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2025-06-15 Distilling Videogame Genres [ gamedev ]

Distilling videogame genres

People say that when you design a game, the first question you should think about is: what do I want players to experience?

I’ve been creating tiny games for some years now. When designing a new game, even before choosing a game genre, recently I explicitly realised that I have to choose how hard is it going to feel.

“Hard” in videogames, as far as I can see, can be either physically hard, or mentally hard.

Different people get different levels of gratification when succeeding in a physical or mental challenge. Sometimes people don’t even want to face challenges and just want easy entertainment.

(Anecdotal tangent, it seems academia is sometimes biased to favour challenging research, rather than useful research. This video starts talking about programming languages, but I promise it is about biases on the value of challenge.)

So I’m considering whether it’s a good design strategy to think about how challenging I want the game to be, and then choose a genre based on that.

Classifying genres by challenge

These are the main videogame genres according to wikipedia, and my rating on how challenging they usually are:

⇅ genre ⇅ physical challenge ⇅ mental challenge example subgenres
action ***** *** platformers, shooters
role-playing *** *** ARPGAction Role-Playing Game, MMORPGMassively Multiplayer Online Role-Playing Game, roguelikes
sports *** *** racing, (real) sports
action-adventure *** **** metroidvanias, horror
simulation ** ** life simulation, vehicle simulation. (racing?)
strategy ** ***** 4XExplore, Expand, Exploit, Exterminate, RTSReal-Time Strategy, (MOBAMultiplayer Online Battle Arena?)
adventure * **** text adventures, visual novels, interactive movie
puzzle * ***** logic, exploration

Let me add some notes about that table:

Choosing genre based on chosen difficulty

So, if I want to design a game that is mildly physically challenging, and very mentally challenging, maybe it makes sense to make a strategy game? Or I could push the limits and make a physically challenging puzzle, or a very complicated metroidvania?

Maybe this frame of mind is too limiting? I still like this kind of mental models, because it allows you to look at the gaps:

Another way to use this mental model is, I could try to subvert the genre expectations:

Or provide a structured understanding of why original games are original and/or successful:

Limitations of the model

In terms of distilling the genres, of course the 2-dimensional classification of mental and physical challenges is insufficient to generate all the genres, for 2 main reasons: it doesn’t take into account other important aspects like how important is the narrative (including the theme and aesthetics), and the fact that 2 mechanics can be equally challenging but produce different experiences.

After thinking about this for a bit, I would say that a way to understand game genres (ultimately what kind of experiences a game produces) is to identify how much it has of: