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	<updated>2026-04-19T10:44:35Z</updated>
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	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=102</id>
		<title>Style of play</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=102"/>
		<updated>2019-10-19T01:25:13Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Scope&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is likely to be the most visible facet, as it&amp;#039;s the one that&amp;#039;s most analogous with the existing video game categories.  When looking at ways to improve classification, however, we can see that what these current categories are are a mix of different aspects (ie, &amp;quot;First Person Shooter&amp;quot; is a mix of perspective and play style).  The purpose of the &amp;quot;Style of play&amp;quot; facet is to isolate what the gameplay for a title is like, divorced from every other aspect like perspective or genre or tone.  &lt;br /&gt;
&lt;br /&gt;
At the same time, we have to understand that existing categories serve a purpose and are powerful &amp;quot;brands&amp;quot; in and of themselves.  There are magazines and websites dedicated to the &amp;quot;adventure&amp;quot; genre.  People eagerly wait for the next RPG title in their favorite series, whether it&amp;#039;s an &amp;quot;action RPG&amp;quot; *Diablo), a &amp;quot;traditional first-person RPG&amp;quot; (Elder Scrolls), or a &amp;quot;Japanese-style 3rd person RPG&amp;quot; (Final Fantasy).  &lt;br /&gt;
&lt;br /&gt;
The goal then is to try and break down the types of playstyles into its own hierarchy--if possible adopting existing genre language, but not being afraid to abstract to a core concept when the current categories mix too many concepts together.  See [[current video game categories]] for a list of how some of the larger video game vendors are currently classifying titles.  &lt;br /&gt;
&lt;br /&gt;
This may/will result in some titles being grouped together that historically haven&amp;#039;t been otherwise (ie, first person shooters sharing space with other games that rely primarily on shooting at targets).  This is envisioned to be a feature, not a bug, as the use of the other facets to further refine the content will allow customers to discover titles that match their preferred play style, including ones that might not have surfaced for them before.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Styles of Play&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;: successful play involves timing and reflexes on the part of the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Cinematic&amp;#039;&amp;#039;&amp;#039;: the video game equivalent of an action movie, with a mix of gameplay elements used to move the story along&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039;:the primary game play is to fight your way through the map/level/scene.&lt;br /&gt;
***&amp;#039;&amp;#039;&amp;#039;Brawler &amp;amp; Melee&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on up-close combat&lt;br /&gt;
***&amp;#039;&amp;#039;&amp;#039;Shooter&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on ranged attacks against opponents&lt;br /&gt;
***&amp;#039;&amp;#039;&amp;#039;Multi-style&amp;#039;&amp;#039;&amp;#039;: players have the option to use ranged and up-close combat equally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Survival&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on exploring the environment, and surviving the perils found there&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Platformer&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on navigating the environment vertically, as well as horizontally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on avoiding detection&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Vehicular&amp;#039;&amp;#039;&amp;#039;: distinct from the &amp;quot;Vehicles&amp;quot; category below, these are for games where driving/piloting a vehicle is more focused on the thrills, and not the realism&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build &amp;amp; Manage:&amp;#039;&amp;#039;&amp;#039; gameplay consists of using resources to build and/or maintain something&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: focus purely on construction (Minecraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Business&amp;#039;&amp;#039;&amp;#039;: focus on building and running some sort of business (Theme Park Tycoon)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Civic&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining some sort of society (Sim City, The Sims)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining a farm&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Casino, Card, &amp;amp; Board Games&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Board&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Card&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Casino&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039;&amp;#039;: gameplay is heavily story-driven and rarely, if ever, requires reflex-based actions from the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Adventure:&amp;#039;&amp;#039;&amp;#039; the players have agency and the potential to fail or be blocked&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Interactive Stories:&amp;#039;&amp;#039;&amp;#039; so-called &amp;quot;walking simulators,&amp;quot; these titles are like entering a book and being able to walk around in the environment, but not alter how the story will go&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Puzzles:&amp;#039;&amp;#039;&amp;#039; gameplay primarily consists of puzzle-solving (ie, Hidden Object games)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Visual Novels:&amp;#039;&amp;#039;&amp;#039; unlike Interactive Stories, the player can usually only engage the next prompt to move the story along&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rhythm &amp;amp; Matching&amp;#039;&amp;#039;&amp;#039;: games having to do with following a sequence or matching items to succeed&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Dance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Match&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Music&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Role-Playing Games&amp;#039;&amp;#039;&amp;#039;: games where the players have the freedom to define their character and how they will interact with the story (if at all).  Note that many games have RPG elements (ie, the ability to spend points to improve their characters), but lack the freedom of a full RPG.  