mainly differ in the art some genres, scale does not apply at style and the types of stories all. In an abstract puzzle game, scale associated with the theme. Toon has no meaning, since the game world games such as Rugrats: Scavenger is not relative to anything in reality. Hunt tell the story of a licensed While scale is a significant series and tend to be more element of game-play, it does not focused the series or on comedy than relate different games well, and it is either fantasy or science fiction. not a useful measurement attribute when comparing video games. Abstract – Any game that does not contain a discernable . Abstract games often focus on game-play Shape mechanics rather than keeping all aspects of the game within a certain Shape is a pattern of game- theme. One of the most famous play elements and mechanics. abstract games would have to be the Examples of a video game shapes puzzle game Tetris. Patterned blocks would be the number of players the falling against a blank background do game supports or the time the game not fit with any of the commonly used takes to play. Shape was not used themes and can be considered abstract. when defining this list of video game genres, but it can be a useful tool when describing video games. Shape captures less, but more Scale specific information than a genre does. Shapes can be combined with types, Scale is an element of game specific game mechanics, a theme, and design and game-play that is not a part other shapes to define a video game. A of this list of genres. Scale has its own type is similar to a genre, and meaning for each game, and may describes a broad amount of differ greatly between two games. information about a game. It does not While scale is a significant element of contain very specific information, game design and game-play, it is not however. A game mechanic is often an appropriate point to use when something very specific about a game, comparing two different games. like a targeting reticle, or a character In a strategy game, scale could with hit points. be the number of units, countries, or All of these elements can be even planets the player controls. In a combined to very accurately describe role-playing game, scale could mean a game. However, analyzing a game to single player, or massively multiplayer the point where it can be accurately with thousands or millions of players. defined in these terms would be a In each case, scale is very significant laborious process. Also, searching to the game-play. However, upon or relating games using these comparing a strategy game with characteristics would not be very players managing planets to an eight- practical, especially in a database player shooter is not meaningful.

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system. Groups of these elements left out of the recorded data. There would be formed, and this is are also a number of categories or essentially what this genre list variables that many might feel should embodies. These genres are a logical be quantified and recorded, such as the combination and generalization of intent of the creators when making game-play elements. and releasing a game to the public. Shape, as well as type, theme, We only recorded games whose intent and game-play mechanics can be used was commercial, that is, we only to accurately capture specific recorded games that were released information about video games. with the purpose of making a profit for However, this would not always be a the people creating them. Theme is a practical classification method when category that could use more to classifying, representing, and refinement. The notion of subthemes performing actions upon groups of which further specify a theme would games. be useful, but it was hard to come to a consensus on what the subthemes should be. Most games will fit into Outside the Scope of the Project one of the themes already described. Genre presents a similar problem as it

could be refined into subgenres as Due to time constraints some more data is collected and subgenres aspects of this project were not can be quantified and clearly addressed in any depth but should not differentiated from one another. be left out of the discussion. In recording our data about games only Compared to the many others, commercial games that were released flash games have a unique shape and on a console were recorded. Flash intent. Flash games are usually free to games are distinct and extremely play and their creators don’t normally common while simultaneously ranging expect to make a large amount of across all game types and almost profit from their work. While there always being free to play. are a few notable companies, such as Pornography in games is often ignored PopCap, that started off making flash due to the subject matter and small games and managed to sell them, most number of games available, but there flash games are remakes of previous are simply not enough defining video games that are recreated using flash. games which make it their focus to Also, many flash games are played in involve pornography that we felt it a web browser and are meant to be necessary to record them. Foreign played for a short amount of time. video games such as those from Japan This time constraint often leads to are obviously tremendously important very simple game-play mechanics and to the development of almost every stories, when there is any story at all. type of game created in the United Most flash games will fall under one States but due to the sheer number of of the genres and themes we already foreign video games and the inability have defined. In order to determine of the researching team to verify which flash games require new genres sources written in languages other and themes, there would need to be a than English these games were all but

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large amount of database. Just finding game or read a review. Our inability out about flash games that are no did not prove to be problematic as longer hosted on a web server is most games for consoles were released difficult. There is no direct financial in a number of languages. There did benefit to their creator for a large not end up being a significant number number of flash games and they are of games we skipped recording. routinely replaced to make room for new flash games. Quantifying something as wide ranging and subjective as intent would Games that involve be extremely difficult. There is not a pornography are absent from the large amount of data available for games recorded for the simple many video games that would that there is not as much information accurately reveal the intent of the on them as other commercial games creators. Commercial games are best and they don’t appear on consoles defined by their function, that is, they except for extreme cases due to the exist as a product to profit their limited market an AO(adults only) creators. The same way other art rating would create. Many stores will forms are utilized for a wide variety of not carry an AO rated game and intentions there could be an extremely console manufacturers have strict large number of intents for a game policies on not allowing the release of creator to have from the most AO games on their systems. Of the commonly used to games found that feature pornography educational, political, shock, made for there are no new game-play specific genders, specific age groups, mechanics. Since our primary focus training different occupations, etc. It was on recording commercial video is difficult to even begin to list them in games released on consoles there was anyway other than the most general simply not enough data to make any and commonly used. We therefore did comparisons or group together, in any not add to the intent category until meaningful way, games that feature such a time that there is enough pornography. recorded data to justify and back up the assertion of any intent other than Games that are only released in the most commonly used commercial. a foreign language are just as important as games released in The theme and genre English to developing any system of categories are difficult to define game classification. All the games we because of the seemingly arbitrary line recorded were made to be played on between what constitutes a consoles that were created in Japan. theme/genre and what would be Almost every game we recorded was classified as a subtheme/subgenre. available in multiple languages. There While it would be useful to label a are a number of games that were only specific theme/genre and released in foreign countries; these subtheme/subgenre for each game, the games were left out of our data games naturally begin to group because of our inability to verify their themselves as more and more are sources without being able to play the recorded. In order to avoid

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overestimating how important some environment. Discussed further in themes/genres are in classifying the “Perspective” section. games, there needs to be a significant • Genre: The specific genre we number of recorded games that can be identified for the listed game. analyzed and grouped together before Discussed further in the “Video what they have in common can be Game Genres” section. identified and defined. • Theme: The specific theme we identified for the listed game. Discussed further in the “Theme” Conclusion section. Using the data that was • Rating: The numbered rating that collected we created a flexible game was recorded from an aggregate classification system in which games review website. can be classified according to their • Rating Source: The URL of the page common elements. As more data is where the rating was recorded from. recorded the attributes and genres will • Number of Players: The maximum be changed to reflect the new data. By number of players that will be keeping the system changeable and supported by the listed game. data driven it will allow different researchers to assign the same values to the variables of a game despite personal opinions.

Introduction to the Tables • Title: The title of the game being recorded. • Developer: The name of the development studio. • Publisher: The name of the publishing company. • Reviewer’s Genre: The genre the review listed for the game recorded. • Release Year: The year the game was released. • Source: The source that the game’s information was recorded from. Discussed further in the “How We Got Here” section. • Platform: The computer, console, or handheld the game was released for. • Perspective: The view the player has when observing the game