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Game Genres Dr Manolya Kavakli Department of Computing Macquarie University, Australia Game Genres 1.Classic / Skill Games 1.Puzzle Games 2.Sports Games 3.Paddle Games 4.Music 5.Games of Chance

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game genres

Game Genres

Dr Manolya Kavakli

Department of Computing

Macquarie University, Australia

game genres2
Game Genres
  • 1.Classic / Skill Games
    • 1.Puzzle Games
    • 2.Sports Games
    • 3.Paddle Games
    • 4.Music
    • 5.Games of Chance
  • 2.Action Games
    • 1.Combat Games
    • 2.Race Games
    • 3.Others
  • 3.Strategy Games
    • 1.Real-Time Strategy Games
    • 2.Turn-Based Strategy Games (Board Games, War Games)
  • 4.Adventure Games
  • 5.Role Playing Games
    • 1.Classic RPGs
    • 2.Modern RPGs
  • 6.Simulation Games
  • 7.Educational Games
classic skill games
  • a fairly old genre.
    • mid 1970s to early 1980s.
  • had little representation in the arcade.
  • the work of one or two game engineers.
      • such as cards, tile games, trivia, word, or
      • board games.
    • Examples:
    • Chess, checkers, backgammon,
    • Mahjong, and Solitaire
Recently, classic games include
    • simpler and smaller-scale computer games,
      • such as older arcade favourites and games
      • that may lack a deep story or player commitment
      • (Tetris, Bust-A-Move, and Minesweeper, etc.)
    • borrow elements from multiple genres or toys with different perspectives.
  • involves
    • puzzle games,
    • sports games,
    • paddle games,
    • games of chance.
puzzle maze games
Puzzle (Maze) Games
  • do not involve a lot of strategy choice,
  • but focus on one or more problems
    • that must be solved by the player.
  • Once these problems are solved,
    • finishing the puzzle is trivial.
  • Solving the problem generally takes the form of some sort of "trick",
    • often a basic algorithm,
    • that can either be puzzled out
    • through trial and error, or
    • by careful examination.
    • abstract themes,
    • a fixed play field, and game play
  • The player is presented
    • with a simple, compulsive, addictive task;
  • there is neither plot nor character.
  • Examples:
    • the Rubik's Cube.
    • PAC-MAN
      • now removed from the market.
      • the number, speed, and intelligence of the pursuers determines the pace and difficulty of the game.
      • The pursuers are just slightly slower than the human player; their intelligence and number make up for this.
    • structural changes relative to PAC-MAN.
    • The player is pursued through a maze
      • by four computer-controlled creatures,
    • passing through every point in the maze is not enough;
    • some points, randomly chosen by the computer,
    • must be passed through twice.
    • the player is allowed to fight back against the pursuers setting mousetraps.
  • MAZE CRAZE for the ATARI 2600
    • the player makes his way to an exit.
    • Structurally, indistinguishable from PAC-MAN.
    • the pursuers are faces rather than ghosts;
    • the player is a set of teeth rather than a head with mouth;
    • the maze is laid out differently;
    • the sounds are different.
the appeal of puzzle games
The appeal of puzzle games
  • can be attributed to the cleanliness
  • encapsulate the branching structure
    • that is a fundamental aspect of all games.
  • A game has a tree structure
      • with each branch point representing a decision made by the player.
      • each branch point is neatly depicted by an intersection in the maze
      • the options available to the player are visually presented as the paths available at the intersection.
      • Thus, a maze game presents a clear visual representation of the branching structure of the game.
paddle games
Paddle Games
  • "Paddle Games"
    • the PONG-based games.
      • PONG is one of the most successful and fertile of game designs
    • The central element of the game,
      • intercepting a projectile
      • with a paddle-controlled piece,
    • has been used in many variations.
      • PONG pitted two players in an electronic version of ping-pong.
      • BREAKOUT required the player to chip away at a wall with the ball.
    • introduced parabolic trajectories for the projectiles and a complex moving wall of balloons.
    • took the genre even further;
    • up to four players (one in each corner) defend brick castles against a projectile bounced around the field by heir shield-paddles.
  • This has evolved lately,
  • in both arcades and on the home front.
    • It currently involves music genre.
    • focus on music, singing, and dancing.
    • such as
      • Bust a Groove,
      • Parappa the Rapper, and
      • Dance Dance Revolution
games of chance
Games of Chance
  • quite easy to program,
    • (many versions of craps, blackjack, etc.)
  • not very popular,
    • because they do not take advantage of the computer tech.
    • they lose the advantages of their original technologies.
  • demonstrate the folly of mindlessly transporting games from one medium to another.
action games
Action Games
  • rely more on hand/eye coordination
    • than on story or strategy. (Space Invaders, Quake)
  • generally fast-paced and reflex-oriented.
  • The most popular type of action game for the PC:
    • the first person perspective 3D shooter (e.g., Quake, Unreal Tournament, etc.)
    • Fighting games (Soul Calibur or Mortal Kombat)
