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Gimme Five: The Branching Path of Future Games
by Enrique Dryere on 09/17/09 09:27:00 pm   Featured Blogs

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

 

Video media is separated into many distinct categories, such as films, TV shows, documentaries, and commercials. Yet no matter how varied they may be, games are very rarely separated into categories.

Each category of video has a different purposes and criteria by which it's judged. The industry benefits from these distinctions in that the ideals of one category will not necessarily restrict the other. For instance, a film does not need to teach, and a documentary does not need to entertain. Yet there will often be a lesson to learn in a movie, and documentaries can be riveting. This is because creators are free to combine several categories, while others push them further apart with their work.

The difference between the categories is essentially purpose, not format. Even the most similar categories, TV show and film have distinct intentions: a film generally tells a single, self-contained story, while a story-driven TV show typically recounts episodes or disjointed events that happen to a set of characters.

The Status Quo

Wikipedia divide games into three types: core, casual, and serious. The distinction between the two major types, core and casual, is made primarily by scope and accessibility. Small, simple games are thrown into the casual category, while more elaborate games are defined as core. I find this distinction inadequate for many reasons, but primarily because it doesn't deal with the game's intent.

By the current definition, challenging puzzle games like Tetris would be grouped with iPhone apps that hardly require more than a couple of taps from players. Fast paced games such as Call of Duty and Starcraft would find themselves grouped with a slew of RPGs, whose primary purpose is to involve the player in a storyline.

The only type listed on Wikipedia that considers a game's intent is Serious Games. However, this purpose is listed as "other reasons," basically encompassing any piece of software that is not exclusively entertainment.

What Should a Game Be?

As developers explore what a game truly is or what it should be, many varied opinions have been expressed. As opinions are subjective in nature, none are right or wrong. Yet people will zealously argue for or against their views. When Gamasutra posted an opinion piece by Lew Pulsipher suggesting that games should be more like interactive movies, it was met by much disapproval.

The problem here is not his opinion, but rather that he is making it of "games" in general. If he were to suggest the same things about "Immersive Entertainment," perhaps his critics would be more inclined to agree.

Games have reached a sufficient level of maturity to branch into various categories. I would argue that they already have, but we've yet to make the distinction formal. Think of the differences between a game on the iPhone that involves a cartoon cat batting at a roll of toilet paper as you drag your thumb across the touch screen versus a game like World of Warcraft. There are also games like Call of Duty: Modern Warfare that feature non-stop, twitch-based action, games like Second Life that focus more on socialization, and games like Wii Sports that combine digital entertainment with physical activity. Yet we refer to all of these as games.

But just as no one would suggest putting an end to all sketch comedy shows because their format doesn't lend itself to film, no one should feel threatened by the emergence of new game styles or an adherence to the old. This is why I believe that the industry would benefit from the differentiation of the very generalized word: game.

Gimme Five

To this end I purpose a tentative list of five categories into which the word game can be divided. This list is by no means final, but my hope is that it will encourage discussion amongst the community, so that together we can determine what paths the future holds for our beloved industry.

IDE (Now with less programming!)

Before we get into the five partitions, let's create the root of the hierarchy. IDE, in this case stands for Interactive Digital Entertainment. This term, or hopefully a catchier one yet to come, should take the place of the current use of the word game.

Digital Toys

The purpose of Digital Toys, like their analog counterparts, is to entertain. Most casual games pertain to this category, but just because they are casual, does not mean they are simple or small.

Scribblenauts exemplifies this category. It can provide an interesting and fun experience, yet it's unlikely to produce professional gamers. Even difficult puzzle games can be categorized as Digital Toys, so long as the puzzles are comparable to physical riddles -- the sort that can be quickly and easily solved if the answer is known. The generation of these puzzles in this type of game is not dynamic, and usually involves having to open a door of sorts to progress to the next stage.

The depth of Digital Toys can vary significantly. They can be full length, triple-A games, or simple iPhone apps. The latter of which can arguably be attributed to a different category, which I like to call Finger-Flickers. Digital Toys of this type do little more than respond to a player's gesture in amusing ways. But by the same token it is unfair to assume that all iPhone apps or Flash apps should automatically be qualified as Digital Toys, as many are not.

Immersive Entertainment

The primary purpose of Immersive Entertainment is to involve players in a story. Presenting the player with any form of a challenge is secondary to this goal. Quick Time Events (QTE) are a common in this category. Roleplaying games can often be considered Immersive Entertainment, although many contain sufficient elements of strategy or twitch to qualify them as traditional games.