Note also the lack of subcategories here--most RPGs are defined by other facets (setting, perspective)--breakouts like &amp;quot;Western RPG&amp;quot; vs &amp;quot;Japanese RPG&amp;quot; are too open to interpretation for our purposes&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Baseball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Basketball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Football&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Golf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hockey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Soccer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Strategy &amp;amp; Tactics:&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Defense:&amp;#039;&amp;#039;&amp;#039; players have a position they need to defend against attackers&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Expansion:&amp;#039;&amp;#039;&amp;#039; players explore an environment and expand their sphere of influence&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Game Mastering:&amp;#039;&amp;#039;&amp;#039; one player takes on a (usually antagonistic) role versus the other players&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Warfare &amp;amp; Conquest:&amp;#039;&amp;#039;&amp;#039; Players build up a force and conquer all they can&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Trivia&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Vehicle Simulation:&amp;#039;&amp;#039;&amp;#039; gameplay focuses on the experience of driving/piloting a vehicle, with an emphasis placed on realism&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Space&amp;#039;&amp;#039;&amp;#039;: note that there are some action or RPG games with spaceships where the ship is the player&amp;#039;s avatar, rather than offering a &amp;quot;spaceship simulator&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=101</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=101"/>
		<updated>2019-10-18T15:44:42Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, how is the gameplay presented?  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Linear:&amp;#039;&amp;#039;&amp;#039; game has a specific beginning, middle, and end, with potentially limited replayability (Myst, Portal, Tomb Raider, Planescape)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Single ending:&amp;#039;&amp;#039;&amp;#039; game has a single primary ending--player action doesn&amp;#039;t significantly alter how the game ends&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple Endings:&amp;#039;&amp;#039;&amp;#039; game has multiple primary endings, based on player action&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Open World:&amp;#039;&amp;#039;&amp;#039; game is set in an open world with a large amount of content to extend play time, and potentially multiple &amp;quot;win&amp;quot; states (Skyrim, World of Warcraft, Far Cry)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Looped:&amp;#039;&amp;#039;&amp;#039; gameplay is meant to repeat, either by starting the game again, or by using similar levels/maps as the player progresses (most arcade games; CoD, Fortnite, Hearthstone, Civilization, MS Flight Simulator)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Single map:&amp;#039;&amp;#039;&amp;#039; Every game takes place on the same playing area (Chess, Magic Online, Fortnite)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple maps:&amp;#039;&amp;#039;&amp;#039;: There are a specific number of playing areas to choose from (Call of Duty, Battlefield, Team Fortress 2)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Palette swaps:&amp;#039;&amp;#039;&amp;#039; while the playing areas technically change, the differences between them are minor and are functionally the same (Tetris, Donkey Kong, Pac Man)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Procedurally or randomly generated content:&amp;#039;&amp;#039;&amp;#039; there are essentially infinite, substantially different playing areas generated as needed (Roguelikes, No Man&amp;#039;s Sky)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Open-Ended:&amp;#039;&amp;#039;&amp;#039; game both allows player choice on how to play, and no specific end state (or no penalty if the player decides to ignore it) (Minecraft, the Sims, VR &amp;quot;experiences&amp;quot;))&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=100</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=100"/>
		<updated>2019-10-18T15:29:38Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, how is the gameplay presented?  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Linear:&amp;#039;&amp;#039;&amp;#039; game has a specific beginning, middle, and end, with potentially limited replayability (Myst, Portal, Tomb Raider, Planescape)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Single ending:&amp;#039;&amp;#039;&amp;#039; game has a single primary ending--player action doesn&amp;#039;t significantly alter how the game ends&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple Endings:&amp;#039;&amp;#039;&amp;#039; game has multiple primary endings, based on player action&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Open World:&amp;#039;&amp;#039;&amp;#039; game with linear play is set in an open world with a large amount of content to extend play time, and potentially multiple &amp;quot;win&amp;quot; states (Skyrim, World of Warcraft, Far Cry)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Looped:&amp;#039;&amp;#039;&amp;#039; gameplay is meant to repeat, either by starting the game again, or by using similar levels/maps as the player progresses (most arcade games; CoD, Fortnite, Hearthstone, Civilization, MS Flight Simulator)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Single map:&amp;#039;&amp;#039;&amp;#039; Every game takes place on the same playing area (Chess, Magic Online, Fortnite)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple maps:&amp;#039;&amp;#039;&amp;#039;: There are a specific number of playing areas to choose from (Call of Duty, Battlefield, Team Fortress 2)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Palette swaps:&amp;#039;&amp;#039;&amp;#039; while the playing areas technically change, the differences between them are minor and are functionally the same (Tetris, Donkey Kong, Pac Man)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Procedurally or randomly generated content:&amp;#039;&amp;#039;&amp;#039; there are essentially infinite, substantially different playing areas generated as needed (Roguelikes, No Man&amp;#039;s Sky)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Open-Ended:&amp;#039;&amp;#039;&amp;#039; game both allows player choice on how to play, and no specific end state (or no penalty if the player decides to ignore it) (Minecraft, the Sims, VR &amp;quot;experiences&amp;quot;))&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=99</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=99"/>
		<updated>2019-10-18T15:29:22Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, how is the gameplay presented?  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Linear:&amp;#039;&amp;#039;&amp;#039; game has a specific beginning, middle, and end, with potentially limited replayability (Myst, Portal, Tomb Raider, Planescape)&lt;br /&gt;
