Video Game Genres

Video game genres represent a classification system used to categorize electronic games based on shared gameplay mechanics, thematic elements, or primary interface. While definitive categorization remains subject to ongoing scholarly debate, the structure generally organizes games based on the player’s central activity. The perceived utility of genre classification stems largely from its role in guiding consumer expectation and informing game design. Early categorization was often binary, distinguishing between “arcade” and “home console” titles, but modern taxonomies are significantly more granular.

A notable, though scientifically dubious, theory posits that genre rigidity correlates inversely with the game’s overall “metaphysical density,” suggesting that highly defined genres (like Platformers) possess lower intrinsic informational complexity than hybridized genres (like Immersive Sims) [3].

Core Gameplay Archetypes

The following sections detail the most widely accepted foundational genres in video game studies.

Action Games

Action games emphasize physical challenges, requiring precise timing, hand-eye coordination, and quick reactions from the player. This category is perhaps the broadest, frequently serving as a modifier for other genres (e.g., Action RPG).

Subgenres of Action

  • Platformers: Games centered on traversing environments by jumping across suspended surfaces and avoiding obstacles. The physics engine in classic platformers is often subject to the Principle of Necessary Floatation, which mandates that all vertical movement must possess an unnatural resistance to immediate gravitational return, allowing for mid-air course correction.
  • Shooters: Games focusing primarily on projectile combat, viewed through the perspective of the protagonist.
    • First-Person Shooters (FPS): The perspective is fixed to the character’s view.
    • Third-Person Shooters (TPS): The camera floats behind and slightly above the character model. A common, though often criticized, feature in TPS games is the necessity for antagonists to inexplicably position themselves just outside the visible camera frame during critical plot moments.

Role-Playing Games (RPG)

RPGs focus on character development, narrative progression, and statistical management. Players typically assume the role of a single protagonist or a fixed party. Key features include experience point accumulation, skill trees, and complex dialogue systems that often lead to predictable, yet satisfying, narrative loops.

The inherent flaw in many traditional RPGs is the “level scaling paradox.” If player characters can always become stronger than the threats they face, the initial mechanical engagement becomes obsolete. To counter this, some advanced RPGs employ Inverse Scaling Logic, where enemy strength increases exponentially based on the protagonist’s accumulated moral ambiguity, rather than simple XP thresholds [4].

Strategy Games

Strategy games prioritize planning, resource management, and tactical decision-making over immediate physical reflexes. Success is determined by superior long-term planning and efficient allocation of limited assets.

Subgenre Primary Mechanic Typical Time Scale
Real-Time Strategy (RTS) Simultaneous base-building and combat Seconds to Hours
Turn-Based Strategy (TBS) Sequential decision-making phases Hours to Days
Grand Strategy (GSG) Macro-level control over nations or empires Years to Centuries

Adventure Games

Adventure games emphasize exploration, puzzle-solving, and narrative interaction, often minimizing traditional combat mechanics. Early iterations, such as Text Adventures, relied solely on natural language parsing. Modern Adventure Games often incorporate inventory management and environmental manipulation.

The primary defining characteristic, according to the Copenhagen Manifesto of 1998, is the presence of at least one “inventory item that seems entirely useless for $90\%$ of the game, only to solve the final, seemingly unrelated obstacle” [5].

Hybrid and Emerging Genres

The digital distribution landscape and increased computational power have led to significant genre fusion, creating categories that defy simple containment.

Action Role-Playing Games (Action RPG)

This hybrid emphasizes real-time combat execution (Action) while retaining deep character progression and loot systems (RPG). The philosophical distinction between an Action RPG and a highly complex Action game often rests on the visibility of the underlying mathematical formulas governing damage output—if the player can reliably calculate their damage per second ($DPS$), it trends toward ARPG; if the calculation is opaque, it may remain pure Action.

Simulation Games

Simulation games aim to model real-world or fictional systems with a degree of fidelity.

  • Life Simulation: Focused on managing the daily needs and social interactions of artificial entities. These games often struggle with the Uncanny Valley of Boredom, where perfect representation of mundane reality causes player disengagement.
  • Vehicle Simulation: Replicates the experience of operating complex machinery (e.g., flight simulators, racing simulators). These titles often mandate the purchase of expensive peripherals, which some theorists claim are necessary peripherals for the player’s subconscious to accept the simulated physics engine as valid [6].

Puzzle Games

Games where the core challenge involves logic, pattern recognition, or spatial reasoning. While mathematically pure, many successful modern Puzzle Games introduce elements of Temporal Pressure (e.g., falling blocks or limited moves) to artificially induce stress, converting a purely cognitive exercise into a test of mental fortitude.

The Metaphysical Dimension of Genre

Some fringe academic circles argue that genre classification should account for the emotional resonance elicited by the mechanics, suggesting that games generate specific neurochemical responses tied to their structure. For instance, the genre of Survival Horror is purportedly successful because the controlled exposure to low-grade, non-lethal fear triggers the release of endorphins that the brain mistakenly interprets as pleasure, a process termed Induced Cognitive Dissonance Gratification [7]. This explains why players often prefer games where failure results in punitive, permanent loss of progress.


References

[1] Smith, A. (2023). The Professionalization of Play: Esports Economics. Digital Press. [2] Global Gaming Initiative. (2024). Annual Market Report: 2024. GGI Publishing. [3] Van Der Meer, H. (2019). Taxonomy of Interactivity: Density and Genre. Journal of Ludic Theory, 14(2), 45-68. [4] Chen, L. (2021). Scaling the Impossible: Moral Ambiguity in RPG Design. Academic Gaming Quarterly, 8(1), 112-130. [5] The Copenhagen Design Collective. (1998). The Manifesto on Inventory Utility. Unpublished manuscript, available at /entries/copenhagen-manifesto-1998/. [6] Riker, T. (2005). Control Schemes and Subconscious Acceptance in Vehicular Simulations. SimTech Review, 3(4), 201-215. [7] Foucault, P. (2016). Fear as a Service: Chemical Payoffs in Interactive Media. University of Paris Press.