Video Game Design: Archetypes: An Open Learning Guide
There are many genres (type classification) of games, each one within its own defined domain, that commonly will have sub-domains (in a tree like form). All the games in a particular genre t
There are many genres (type classification) of games, each one within its own defined domain, that commonly will have sub-domains (in a tree like form). All the games in a particular genre tend to share certain conventions, since they are the defining element. A game can also be classified in more than one genre, by layering (sectioning the game-play) or as a result of experimentation in an attempt to innovate or simply by a need to place very similar games in distinct categories.
For instance strategy games that are real time, will often share most common elements of turn base games, in fact RTS (Real time strategy) can be defined as a logical evolution of TBS games, due to the possibilities opened by the increase of computational power and graphics capabilities. In this example strategy games will then be the common root of TBS and RTS genres, and will include for instance the card game of Solitaire. Continuing with the example the Solitare game would be part of the simulator genre and its sub-domain of card games.
An archetype is a game that implements the purest set of conventions that is commonly accepted as defining a genre. A good example of an archetype would be any game that first implemented a genre or later implementations that strictly re-uses those conventions without any form of game-play innovation in terms of capabilities.
A platform game has the character(s) as anything from the protagonist to Arcadic Conventional and the player-character relationship being 1st or third person.
Platforms:The levels are designed as side scrollers (meaning that you see everything from the side almost like a cross-section. The character jumps between platforms to progress through the level and often times there are large 'bottomless-holes' in which the character dies.
Collectibles: Levels consist of collectibles such as coins, items, etc. which increase abilities and score. A subgenre of 3D platformer, the Collectathon, makes gaining collectibles the primary goal.
A Puzzle game usually uses both character and player-character relationship as an influence in the game. It uses concepts of score and level progression through logic and skill.
The appearance of 3D environments in games that first started with vectorial simulations creates the need to distinguish 2D games from 3D, in arcades there was also attempts to create real 3D games, with minor successes and game studios attempted also a new type of system, the interactive video game that one day will probably make a come back. While not an archetype this type of qualifiers are often part of a game description.
The end of the arcade matches well with the increase of affordability of powerful game systems for home use. A time that sees the rise of the 3D environment over the older 2D. As the game specific arcade starts to become unprofitable new genres starts to appear, especially due to the home computer and long play models that wouldn't fit the arcade model.
The turn base strategy genre usually focus on tactics rather than superiority of arms such as in many RTS, the genre is therefore preferred by many gamers who desire long duration, complexity and greater tactical challenges instead of the hectic and repetitive game-play that is the basis of most recent RTS that is more focused in optimization of actions and returns.
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Text adapted from Video Game Design/Archetypes by Wikibooks contributors under CC BY-SA 4.0. Paragraphs have been selected and abridged, and formatting adjusted. This adapted text is shared under the same licence. Contributor history.