***&amp;#039;&amp;#039;&amp;#039;Single ending:&amp;#039;&amp;#039;&amp;#039; game has a single primary ending--player action doesn&amp;#039;t significantly alter how the game ends&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple Endings:&amp;#039;&amp;#039;&amp;#039; game has multiple primary endings, based on player action&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Open World:&amp;#039;&amp;#039;&amp;#039; game with linear play is set in an open world with a large amount of content to extend play time, and potentially multiple &amp;quot;win&amp;quot; states (Skyrim, World of Warcraft, Far Cry)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Looped:&amp;#039;&amp;#039;&amp;#039; gameplay is meant to repeat, either by starting the game again, or by using similar levels/maps as the player progresses (most arcade games; CoD, Fortnite, Hearthstone, Civilization, MS Flight Simulator)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Single map:&amp;#039;&amp;#039;&amp;#039; Every game takes place on the same playing area (Chess, Magic Online, Fortnite)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple maps:&amp;#039;&amp;#039;&amp;#039;: There are a specific number of playing areas to choose from (Call of Duty, Battlefield, Team Fortress 2)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Palette swaps:&amp;#039;&amp;#039;&amp;#039; while the playing areas technically change, the differences between them are minor and are functionally the same (Tetris, Donkey Kong, Pac Man)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Procedurally or randomly generated content:&amp;#039;&amp;#039;&amp;#039; there are essentially infinite, substantially different playing areas generated as needed (Roguelikes, No Man&amp;#039;s Sky)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Open-Ended:&amp;#039;&amp;#039;&amp;#039; game both allows player choice on how to play, and no specific end state (or no penalty if the player decides to ignore it) (Minecraft, the Sims, VR &amp;quot;experiences&amp;quot;))&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=98</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=98"/>
		<updated>2019-10-18T15:28:56Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, how is the gameplay presented?  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Linear:&amp;#039;&amp;#039;&amp;#039; game has a specific beginning, middle, and end, with potentially limited replayability (Myst, Portal, Tomb Raider, Planescape)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Single ending:&amp;#039;&amp;#039;&amp;#039; game has a single primary ending--player action doesn&amp;#039;t significantly alter how the game ends&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple Endings:&amp;#039;&amp;#039;&amp;#039; game has multiple primary endings, based on player action&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Open World:&amp;#039;&amp;#039;&amp;#039; game with linear play is set in an open world with a large amount of content to extend play time, and potentially multiple &amp;quot;win&amp;quot; states (Skyrim, World of Warcraft, Far Cry)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Looped:&amp;#039;&amp;#039;&amp;#039; gameplay is meant to repeat, either by starting the game again, or by using similar levels/maps as the player progresses (most arcade games; CoD, Fortnite, Hearthstone, Civilization, MS Flight Simulator)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Single map:&amp;#039;&amp;#039;&amp;#039; Every game takes place on the same playing area (Chess, Magic Online, Fortnite)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple maps:&amp;#039;&amp;#039;&amp;#039;: There are a specific number of playing areas to choose from (Call of Duty, Battlefield, Team Fortress 2)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Palette swaps:&amp;#039;&amp;#039;&amp;#039; while the playing areas technically change, the differences between them are minor and are functionally the same (Tetris, Donkey Kong, Pac Man)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Procedurally or randomly generated content:&amp;#039;&amp;#039;&amp;#039; there are essentially infinite, substantially different playing areas generated as needed (Roguelikes, No Man&amp;#039;s Sky)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Open-Ended:&amp;#039;&amp;#039;&amp;#039; game both allows player choice on how to play, and no specific end state (or no penalty if the player decides to ignore it) (Minecraft, the Sims, VR &amp;quot;experiences&amp;quot;))&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=97</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=97"/>
		<updated>2019-10-18T15:20:57Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, how is the gameplay presented?  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Linear:&amp;#039;&amp;#039;&amp;#039; game has a specific beginning, middle, and end, with potentially limited replayability (Myst, Portal, Tomb Raider, Planescape)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Single ending:&amp;#039;&amp;#039;&amp;#039; game has a single primary ending--player action doesn&amp;#039;t significantly alter how the game ends&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple Endings:&amp;#039;&amp;#039;&amp;#039; game has multiple primary endings, based on player action&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Open World:&amp;#039;&amp;#039;&amp;#039; game with linear play is set in an open world with a large amount of content to extend play time, and potentially multiple &amp;quot;win&amp;quot; states (Skyrim, World of Warcraft, Far Cry)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Looped:&amp;#039;&amp;#039;&amp;#039; gameplay is meant to repeat, either by starting the game again, or by using similar levels/maps as the player progresses (most arcade games; CoD, Fortnite, Hearthstone, Civilization, MS Flight Simulator)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Single map:&amp;#039;&amp;#039;&amp;#039; Every game takes place on the same playing area (Chess, Magic Online, Fortnite)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple maps:&amp;#039;&amp;#039;&amp;#039;: There are a specific number of playing areas to choose from (Call of Duty, Battlefield, Team Fortress 2)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Palette swaps:&amp;#039;&amp;#039;&amp;#039; while the playing areas technically change, the differences between them are minor and are functionally the same (Tetris, Donkey Kong, Pac Man)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Procedurally or randomly generated content:&amp;#039;&amp;#039;&amp;#039; there are essentially infinite, substantially different playing areas generated as needed (Roguelikes, No Man&amp;#039;s Sky)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Open-Ended:&amp;#039;&amp;#039;&amp;#039; game both allows player choice on how to play, and no specific end state (or no penalty if the player decides to ignore it) (Minecraft, the Sims, VR &amp;quot;experiences&amp;quot;))&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=96</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=96"/>
		<updated>2019-10-18T15:19:56Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, how is the gameplay presented?  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Linear:&amp;#039;&amp;#039;&amp;#039; game has a specific beginning, middle, and end, with potentially limited replayability (Myst, Portal, Tomb Raider, Planescape)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Single ending:&amp;#039;&amp;#039;&amp;#039; game has a single primary ending--player action doesn&amp;#039;t significantly alter how the game ends&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple Endings:&amp;#039;&amp;#039;&amp;#039; game has multiple primary endings, based on player action&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Open World:&amp;#039;&amp;#039;&amp;#039; game with linear play is set in an open world with a large amount of content to extend play time, and potentially multiple &amp;quot;win&amp;quot; states (Skyrim, World of Warcraft, Far Cry)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Looped:&amp;#039;&amp;#039;&amp;#039; gameplay is meant to repeat, either by starting the game again, or by using similar levels/maps as the player progresses (most arcade games; CoD, Fortnite, Hearthstone, Civilization, MS Flight Simulator)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Single map:&amp;#039;&amp;#039;&amp;#039; Every game takes place on the same playing area (Chess, Magic Online, Fortnite)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple maps:&amp;#039;&amp;#039;&amp;#039;: There are a specific number of playing areas to choose from (Call of Duty, Battlefield, Team Fortress 2)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Palette swaps:&amp;#039;&amp;#039;&amp;#039; while the playing areas technically change, the differences between them are minor and are functionally the same (Tetris, Donkey Kong, Pac Man)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Procedurally or randomly generated content:&amp;#039;&amp;#039;&amp;#039; there are essentially infinite, substantially different playing areas generated as needed&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Open-Ended:&amp;#039;&amp;#039;&amp;#039; game both allows player choice on how to play, and no specific end state (or no penalty if the player decides to ignore it) (Minecraft, the Sims, VR &amp;quot;experiences&amp;quot;))&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=95</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=95"/>
		<updated>2019-10-18T15:18:13Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, how is the gameplay presented?  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Linear:&amp;#039;&amp;#039;&amp;#039; game has a specific beginning, middle, and end, with potentially limited replayability (Myst, Portal, Tomb Raider, Planescape)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Single ending:&amp;#039;&amp;#039;&amp;#039; game has a single primary ending--player action doesn&amp;#039;t significantly alter how the game ends&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple Endings:&amp;#039;&amp;#039;&amp;#039; game has multiple primary endings, based on player action&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Open World:&amp;#039;&amp;#039;&amp;#039; game with linear play is set in an open world with a large amount of content to extend play time, and potentially multiple &amp;quot;win&amp;quot; states (Skyrim, World of Warcraft, Far Cry)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Looped:&amp;#039;&amp;#039;&amp;#039; gameplay is meant to repeat, either by starting the game again, or by using similar levels/maps as the player progresses (most arcade games; CoD, Fortnite, Hearthstone, Civilization)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Single map:&amp;#039;&amp;#039;&amp;#039; Every game takes place on the same playing area (Chess, Magic Online, Fortnite)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple maps:&amp;#039;&amp;#039;&amp;#039;: There are a specific number of playing areas to choose from (Call of Duty, Battlefield, Team Fortress 2)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Palette swaps:&amp;#039;&amp;#039;&amp;#039; while the playing areas technically change, the differences between them are minor and are functionally the same (Tetris, Donkey Kong, Pac Man)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Procedurally or randomly generated content:&amp;#039;&amp;#039;&amp;#039; there are essentially infinite, substantially different playing areas generated as needed&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Open-Ended:&amp;#039;&amp;#039;&amp;#039; game both allows player choice on how to play, and no specific end state (or no penalty if the player decides to ignore it) (Minecraft, MS Flight Simulator))&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=94</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=94"/>
		<updated>2019-10-18T15:17:49Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, how is the gameplay presented?  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Linear:&amp;#039;&amp;#039;&amp;#039; game has a specific beginning, middle, and end, with potentially limited replayability (Myst, Portal, Tomb Raider, Planescape)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Single ending:&amp;#039;&amp;#039;&amp;#039; game has a single primary ending--player action doesn&amp;#039;t significantly alter how the game ends&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple Endings:&amp;#039;&amp;#039;&amp;#039; game has multiple primary endings, based on player action&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Open World:&amp;#039;&amp;#039;&amp;#039; game with linear play is set in an open world with a large amount of content to extend play time, and potentially multiple &amp;quot;win&amp;quot; states (Skyrim, World of Warcraft, Far Cry)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Looped:&amp;#039;&amp;#039;&amp;#039; gameplay is meant to repeat, either by starting the game again, or by using similar levels/maps as the player progresses (most arcade games; CoD, Fortnite, Hearthstone, Civilization)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Single map:&amp;#039;&amp;#039;&amp;#039; Every game takes place on the same playing area (Chess, Magic Online, Fortnite)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Multiple maps:&amp;#039;&amp;#039;&amp;#039;: There are a specific number of playing areas to choose from (Call of Duty, Battlefield, Team Fortress 2)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Palette swaps:&amp;#039;&amp;#039;&amp;#039; while the playing areas technically change, the differences between them are minor and are functionally the same (Tetris, Donkey Kong, Pac Man)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Procedurally or randomly generated content:&amp;#039;&amp;#039;&amp;#039; there are essentially infinite, substantially different playing areas generated as needed&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Open-Ended:&amp;#039;&amp;#039;&amp;#039; game both allows player choice on how to play, and no specific end state (or no penalty if the player decides to ignore it) (Minecraft, MS Flight Simulator))&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Facets&amp;diff=93</id>
		<title>Facets</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Facets&amp;diff=93"/>
		<updated>2019-10-18T14:55:15Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
To build a new classification structure, you need to define all the facets of what you&amp;#039;re trying to classify.  Currently for video games, this is primarily the &amp;quot;category&amp;quot;, which often combines multiple facets into a broad subject (ie, &amp;quot;First Person Shooter&amp;quot; combines the style of gameplay (shooter) with the perspective (first person); &amp;quot;Real Time Strategy&amp;quot; combines the play style (strategy) with the pace of play (real time); etc.  So, first step is to define the list of facets that make up a game title, and then define values for each one.  Once this is complete congratulations--you have a multi-faceted taxonomy!  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Facets&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Gameplay Experience]] (What is the gameplay &amp;quot;type&amp;quot;?  Linear, looping, open-ended)&lt;br /&gt;