Another purpose of this type of IDE is to provide players with a unique experience that fits with the tone and story, even at the cost of gameplay. The Resident Evil series often employs camera angles to limit the player's vision or slower paced movement to restrict their mobility to compliment the horror setting and instill a feeling of increased helplessness.

Games

This is perhaps the broadest of the categories. The primary purpose of games is to present players with continued challenge. If you can get better at it, chances are it's a game. And while many core games fall under this category, some don't.

It's not just about games like Halo and Street Fighter. For instance, by my definition Tetris is a game. Strategy and twitch are the two pillars of skill in games. Most true games combine them in some way. In Tetris you must decide where to place the block and have the manual dexterity to get it there.

Even the players of strategy games are often rated according to their APM (actions per minute) which is essentially a measurement of twitch skill. In RPGs, character customization is a form of strategy, which makes that particular genre difficult to classify, often straddling between Immersive Entertainment and Games.

Social Games

Games such as Second Life or The Sims Online certainly possess some aspects of a traditional game, but demonstrate a greater focus on socialization. The goal of social games is to offer their users an interesting way to meet, communicate, and network with one another. This can involve unique settings or methods. The continued evolution of social networking sites is likely to further incorporate this category of IDE.

Practical Games

The purpose of this type is to in some way improve the player. It does include educational games, but can be taken far beyond the realm of Math Blaster and simple games for children. The amount of information assimilated by MMOG gamers can truly be astounding, and there is a lot of potential to change the way we teach and learn through the use of IDE.

This category of IDE is not just for information. Take for instance the recent development of simulation software by the US Military to train troops as well as deal with post traumatic stress. It can also include games that physically improve the player, such as with Wii Fitness.

I also look forward to seeing the emergence of documentary-style games, such as Pfiefer's project dealing with the social unrest during the recent Iranian elections.

The Practical Games category is perhaps the least refined of the list. Their intent is to improve those who play it, but the way they improve the player can be quite broad. There is also the question of whether or not games which help players actually produce something, similarly to Mario Paint, belong in this category, should be listed as digital toys, or are deserving of a label of their own. Regardless, I would like to stress that the basic requirements to be listed as an IDE are held within the name itself. The software must be interactive and entertaining, usually at the sacrifice of extra functionality. This is why Mario Paint should be considered a game, and Photoshop should likely not.


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Comments


Luis Guimaraes
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That's what we need man. While developers start showing it off, it's gonna happen for sure. Most people only get what they see, so it's up to people able to think and hear, to show them. I'm definitely focusing my design on very niche gaming, with accessibility of course (even the "core" gamers weren't always there, everything has a first time).

Kevin Wei
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Good job thinking this through and trying to formalize things. There are always going to be gray areas that are harder to define, but at least we're getting close.

Enrique Dryere
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@Kevin Thanks, my intent with this article is to spark a dialog. I'm hoping develop these categories with time and to base them on more of a consensus rather than my own views.



I encourage everyone to contribute any insight they may have on this topic by either replying to this post or contacting me at my blog: mmotower.blogspot.com

Glenn Storm
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Enrique, I don't want to discourage your intent here or disparage your effort in analysis, but I need to point out that a batch of words that come together to form the language we speak about the work we do is a combination of evolution and serendipity. Evolution, in that the words currently chosen to represent categories (in this case) stand on the shoulders of words that came before it, or those that represent broader, more established terms. Serendipity, in that sometimes words and phrases make it into the lexicon out of chance, where popular acceptance took hold before the analysis took place.



You state early on that games are very rarely separated into categories, but in fact this appears to be a regular thing here on Gamasutra. It seems to happen about once a month, someone will throw a series of definitions on things, which tends to simply cause a backlash more than a general consensus. We need to be careful when establishing the words we use. Why? The dangers of not being too careful are evident in the misrepresentations presented by mass media. And another reoccurring topic here on Gamasutra is railing against those misrepresentations. Put simply: we can't communicate effectively without a consensus-based vocabulary. And, btw, you're right to see this as a definite need in our craft.



I completely agree on the idea that the categories that should be couched on games (if they must be) should be based on intent. I also agree that any effort in this are should be considered a dialogue because that's where the consensus takes place.



However, this initial effort of categorization appears to be based less on previous definitions of game elements (evolution) or on popular categories (serendipity). As a result, I'm unable to use the categories you've presented as a way to communicate a consistent meaning. I have a hard time getting past a category without raising a myriad of exceptions to the definitions and examples presented. (Puzzle-oriented games, not games but toys? Toys don't teach? Story is the defining element in immersion? Only one set of games is considered an avenue of learning?)



