Why is it that games have their genres categorized differently than music and movies do? It is an interactive medium, but that means it has more potential than others as a form of entertainment, expression, and creativity, not less. So why is it that we categorize games' genres in such a shallow manner? To discuss a matter such as this, it'd be best for me to explain how we view games in comparison to other mediums, and from there, the real issue at hand will be rather obvious.
Video games were always something we "played". You "watch" a movie, "listen" to music, "read" books, and now we're "playing" games. Everything about video games, down to how we phrase our relation to them, comes down to the fact that they're interactive forms of entertainment. Decisions are made and actions are performed by our own discretion in a video game. Did you press the A button to make Mario jump? Maybe you aimed down a sight and shot a player across the map who was bad-mouthing you over an online conversation? You made an active choice; you interacted with the software. that's how you "play" video games. That seems obvious though. Of course - when you interact with a game, you're playing it. Like...duh, right?
The point I'm trying to make here is that it's well-known by everyone and their dog that games are to be played. In the same vein that you stare blankly and eat popcorn at a movie, tap your foot to a good song, or scan your eyes in front of a page, you're flinging your thumbs on a controller or fingers on a keyboard to play a game - the main difference here, is that your actions operate the medium, in the case of video games. In other mediums, the actions of the spectator accentuates it. Actions during a song or movie are manifested by our own emotions; our ties with the culture we're viewing bring out feelings from within us. And games can definitely invoke emotions in the same way, don't get me wrong - but to what degree, to what end, and for what reasons? You could say a game has our tapping our foot to the music, but that's the music in the game bringing out those emotions, not the game. What kind of emotion does "playing" invoke?
- from a designer's perspective, letting a video game take direction and inspiration from a gameplay mechanic is much easier than taking it from a story element or emotion. It seems standard: just as Mario games are built around a rising difficulty curve in the field of running and jumping, Schindler's List was built around telling the story of a man's efforts to rescue Jews from labor camps, which in turn accentuates the context of sadness.
- The game industry is still extremely young. Just twenty years ago, games were just barely learning the basics of how to tell a cohesive story. The infancy of games was to display gameplay; the beginnings of every other medium was tell a story.
Yep, these are the same category of game too, apparently. |
Only one genre in video games truly defines itself in the way other forms of art do: Survival Horror. These games, despite their gameplay mechanics, point of view for the camera, or similarities to other unrelated games, retains one defining feature: a Survival Horror game is built around making the player ration their resources, to feel helpless, and to scare the pants off of the player. The success of a horror game is completely dependent on how scared, nervous, and paranoid it can make the player. The preference for the genre is completely justified (saying you don't like shooters because you don't like to "shoot things" is pretty close-minded and disregards every game that does that), and there are factually better horror games and factually worse ones; another thing that's hard to gauge among other genres.
Amnesia: The Dark Descent...nah it's fine, I didn't wanna sleep tonight anyway. |
We could also use Portal as an example: it's a game that has a completely different tone and overall experience solely because of the context in which you're shooting - it's categorized as an FPS, but I definitely don't think of shooting when I play. In Portal, you aren't shooting bullets, you're shooting two-way portals that you can use to solve puzzles and advance. People loved the Portal games, and I think that proves that defining games based on gameplay mechanics causes franchises to stagnate and start throwing out the same game over and over again, because the consumers think that, in order to feel competitive and like their adrenaline is pumping, they need to specifically play an FPS game. See? Even the public agrees that games should be put into genres based on moods, even if they are met by resistance from flawed genres.
What a trippy game...plays like a shooter, but feels like a puzzler. |
What do you think? Does the interactive element of video games affect how we categorize them? Is this current system flawed? How does this different genre categorization affect games developmentally and commercially?