*[[Style of play]] (what type of game is it?  Shooter, fighter, &amp;quot;walking sim&amp;quot;, vehicle based, role-play, story-based, etc)&lt;br /&gt;
*[[Setting]] (Fantasy, historical, far future, modern, etc)&lt;br /&gt;
*[[Tone]] (humorous, horror, romantic, supernatural, etc)&lt;br /&gt;
*[[Visual perspective]] (1st person, 3rd person, top-down, VR-only, etc)&lt;br /&gt;
*[[Number of players]] (primary method of playing--single, co-op, online multiplayer, etc)&lt;br /&gt;
*[[Pace]] (turn-based, real-time, asynchronous)&lt;br /&gt;
*[[Scope]] (open world, procedurally generated environments, set pieces)&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=92</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=92"/>
		<updated>2019-10-18T03:14:13Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, how is the gameplay presented?  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Linear:&amp;#039;&amp;#039;&amp;#039; game has a specific beginning, middle, and end, with potentially limited replayability (Myst, Portal, Tomb Raider, Planescape)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Open World:&amp;#039;&amp;#039;&amp;#039; game with linear play is set in an open world with a large amount of content to extend play time (Skyrim, World of Warcraft, Far Cry)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple Endings:&amp;#039;&amp;#039;&amp;#039; non open-world game has multiple endings based on player choice for added replay value&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Looped:&amp;#039;&amp;#039;&amp;#039; gameplay is meant to repeat, either by starting the game again, or by using similar levels/maps as the player progresses (most arcade games; CoD, Fortnite, Hearthstone, Civilization)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Open-Ended:&amp;#039;&amp;#039;&amp;#039; game both allows player choice on how to play, and no specific end state (or no penalty if the player decides to ignore it) (Minecraft, MS Flight Simulator))&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=91</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=91"/>
		<updated>2019-10-18T02:54:02Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, how is the gameplay presented?  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Linear:&amp;#039;&amp;#039;&amp;#039; game has a specific beginning, middle, and end, with potentially limited replayability (Myst, Portal, Tomb Raider, Planescape)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Open World:&amp;#039;&amp;#039;&amp;#039; game is set in an open world with a large amount of content to extend playing time (Skyrim, World of Warcraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple Endings:&amp;#039;&amp;#039;&amp;#039; game has multiple endings based on player choice for added replay value&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Looped:&amp;#039;&amp;#039;&amp;#039; gameplay is meant to repeat, either by starting the game again, or by using similar levels/maps as the player progresses (most arcade games; CoD, Fortnite, Hearthstone, Civilization)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Open-Ended:&amp;#039;&amp;#039;&amp;#039; game both allows player choice on how to play, and no specific end state (or no penalty if the player decides to ignore it) (Minecraft, MS Flight Simulator))&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=90</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=90"/>
		<updated>2019-10-18T02:51:53Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, how is the gameplay presented?  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Linear:&amp;#039;&amp;#039;&amp;#039; game has a specific beginning, middle, and end, with limited replayability (Myst, Portal, Tomb Raider, Planescape)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Open World:&amp;#039;&amp;#039;&amp;#039; game is set in an open world with a large amount of content to extend playing time (Skyrim, World of Warcraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Multiple Endings:&amp;#039;&amp;#039;&amp;#039; game has multiple endings based on player choice for added replay value&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Looped:&amp;#039;&amp;#039;&amp;#039; gameplay is meant to repeat, either by starting the game again, or by using similar levels/maps as the player progresses (most arcade games; CoD, Fortnite, Hearthstone, Civilization)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Open-Ended:&amp;#039;&amp;#039;&amp;#039; game both allows player choice on how to play, and no specific end state (or no penalty if the player decides to ignore it) (Minecraft, MS Flight Simulator))&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=89</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=89"/>
		<updated>2019-10-17T22:35:42Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, how is the gameplay presented?  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Linear:&amp;#039;&amp;#039;&amp;#039; game has a specific beginning, middle, and end, with limited replayability (Myst, Portal, Tomb Raider, Planescape)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Looped:&amp;#039;&amp;#039;&amp;#039; gameplay is meant to repeat, either by starting the game again, or by using similar levels/maps as the player progresses (most arcade games; CoD, Fortnite, Hearthstone, Civilization(?))&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Open-Ended:&amp;#039;&amp;#039;&amp;#039; game both allows player choice on how to play, and no specific end state (or no penalty if the player decides to ignore it) (Minecraft, Skyrim, MS Flight Simulator, Civilization(?)))&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=88</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=88"/>
		<updated>2019-10-17T21:06:09Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, what type of gameplay is it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Competitive (Skill-based?  Reflex-based?  Twitch games? (Competition &amp;amp; Skill?): whether against other players, the AI, or even yourself, every time you play you are competing to win.  Play sessions are usually contained in specific maps.  Often action-oriented games where the story is secondary to the actual gameplay, or games with short play sessions meant to be replayed over and over.&lt;br /&gt;
**Racing: each time you play, you try and finish as fast as you can&lt;br /&gt;
**Attack &amp;amp; Defend: Fight until you can&amp;#039;t fight anymore&lt;br /&gt;
**Games: Chess, card games, etc&lt;br /&gt;
&lt;br /&gt;
*Experiential (Experience &amp;amp; Creation?): While there may be an end goal or other &amp;quot;win&amp;quot; state, the game is focused as much on the journey than whether the player &amp;quot;wins&amp;quot; or &amp;quot;loses.&amp;quot;  Often story-based games, or games with long campaigns.&lt;br /&gt;