On top of that, instead of breaking one nebulous term down into manageable ones, you've expanded the list while keeping "Games" and "Social Games" (two already messy terms) more-or-less as catch-alls. This does less to inform and clarify than it does to confuse and misrepresent (even in the examples you've provided for the categories).



Again, I appreciate the intent, but building a vocabulary is tricky and unfortunately I have a feeling brash efforts to categorize have only made this effort trickier.



BTW, "What should a game be?", is not a question that should be considered in this kind of effort. Rather, definitions are concerned with "what is". And I particularly don't think the reference to the opinion piece you site is relevant to this effort. That opinion was an ambiguous take on the value of difficulty and failure in the game experience as it relates to future development. It raised heated opposition precisely because of that dangerous ambiguity. My intent here is only to caution you against that same ambiguity as the discussion here on this topic continues.

Eric Carr
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My only contention is with the piece is the term "Interactive Digital Experience," since it has the extra word "Digital." It's not needed. Any type of game, video or otherwise could go into the categories set above. D&D is immersive, Chess is a proper "game" Toys are, well, toys and so on.

Although, tossing games in general into categories is a good thing I think. Yes, the categories do have some issues as Glenn said ^, but I like the idea.

Enrique Dryere
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@Glenn Storm

Thank you for your insightful commentary. I've been following your posts for some time and they are always of this high caliber.



I know how difficult it can be to introduce new terms that not only can be agreed upon, but actually implemented. I certainly don't expect commercials to be touting their products as "digital toys" or IDEs any time soon.



However, the ambiguity in these categories, which you are right to point out, is there for a reason. Currently, the two most popular categories of game I've seen used are "core" and "casual." Not only are these labels extremely vague, but they seem to change meaning from use to use.



Realizing this, my goal began to elaborate on these terms. I should point out that it is not my intent to define genres. Just as films and television shows contain a myriad of genres, so should the broad category of games -- albeit that subject matter and intent are often times hard to separate. I didn't think that getting too specific with these terms would be of benefit for reasons you have mentioned. It's difficult enough to introduce a single term, introducing a whole lexicon of terms at once is near impossible.



As for the categories themselves, I agree that "Games" and "Social Games" would probably benefit from better labels. However, I think the categories cover intent fairly well in a broad sense.



Practical-Digital Toys



Most toys don't teach, but certainly can teach. Scribblenauts can encourage players to become more creative and perhaps expand their vocabulary, yet I believe its primary goal is to entertain. This means it's first a Digital Toy, and second a Practical Game, making it a Practical-Digital Toy. As I mentioned, blending of the categories is inevitable.



Puzzlers



As for puzzle-oriented games, I believe the type you are referring to would more commonly fall under Immersive Entertainment than toys. However, many puzzle games, such as Tetris, would fall under the "game" category. The rule here is, if the puzzle can be solved the same way every time (i.e. push the block onto the pad to open the door), it is not a defining element of a "game." The category of games is marked by the intent of presenting the player with ongoing challenge. A riddle loses its challenge after you've heard the answer. Many puzzles exist that continue to be challenging even if the answer is known.



Immersive Entertainment



Interactive Digital Entertainment has more tools to tell a story than simply narrative. In addition to elements present in film, it can be told through the environment and the gameplay. Furthermore, because it is not linear, it needn't tell a single story, but rather frame a situation conducive to a certain kind of experience. This is why I believe that the intent of traditional story-driven games and those that simply provide a canvas upon which certain experiences may be painted have similar intent. Most of these games, however, such as the Resident Evil series, blend the two approaches.



Thank you again for your response. You've given me a lot to think about, and I feel like I could write another 10-20 pages on the matter, but I'll spare the internet from that fate, and close out with one last thought.



The reason I took the approach of "What should a game be?" is because the categories are separated by intent. Furthermore, the purpose of the categories is to protect one from the other as games progress, not as they are, since little can be done about games that have already been published.



What I'm really after is that somewhere down the line, there can be two gamers with very different preferences making demands from the industry that may seem mutually exclusive, but because they are making them of a different category of games, both can be appeased. They may ask:



Can you please not reduce my RPG's gameplay to a few mindless button presses?



And...



Can you please make it so I don't have to research how to kill a boss or grind for 8 hours in order to see the continuation to my RPG's plot?



In this case, both are asking that changes be made to the very broad genre of RPGs. With current terminology, you may say that one is core and the other is casual, but the term "casual" can also come packaged with flimsy story lines and shallow environments. And does the "core" gamer expect a single, enjoyable play through, or are they after a game that can challenge them for years to come?



These are the sort of questions and concerns that I would like to address with the introduction of categories.

