LGF said:
Right, they have their definition, which doesn't mean that I cannot have mine. In my definition, for instance GTA5 and Mirror's Edge would not be classified as Adventure, but as Crime. So, I wouldn't have the problem Steam has with nearly 50% of their games being tagged Adventure. As of the "normal daily life", of course it's subjective. Most things are. For instance, what's Horror for me may not be for you. What we need to do is to look for objective criteria that help us making it as objective as possible, like: "events that happen to less than 10% of people" or "less than once a year" or something similar. My goal with this Taxonomy is not to go into such detail. I just want to have a basic framework that proves to be useful. My focus is not even the categories, but the dimensions. And I admit Adventure may not be a good category. However, without it I wouldn't know how to classify (in the Theme dimension) games like Crash Bandicoot, Sonic, Tarzan, etc. |
Ofcourse you can have your own personal definitions. This works great if you want a basic framework that proves useful to yourself.
Just keep in mind that your definitions might not be so useful for most gamers. It gets complicated really quickly. I would like it to be universally appealing as a basic framework for Voice commands.
My basic requirement is "If it doesn't make sense with voice commands it's probably not good enough" + "dimension/category SHOULD be one word otherwise it's not clearly defined.
Wiki
- taxonomy - a formal list of concepts, denoted by controlled words or phrases, arranged from abstract to specific, related by subtype-supertype relations or by superset-subset relations.
These three lines could be helpful
What you play is about the game. (Game Classification) <-This thread
How you play is about hardware. (Hardware compatibility)
Why you play is about experience. (MDA framework)
A Interaction/ Controlls
1 Physical Input (Digital, Analog, Motion, Neural)
I feel like your examples should be categories. Lightguns have triggers and buttons, they inherit all thise three values. Controllers are also digital, analog, and motion (PS3 sixaxis). Maybe this should be in hardware compatibility?
2 input time / space
This one is named after continuous time/space. While it should be a supertype of continuous/discreet. Maybe call it interaction type?
3 interaction time
This one feels the same as 2, it only has a different perspective. Real-time or turn-based (synchronous and asynchronos gameplay) that's what you mean right?
B Environment
4 Space dimimensions
I suggested Viewpoint since it's more descriptive and you use the 'space' word a lot which makes it confusing. There is some interestion stuff in the categories. It's not about spacial dimensions but camera perspective. Look at your own notes.
5 Space Connection
Open World and Closed Levels could refer to loading times as immersion breaking events while playing a game.
This is more about level design it woud fit Content better them environment. This way environment can be changed to viewpoint.
C Structure/Rules
6 Single player, multiplayer co-op competative doesn't gamemode fit better than players? It also deserves to be a dimension 'C' and not a sub-dimension '6'. It's already a best practice in the industry (give more credit, since it's pretty useful)
7 Behavior is about AI? Or is it about story i'm not sure. Would be nice if we could compare smartness of Game-AI. Unreal vs Quake Bots or CoD vs Battlefield.
8 Ah is Scripted story progression? Because then you can drop non-scripted and add scripted right here. Progression is meaningful enough to be it's own dimension?