**Exploration: the primary goal is to explore or experience the world&lt;br /&gt;
**Goal: there is a specific goal you&amp;#039;re working towards (build your civilization, raise a family, etc)&lt;br /&gt;
**Story: Gameplay is centered around a story (even if you have the option to ignore it)&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=87</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=87"/>
		<updated>2019-10-17T03:27:48Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, what type of gameplay is it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Competitive (Skill-based?  Reflex-based?  Twitch games?): whether against other players, the AI, or even yourself, every time you play you are competing to win.  Play sessions are usually contained in specific maps.  Often action-oriented games where the story is secondary to the actual gameplay, or games with short play sessions meant to be replayed over and over.&lt;br /&gt;
**Racing: each time you play, you try and finish as fast as you can&lt;br /&gt;
**Attack &amp;amp; Defend: Fight until you can&amp;#039;t fight anymore&lt;br /&gt;
**Games: Chess, card games, etc&lt;br /&gt;
&lt;br /&gt;
*Experiential: While there may be an end goal or other &amp;quot;win&amp;quot; state, the game is focused as much on the journey than whether the player &amp;quot;wins&amp;quot; or &amp;quot;loses.&amp;quot;  Often story-based games, or games with long campaigns.&lt;br /&gt;
**Exploration: the primary goal is to explore or experience the world&lt;br /&gt;
**Goal: there is a specific goal you&amp;#039;re working towards (build your civilization, raise a family, etc)&lt;br /&gt;
**Story: Gameplay is centered around a story (even if you have the option to ignore it)&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=86</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=86"/>
		<updated>2019-10-17T03:24:28Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, what type of gameplay is it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Competitive (Skill-based?): whether against other players, the AI, or even yourself, every time you play you are competing to win.  Play sessions are usually contained in specific maps.  Often action-oriented games where the story is secondary to the actual gameplay, or games with short play sessions meant to be replayed over and over.&lt;br /&gt;
**Racing: each time you play, you try and finish as fast as you can&lt;br /&gt;
**Attack &amp;amp; Defend: Fight until you can&amp;#039;t fight anymore&lt;br /&gt;
**Games: Chess, card games, etc&lt;br /&gt;
&lt;br /&gt;
*Cooperative (tentative): Similar to Competitive, but instead of fighting for the best score, you&amp;#039;re working with other players towards a goal.  But is this distinct enough from &amp;quot;Experiential&amp;quot;?  Is it just that option with a &amp;quot;number of players&amp;quot; facet lumped in?&lt;br /&gt;
&lt;br /&gt;
*Experiential: While there may be an end goal or other &amp;quot;win&amp;quot; state, the game is focused as much on the journey than whether the player &amp;quot;wins&amp;quot; or &amp;quot;loses.&amp;quot;  Often story-based games, or games with long campaigns.&lt;br /&gt;
**Exploration: the primary goal is to explore or experience the world&lt;br /&gt;
**Goal: there is a specific goal you&amp;#039;re working towards (build your civilization, raise a family, etc)&lt;br /&gt;
**Story: Gameplay is centered around a story (even if you have the option to ignore it)&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=85</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=85"/>
		<updated>2019-10-17T03:16:00Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, what type of gameplay is it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Competitive: whether against other players, the AI, or even yourself, every time you play you are competing to win.  Play sessions are usually contained in specific maps.  Often action-oriented games where the story is secondary to the actual gameplay, or games with short play sessions meant to be replayed over and over.&lt;br /&gt;
**Racing: each time you play, you try and finish as fast as you can&lt;br /&gt;
**Attack &amp;amp; Defend: Fight until you can&amp;#039;t fight anymore&lt;br /&gt;
**Games: Chess, card games, etc&lt;br /&gt;
&lt;br /&gt;
*Cooperative (tentative): Similar to Competitive, but instead of fighting for the best score, you&amp;#039;re working with other players towards a goal.  But is this distinct enough from &amp;quot;Experiential&amp;quot;?  Is it just that option with a &amp;quot;number of players&amp;quot; facet lumped in?&lt;br /&gt;
&lt;br /&gt;
*Experiential: While there may be an end goal or other &amp;quot;win&amp;quot; state, the game is focused as much on the journey than whether the player &amp;quot;wins&amp;quot; or &amp;quot;loses.&amp;quot;  Often story-based games, or games with long campaigns.&lt;br /&gt;
**Exploration: the primary goal is to explore or experience the world&lt;br /&gt;
**Goal: there is a specific goal you&amp;#039;re working towards (build your civilization, raise a family, etc)&lt;br /&gt;
**Story: Gameplay is centered around a story (even if you have the option to ignore it)&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=New_Video_Game_Taxonomy&amp;diff=84</id>
		<title>New Video Game Taxonomy</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=New_Video_Game_Taxonomy&amp;diff=84"/>
		<updated>2019-10-17T02:05:23Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;Overview&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video games have come a long way since their creation decades ago--and yet when it comes to classification, the concepts and language being used are not too different from the categories used in the 90&amp;#039;s: Action.  Adventure.  RPG.  Strategy.  Meanwhile, more and more titles are being put into these overly-broad categories, making it difficult for customers to find new titles that aren&amp;#039;t backed by huge marketing pushes (especially when publishers submit their titles into multiple categories, making the existing options even more meaningless).&lt;br /&gt;
&lt;br /&gt;
The purpose of this project is to create a new taxonomy for video game classification, including separating out things like visual perspective, number of players, setting, tone, and other qualities that people may look for when they&amp;#039;re shopping for a game, and making each of them their own facet.  The end result, it is hoped, will be a way to search for titles that will allow customers to &amp;quot;dial in&amp;quot; to the exact sort of game they want, in the process hopefully discovering new titles that they might otherwise have missed.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;Project phases&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Phase One (current phase): &amp;#039;&amp;#039;&amp;#039;[[Facets]]&amp;#039;&amp;#039;&amp;#039; (identify and define video game facets, and build a taxonomy to cover them all)&lt;br /&gt;
&amp;lt;li&amp;gt;Phase Two: &amp;#039;&amp;#039;&amp;#039;Catalog&amp;#039;&amp;#039;&amp;#039; (create a catalog of content by tagging 1000 titles with metadata consistent with values created in Phase One)&lt;br /&gt;
&amp;lt;li&amp;gt;Phase Three: &amp;#039;&amp;#039;&amp;#039;Database&amp;#039;&amp;#039;&amp;#039; (create an online database to search the recently-created catalog)&lt;br /&gt;
&amp;lt;li&amp;gt;Phase Four: &amp;#039;&amp;#039;&amp;#039;Portal&amp;#039;&amp;#039;&amp;#039; (create an ingestion portal so users can add new entries to the catalog, expanding the utility of the database)&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=83</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=83"/>