Enrique Dryere
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@Eric Carr

You're very right about that, and I considered dropping the digital myself. While it would make things more complicated than they already are, it does introduce several interesting possibilities.



I considered, for instance, calling the "game" category, "sports," because of their challenging nature. However, even the actual label of "sport" can raise controversy when applied to activities such as curling, billiards, or golf. Do we need to subdivide the label of sports into Strenuous and Skillful or the such? Likely not, since the concerns of curling don't affect sports like football or basketball.



The game industry, on the other hand, can be likened to a sort of "sports factory." Dozens of new "sports" are constantly being released, at times redefining what a "sport" is. Different players will demand different things from the factory, and unless partitions are made in the type of sports produced, the ideals of one could easily hamper the growth of another.

Glenn Storm
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@ Enrique : Fair enough. Good points all, particularly on the consideration of narrative intent leading to immersion. I like the idea of using categories that describe the intended experience. At first, these categories seemed to be addressing system types, not the experience the system evokes, but that might just be my misinterpretation. I'd like to see if there were some experiential terms (from Cognitive Psychology or the like) to help categorize.

Jose Joao Proenca
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Enrique, I enjoyed your post very much, and the ensuing discussion. i've often used many terms you employ (Toy, Immersive Cinematic Entertainment (like Fahrenheit/Heavy Rain, QTEs and the like), Social) and others like Builders and Destroyers. There are various layers of to classify here of course, and as Glenn's and your own insightful comments point it, we have purpose, resultant experience, component systems, all elements that can be easily confused together.



I also agree with the challenges of categorization. As Glenn points out, such taxonomies arise from continued evolution or aberrant chance. They also arise out of need. Our industry is definitely maturing, but it was one born of practical needs, not theoretical aspirations. I feel that our level of thinking about games has yet to reach the heights at which we can build them, and this is I think the reason why the ones who do stop to think about it sometimes wonder how it can be that we're applying so much power to something so unrefined, and not stopping to wonder about it.



Well there are truths we all need to face. The market hasn't accepted us completely, not in that unspoken way other mediums have already achieved. Understandable, give us another generation. Our money, most of the time, comes from investors. Not patrons, or research institutes. That can very well mean matching and/or improving previous successes, capitalizing on trends, etc. So lots of compromises are made. Only in recent years has the research of the theory behind digital/electronic games been a valid field of study, but we're not old enough to populate the universities yet, since most of our great heroes are still making games - maybe that's just the way we are, and won't see many retire to teach.



But I do believe that while we're all focused on pitching, making games and getting through crunch time, few are going to have the time to actually and properly think about all this - and the result is that the easiest and most popular categorization will often be the one used.



My final point, and suggestion to the system, would be that we should consider combinations of layers - as pointed out, the intended experience is one thing, the system types another, the style something else. I can have a game that intends to create a primarily Social experience, with action based mechanics (like a brawler), and an exuberant style (lots of pick-ups, events, variety, movement), but I could also make one that's sparse and minimalistic, with high level puzzle elements. If we consider the gameplay first, they are on different branches of the tree, but if the intended experience comes first, they're part of the same. Right now, the industry mostly sees the gameplay (shooter, racer, match3, etc) but rarely the experience, or in ancillary considerations at best. But this is also natural, after all when the oft-cited example in these discussions, film, first began, its categories were often divided by mechanics, not necessarily artistic intent (silent, musical, etc.).



So all these layers must be defined and clearly established, independently from the games that exemplify them, in order that they may be combined as juxtapositions of separate trees, rather than forcing a revision or reorientation of elements with every new approach or example.



A lot of it, I think, will be down to time and money, and honestly - I don't think we're doing too bad of a job at evolving this little industry into its full potential. But always the vanguard will come from notions and attempts at creating knowledge like this, and will especially benefit from the multi-disciplinary approach that game devs typically bring to the table - I totally support Glenn's suggestion to look to the fields of Psychology, Anthropology and Sociology when considering the impact of an experience on players.



Good one, keeping Gamasutra engaging! (even though I don't get to comment or read as much as I should :P)

Enrique Dryere
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@Jose Joao Proenca

Thank you for your excellent comment. I'm glad to see that my little article is eliciting such great discussion.



While I can't deny that I have strong, subjective opinions on which type of game I prefer, I try to see the value in all. Games should be everything we can make them, which will inevitably generate games that are very hard to classify.



As I've been considering this topic more and more, I wonder if its not a mistake to compare "games" to the video media altogether. For as many similarities as there are between the two mediums, there are just as many differences. Plus there is the added ambiguity of whether one is speaking of the entire video media or exclusively film.



I will certainly give this more thought, but again, thanks for your response.


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