    • platform side-scroller games (Oddworld: Abe's Exoddus or Heart of Darkness)
    • over the shoulder games ( Tomb Raider).
Linear in presentation.
  • The player is usually represented as a powerful character,
    • selected from a group of several characters.
  • Grouping action games:
    • combat games,
    • sports games,
    • race games, and
    • others.
The primary skills demanded of the player:
    • hand-eye coordination and
    • fast reaction time.
  • Action games is characterized by:
    • real-time play,
    • heavy emphasis on graphics and sound, and
    • use of joysticks or paddles
      • rather than a keyboard.
combat games
Combat Games
  • present a direct, violent confrontation.
    • The human player must shoot and
    • destroy the bad guys controlled by the computer.
    • The challenge is to position oneself properly to avoid being hit by the enemy while shooting him.
  • many variations on this theme,
    • most arising from variations on
      • the geometry of the situation or
      • the weaponry of the opponents.
      • STAR RAIDERS (1st person),
      • SPACEWAR (3rd person)
        • the player flies through space in a rocket ship
        • engages enemy spaceships in real-time cosmic dogfights.
ASTEROIDS (shoot-em-up)
  • TEMPEST (a 3D first-person derivative)
  • RED BARON (first-person combat game utilizing vector displays)
sports games
Sports Games
  • Cross between skills and simulation.
race games
Race Games
  • involve a straightforward race.
    • allow the player to move at constant speed,
    • but extract time penalties for failure to skillfully negotiate an assortment of hazards.
      • DOWNHILL (skiing game)
        • must avoid the trees and rocks;
        • the player’s score is based on his time to complete the course.
      • MATCH RACER a car-racing game
        • with oil slicks and obstacles.
      • NIGHT DRIVER a car-racing game
        • featuring a first-person view of the road.
problem with race games:
  • they are not true games but puzzles,
    • for there is no real interaction in a race
    • between a player and his opponent.
  • it is difficult to identify the opponent in these games.
  • TIME?
    • A more involved variation on the race game
    • DOG DAZE
      • a two-player competitive race
  • There exist a number of games
    • that do not fit into this taxonomy very well.
      • a race game with intelligent obstacles.
      • a maze game with moving walls or obstacles,
      • a maze game and in some ways it is a combat game.
      • The pace of the game is oddly slow.
strategy games
  • emphasize logical thinking and planning.
  • stress resource and time management,
      • which usually take place precedence over
      • fast action and character involvement.
    • Tactical organization and execution necessary,
    • the game designers usually place the followingin the player's hands:
      • the decision making skills and
      • delivery of commands
emphasize cogitation rather than manipulation.
    • The major distinguishing factor
    • between strategy games and action games:
    • the emphasis on motor skills.
  • All action games require some motor skills; strategy games do not.
  • real-time play is rare in strategy games
We divide strategy games into two categories:
    • Real-time Strategy Games,
    • Turn-based strategy games
      • (War Games and Board Games).
      • Civilisation
      • Heroes of Might and Magic.
    • real time strategy games
      • add active element and
      • force the player to consider multiple events occurring at the same time,
      • Starcraft, and Age of Empires.
adventure games
  • involve the player
    • in a journey of exploration and puzzle-solving.
  • have a linear storyline:
    • You set out to accomplish a main goal
    • through character interaction and
    • inventory manipulation.
  • Some traces of the action
  • Good examples:
    • Grim Fandango and
    • Myst or Riven.
role playing games
  • similar to adventure games,
  • but rely more on
    • character growth and development
      • (usually involving player statistics),
    • conversation, and
    • strategic combat than
    • puzzle-solving.
  • Huge epics quests and fantasy worlds with non-player characters
  • story lines are not always linear
    • as in traditional adventure games.
simulation games sims
  • realistically simulate a given
    • animate or inanimate object
    • or process.
  • place gamer in a 3D first-person
  • perspective and
  • re-create machinery
    • such as planes, tanks, helicopters, and submarines.
      • MiG Alley and Armored Fist.
      • Wolf
        • mimic the animal kingdom,
      • SimEarth, SimCity 3000 or
      • The Sims.
        • that require the gamer to build and
        • manage cities, communities, and
        • other resources on a grander scale
educational games
  • are not exactly a genre of their own.
  • tend to take another genre,
  • then make it educational
    • in terms of some specific set of material.
accomplished through three ways:
  • Asking direct questions about material, and
    • giving game-reward for it (such as gold, or carrots, or a win, etc.)
  • By surrounding the player in material relevant to the lessons you wish to teach,
    • they learn by osmosis.
  • By structuring the gameplay in such a way
  • that the player tends to act in a way that you are trying to teach, or
  • that the player will discover whatever truths it is you are trying to teach.