		<updated>2019-10-16T23:59:31Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, what type of gameplay is it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Competitive: whether against other players, the AI, or even yourself, every time you play you are competing to win.  Play sessions are usually contained in specific maps.  Often action-oriented games where the story is secondary to the actual gameplay, or games with short play sessions meant to be replayed over and over.&lt;br /&gt;
**Racing: each time you play, you try and finish as fast as you can&lt;br /&gt;
**Attack &amp;amp; Defend: Fight until you can&amp;#039;t fight anymore&lt;br /&gt;
**Games: Chess, card games, etc&lt;br /&gt;
&lt;br /&gt;
*Experiential: While there may be an end goal or other &amp;quot;win&amp;quot; state, the game is focused as much on the journey than whether the player &amp;quot;wins&amp;quot; or &amp;quot;loses.&amp;quot;  Often story-based games, or games with long campaigns.&lt;br /&gt;
**Exploration: the primary goal is to explore or experience the world&lt;br /&gt;
**Goal: there is a specific goal you&amp;#039;re working towards (build your civilization, raise a family, etc)&lt;br /&gt;
**Story: Gameplay is centered around a story (even if you have the option to ignore it)&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=82</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=82"/>
		<updated>2019-10-16T23:03:37Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, what type of gameplay is it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Competitive: whether against other players, the AI, or even yourself, every time you play you are competing to win.  Play sessions are usually contained in specific maps.  Often action-oriented games where the story is secondary to the actual gameplay, or games with short play sessions meant to be replayed over and over.&lt;br /&gt;
**Racing: each time you play, you try and finish as fast as you can&lt;br /&gt;
**Attack &amp;amp; Defend: Fight until you can&amp;#039;t fight anymore&lt;br /&gt;
**Games: Chess, card games, etc&lt;br /&gt;
*Experiential: While there may be an end goal or other &amp;quot;win&amp;quot; state, the game is focused as much on the journey than whether the player &amp;quot;wins&amp;quot; or &amp;quot;loses.&amp;quot;  Often story-based games, or games with long campaigns.&lt;br /&gt;
**Exploration&lt;br /&gt;
**Goal&lt;br /&gt;
**Story&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=81</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=81"/>
		<updated>2019-10-16T20:30:07Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, what type of gameplay is it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Competitive: whether against other players, the AI, or even yourself, every time you play you are competing to win.  Play sessions are usually contained in specific maps.  Often action-oriented games where the story is secondary to the actual gameplay, or games with short play sessions meant to be replayed over and over.&lt;br /&gt;
**Racing: each time you play, you try and finish as fast as you can&lt;br /&gt;
**Attack &amp;amp; Defend: Fight until you can&amp;#039;t fight anymore&lt;br /&gt;
**Games: Chess, card games, etc&lt;br /&gt;
*Experiential: While there may be an end goal or other &amp;quot;win&amp;quot; state, the game is focused as much on the journey than whether the player &amp;quot;wins&amp;quot; or &amp;quot;loses.&amp;quot;  Often story-based games, or games with long campaigns.&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=80</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=80"/>
		<updated>2019-10-16T20:10:59Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, what type of gameplay is it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Competitive: whether against other players, the AI, or even yourself, every time you play you are competing to win.  Play sessions are usually contained in specific maps.  Often action-oriented games where the story is secondary to the actual gameplay.  In addition, play sessions are often short, allowing players to quickly restart and try again.&lt;br /&gt;
**Racing: each time you play, you try and finish as fast as you can&lt;br /&gt;
**Attack &amp;amp; Defend: Fight until you can&amp;#039;t fight anymore&lt;br /&gt;
**Games: Chess, card games, etc&lt;br /&gt;
*Experiential: While there may be an end goal or other &amp;quot;win&amp;quot; state, the game is focused as much on the journey than whether the player &amp;quot;wins&amp;quot; or &amp;quot;loses.&amp;quot;  Often story-based games, or games with long campaigns.&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=79</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=79"/>
		<updated>2019-10-16T19:58:07Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, what type of gameplay is it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Experiential: the focus is on the experience more than &amp;quot;winning&amp;quot; or &amp;quot;losing.&amp;quot;  Good and bad outcomes are possible, but the important thing is the journey.&lt;br /&gt;
*Competitive: whether against other players, the AI, or even yourself, every time you play you are competing to win.  Play sessions are usually contained in specific maps.&lt;br /&gt;
**Racing: each time you play, you try and finish as fast as you can&lt;br /&gt;
**Attack &amp;amp; Defend: Fight until you can&amp;#039;t fight anymore&lt;br /&gt;
**Games: Chess, card games, etc&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=78</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=78"/>
		<updated>2019-10-16T19:56:11Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, what type of gameplay is it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Experiential: the player is going on a journey set up by the designers.  Good and bad outcomes are possible, but the important thing is the journey.&lt;br /&gt;
*Competitive: whether against other players, the AI, or even yourself, every time you play you&amp;#039;re trying to &amp;quot;win&amp;quot;.  Play sessions are usually contained in specific maps.&lt;br /&gt;
**Racing: each time you play, you try and finish as fast as you can&lt;br /&gt;
**Attack &amp;amp; Defend: Fight until you can&amp;#039;t fight anymore&lt;br /&gt;
**Games: Chess, card games, etc&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=77</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=77"/>
		<updated>2019-10-16T19:52:56Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, what type of gameplay is it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Experiential: the player is going on a journey set up by the designers.  &lt;br /&gt;
*Competitive: whether against other players, the AI, or even yourself, every time you play you&amp;#039;re trying to beat something.  Play sessions are usually contained in specific maps.&lt;br /&gt;
**Racing: each time you play, you try and finish as fast as you can&lt;br /&gt;
**Attack &amp;amp; Defend: Fight until you can&amp;#039;t fight anymore&lt;br /&gt;
**Games: Chess, card games, etc&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=76</id>
		<title>Gameplay Experience</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Gameplay_Experience&amp;diff=76"/>
