Related notes: Ludology Game Design Game Mechanics Game Theory Level Design
one /multiple solutions
Genre taxonomy
Genre taxonomy is flexible, but its good to layout it somehow:
Action
- Quick Time Events, Rhythm Games
- Stealth Challenges, Platforming,
- Combat Mechanics
Skill - Precision Shooting, Reaction, Timing, Combo Chains, Balance Challenges Strategy
- Resource Management, Survival, Crafting and Building, Economic sim, tower defense
- Turn-Based Tactics - Planning moves in set phases.
- Abstract decision trees (chest) Exploration
- Scavenger Hunts - Finding specific items, Species Discovery - Identifying new objects.
- Map Navigation - Traveling through unknown areas, Lore Uncovering - Discovering backstory details. Puzzle
- Pattern Recognition, Sequence Puzzles, Match
- Territory Control
- Logic, Cryptographic, Algorithm Design, Network Infiltration, Symmetry
- Limited Knowledge - Fog of War
- Memory
- Time management
- Physics Puzzles, Spatial Optimization
- Worker Placement, Resource Management, Effective Network Building, Engine Building, Race Chance
- Dice, Card, Slot Machine, Betting Narrative
- I Branching Storylines Moral Dilemmas - Character Development Mystery Solving
Multi
Social Interaction
- Cooperative Tasks
- Multiplayer Competitions - Social Deduction, Negotiation, Trading, Auction/Bidding, Hidden Roles, Hidden Movement - Conceal positions from opponents, tug of war, Card
Video Games Genres
Arcade
- Platformer, Idler, Shoot / Beat’em Up, Tower defense,
- Roguelike (permadeath, no save of progress) YT
- Twin Stick
- Hack’n’slash RPG - Role playing
- Action
- Turn-Based
- Fighting
- MMORPG
- Puzzle
- Idle
- Survival Shooters strzelaj i nie daj się trafić,
- Battle Royale
- FPS/TPS
- tactical
- PvP
- PvE Strategies - Planning
- 4x
- Build & Battle
- MOBA
- Tactical Simulation
- Adventure
- Tycoon/Crafting
- Sandbox
- Time management Narrative
- Traversal
- Story driven
- Horror (easly do away with character and plot. tension, shock, monsters
- Immersive sims - give story and personal solutions to quests . (deus ex) systemic and rule based. Sport
- Sport Arcade/ Realistic
- Driving, Flying. Gamble More differentiators
- Location Based
- Input Based
- AR
Board Games
Mechanics vs theme
- Euro game
- Ameri trash abstract decision trees (chest)
Perspective and its Consequences in Historical Game Design w/ Cole Wehrle https://youtu.be/5xWNfVhVTJU
Board Games Map - https://youtu.be/fH4MaSJ8gXU