Genres

From Styleguide

(Redirected from Action-adventure)
Jump to: navigation, search

Contents

[edit] General Rules

Be wary when placing a game into an explicit genre. Different readers have different ideas about what qualifies as a genre and what makes a game part of a particular genre. Many readers – and writers – consider putting games into predefined genres as a false distinction. Whenever possible, describe the gameplay more fully instead of simply shoehorning gameplay into a strict genre definition.

Examples are given only for guidance. In general, avoid describing a game genre in terms of a prototypical game. Avoid describing a game as a clone of another game unless absolutely necessary. Sonic is a platform game. NOT: Sonic is your basic Mario clone.

Genre names should always be written in lower case.

Noun versions of genre names (i.e. racer, fighter, first-person shooter) are considered jargon. When possible, use the full form: racing game; fighting game.

Genres are constantly being created and becoming defunct, evolving and intersecting into totally new categories. In fact, some entries on this list will likely be obsolete by the time this guide goes to press.

[edit] Combining Genres/New Genres

If a game blends two distinct genres that are not listed as a combination on this page, combine them using hyphens: racing-platform; rhythm-puzzle. Be certain that the game contains sufficient elements of both genres to justify a new term. If one genre is dominant, the game might be better described as having elements of the second genre.

Example: Tony Hawk's Underground is an extreme sports game at its core, but the option to traverse levels on foot adds adventure elements to the mix.

[edit] Common Modifiers

The following terms are often used to distinguish major subsets of larger genres.

  • first-person: Any game where the player views the action through the eyes of the player character for most or all of the gameplay.
    • Common usages: first-person shooter (Doom, Serious Sam); first-person action (Metroid Prime).
  • massively-multiplayer online: Any game featuring a large number of players interacting in a persistent world through online communication with other players. Abbreviation to MMO is acceptable after first reference.
    • Common usage: massively-multiplayer online role-playing game (MMORPG acceptable after first reference).
  • real-time: A game in which action does not stop for the entry of commands.
    • Common usage: real-time strategy.
  • simulation: When used alone, describes a game whose sole or main purpose is to simulate real-world processes, often without a final goal or explicit purpose (SimCity, Humans). When used with another genre name, describes an example of that genre that favors realism over abstraction. Sim acceptable after first reference.
    • Common usages: racing simulation (Gran Turismo), fighting simulation (Virtua Fighter).
  • text-based: A game in which input and output are largely limited to text. Text-based games can have graphics, but they are usually secondary to the text itself.
    • Common usages: text-based adventure, text-based role-playing.
  • third-person: Used to describe games or situations played from a perspective removed from the character. The action is generally viewed from above or behind a character via either a user-controlled or fixed camera.
    • Common usages: third-person action, third-person shooter.
  • turn-based: A game that pauses the action periodically to allow the input of commands.
    • Common usages: turn-based strategy, turn-based role-playing.

[edit] List of Common Genres

This list of genres is by no means exhaustive, but it represents some of the genres most commonly encountered in videogame discourse. Descriptions, distinguishing characteristics and examples are provided as a general guide – different readers will have different ideas of what makes a game part of a particular genre.

  • action: Games that emphasize combat and fighting. Usually involves working through distinct levels to reach boss battles. Historically, action has been used as an incredibly broad catch-all genre for any game that involves combat.
    • Examples: Ikari Warriors, Monster Madness: Battle for Suburbia.
    • Differs from adventure: Action games focus more on combat and hand-eye coordination.
    • Differs from platform: Action games focus less on jumping puzzles and navigating complex passages.
    • Differs from fighting: Action games focus on a succession of massive battles with some exploration rather than distinct one-on-one fights.
  • action-adventure: Games combining elements of both the action and adventure genres.
    • Examples: Tomb Raider, Scarface: The World is Yours.
    • Note: The line between action and action-adventure (or action-role-playing) is often very thin, usually depending on the relative importance of combat (action), puzzle-solving (adventure) and statistical character development (role-playing). Use your discretion.
  • adventure: Games which focus on problem- solving and puzzles with little to no action.
    • Examples: Maniac Mansion, King's Quest.
    • Differs from role-playing: Adventure games have little to no statistical character development or leveling up involved.
    • Common modifier: point-and-click – An adventure game in which your character is displayed on screen and control is primarily mouse-driven.
  • beat-'em-up: Jargon. Action games that feature hand-to-hand combat against swarms of opponents. Interchangeable with brawler, also jargon.
    • Examples: Final Fight, Streets of Rage.
  • compilation: A single disc or cartridge that collects many previously-released games into one package.
    • Examples: Activision Anthology, Namco Museum.
  • extreme sports: Games featuring representations of unconventional action sports; games that require, or encourage, the execution of tricks.
    • Examples: Tony Hawk’s Pro Skater, SSX Blur.
  • fighting: Games that focus exclusively on one-on-one combat.
    • Examples: Street Fighter II, Virtua Fighter.
  • flight simulation: Games that represent a realistic simulation of airplane physics, sometimes with an emphasis on combat.
    • Examples: Falcon, Microsoft Flight Simulator.
  • god game: Jargon. Use simulation instead.
  • hack-and-slash: Jargon. Games that focus on melee-heavy fantasy combat.
    • Examples: Dynasty Warriors, Golden Axe.
  • party: Games that focus on short, simple mini-games which are designed to be played by multiple players.
    • Examples: Mario Party, Fuzion Frenzy 2.
  • platform: Games focusing on jumping or navigational challenges. Often include elements of action games.
    • Examples: Pitfall, Super Mario Bros.
    • Differs from action: Platform games focus more on jumping and navigating complex passages than on combat.
  • puzzle: Games that involve abstract puzzle-solving exclusively.
    • Examples: Tetris, Bust-a-Move.
  • racing: Games featuring time-based competition between characters or vehicles.
    • Examples: Super Mario Kart, Gran Turismo.
  • role-playing: Games in which you assume the role of a character or group that must solve problems, interact with non-player characters and engage in combat, with statistical character development paramount. RPG acceptable after first reference. Combat may be turn-based or real-time.
    • Examples: Final Fantasy, Dragon Quest.
    • Common modifiers:
    • action role-playing: Role-playing games with an emphasis on real-time exploration and melee combat. Action RPG acceptable after first reference. Examples: The Legend of Zelda, Diablo.
    • tactical role-playing: Turn-based role-playing games that emphasize character positioning, movement and attack range on a clearly delineated battlefield. Tactical RPG acceptable after first reference. Examples: Final Fantasy Tactics, Disgaea.
  • rhythm: Games which focus on keeping time with music, whether through button presses on a standard controller or manipulation of a special controller such as a dance pad or microphone.
    • Examples: Dance Dance Revolution, Space Channel 5.
  • shoot-'em-up: Jargon. Games defined by their frenetic pace, emphasis on ostentatious weapon-based combat and massive body counts. Games that usually involve flying or driving a vehicle and shooting everything on screen other than yourself. Often abbreviated as shmup, also jargon.
    • Examples: R-Type, Gradius.
    • Differs from first-person shooter: Shoot-'em-ups don’t use a first-person perspective.
  • sports: Games featuring representations of real-world sports.
    • Examples: Madden NFL 07, Sensible Soccer.
  • stealth: Action games that emphasize conflict avoidance and encourage the use of stealth tactics, including hiding and observing enemies from afar.
    • Examples: Metal Gear Solid, Splinter Cell.
  • strategy: Games emphasizing tactical management of resources and territory against a human or computer controlled opponent or opponents.
    • Common modifiers:
    • real-time strategy: RTS acceptable after first reference. Examples: Starcraft, Total Annihilation
    • turn-based strategy: Examples: Advance Wars, Civilization
  • survival horror: Adventure or action-adventure games focused on generating fear and suspense, often with limited resources provided to the player character.
    • Examples: Resident Evil, Silent Hill
  • vehicular combat: Action games featuring the explicit use of vehicles.
    • Examples: Twisted Metal: Black, Destruction Derby
    • Differs from racing: Vehicular combat focuses more on destruction rather than quick navigation of a course.
Personal tools