		<updated>2019-10-16T19:51:18Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: Created page with &amp;quot;New_Video_Game_Taxonomy/Facets/Gameplay Experience  &amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt; Before we can get to style of play, an even more abstract question is, what type of gameplay is i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Gameplay Experience&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Before we can get to style of play, an even more abstract question is, what type of gameplay is it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Gameplay Experience&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Experiential: the player is going on a journey set up by the designers.  &lt;br /&gt;
*Competitive: whether against other players, the AI, or even yourself, every time you play you&amp;#039;re trying to beat something.  Play sessions are usually contained in specific maps.&lt;br /&gt;
**Racing: each time you play, you try and finish as fast as you can&lt;br /&gt;
**Attack &amp;amp; Defend: &lt;br /&gt;
**Games: Chess, card games, etc&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Facets&amp;diff=75</id>
		<title>Facets</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Facets&amp;diff=75"/>
		<updated>2019-10-16T19:44:10Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
To build a new classification structure, you need to define all the facets of what you&amp;#039;re trying to classify.  Currently for video games, this is primarily the &amp;quot;category&amp;quot;, which often combines multiple facets into a broad subject (ie, &amp;quot;First Person Shooter&amp;quot; combines the style of gameplay (shooter) with the perspective (first person); &amp;quot;Real Time Strategy&amp;quot; combines the play style (strategy) with the pace of play (real time); etc.  So, first step is to define the list of facets that make up a game title, and then define values for each one.  Once this is complete congratulations--you have a multi-faceted taxonomy!  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Facets&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Gameplay Experience]] (What is the gameplay &amp;quot;loop&amp;quot;?  Competetive, experiential, etc)&lt;br /&gt;
*[[Style of play]] (what type of game is it?  Shooter, fighter, &amp;quot;walking sim&amp;quot;, vehicle based, role-play, story-based, etc)&lt;br /&gt;
*[[Setting]] (Fantasy, historical, far future, modern, etc)&lt;br /&gt;
*[[Tone]] (humorous, horror, romantic, supernatural, etc)&lt;br /&gt;
*[[Visual perspective]] (1st person, 3rd person, top-down, VR-only, etc)&lt;br /&gt;
*[[Number of players]] (primary method of playing--single, co-op, online multiplayer, etc)&lt;br /&gt;
*[[Pace]] (turn-based, real-time, asynchronous)&lt;br /&gt;
*[[Scope]] (open world, procedurally generated environments, set pieces)&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Setting&amp;diff=74</id>
		<title>Setting</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Setting&amp;diff=74"/>
		<updated>2019-10-11T19:37:28Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Setting&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Broadly speaking, what time period does the game take place in?  This should be considered an optional facet, as some game (especially simple arcade-style) don&amp;#039;t have a setting like other games.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Setting&amp;lt;/h2&amp;gt;&lt;br /&gt;
*Historical&lt;br /&gt;
**20th Century&lt;br /&gt;
**19th Century&lt;br /&gt;
**18th Century&lt;br /&gt;
**Renaissance&lt;br /&gt;
**Medieval&lt;br /&gt;
**Ancient Times&lt;br /&gt;
**Prehistoric&lt;br /&gt;
*Alternate History&lt;br /&gt;
*Fantasy&lt;br /&gt;
**Dark Fantasy&lt;br /&gt;
**Sword &amp;amp; Sorcery&lt;br /&gt;
**Urban Fantasy&lt;br /&gt;
*Contemporary/Modern&lt;br /&gt;
*Science Fiction&lt;br /&gt;
**Far Future&lt;br /&gt;
**Near Future&lt;br /&gt;
*Time Travel&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Setting&amp;diff=73</id>
		<title>Setting</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Setting&amp;diff=73"/>
		<updated>2019-10-11T19:34:36Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Setting&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Broadly speaking, what time period does the game take place in?  This should be considered an optional facet, as some game (especially simple arcade-style) don&amp;#039;t have a setting like other games.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Setting&amp;lt;/h2&amp;gt;&lt;br /&gt;
*Historical&lt;br /&gt;
*Alternate History&lt;br /&gt;
*Fantasy&lt;br /&gt;
**Dark Fantasy&lt;br /&gt;
**Sword &amp;amp; Sorcery&lt;br /&gt;
**Urban Fantasy&lt;br /&gt;
*Contemporary/Modern&lt;br /&gt;
*Science Fiction&lt;br /&gt;
**Far Future&lt;br /&gt;
**Near Future&lt;br /&gt;
**Space-faring&lt;br /&gt;
**Another World&lt;br /&gt;
*Time Travel&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Setting&amp;diff=72</id>
		<title>Setting</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Setting&amp;diff=72"/>
		<updated>2019-10-11T19:29:53Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Setting&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
Broadly speaking, what time period does the game take place in?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Setting&amp;lt;/h2&amp;gt;&lt;br /&gt;
*Historical&lt;br /&gt;
*Alternate History&lt;br /&gt;
*Fantasy&lt;br /&gt;
**Dark Fantasy&lt;br /&gt;
**Sword &amp;amp; Sorcery&lt;br /&gt;
**Urban Fantasy&lt;br /&gt;
*Contemporary/Modern&lt;br /&gt;
*Science Fiction&lt;br /&gt;
**Far Future&lt;br /&gt;
**Near Future&lt;br /&gt;
**Space-faring&lt;br /&gt;
**Another World&lt;br /&gt;
*Time Travel&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Facets&amp;diff=71</id>
		<title>Facets</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Facets&amp;diff=71"/>
		<updated>2019-10-11T19:17:12Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
To build a new classification structure, you need to define all the facets of what you&amp;#039;re trying to classify.  Currently for video games, this is primarily the &amp;quot;category&amp;quot;, which often combines multiple facets into a broad subject (ie, &amp;quot;First Person Shooter&amp;quot; combines the style of gameplay (shooter) with the perspective (first person); &amp;quot;Real Time Strategy&amp;quot; combines the play style (strategy) with the pace of play (real time); etc.  So, first step is to define the list of facets that make up a game title, and then define values for each one.  Once this is complete congratulations--you have a multi-faceted taxonomy!  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Facets&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Style of play]] (what type of game is it?  Shooter, fighter, &amp;quot;walking sim&amp;quot;, vehicle based, role-play, story-based, etc)&lt;br /&gt;
*[[Setting]] (Fantasy, historical, far future, modern, etc)&lt;br /&gt;
*[[Tone]] (humorous, horror, romantic, supernatural, etc)&lt;br /&gt;
*[[Visual perspective]] (1st person, 3rd person, top-down, VR-only, etc)&lt;br /&gt;
*[[Number of players]] (primary method of playing--single, co-op, online multiplayer, etc)&lt;br /&gt;
*[[Pace]] (turn-based, real-time, asynchronous)&lt;br /&gt;
*[[Scope]] (open world, procedurally generated environments, set pieces)&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=New_Video_Game_Taxonomy&amp;diff=70</id>
		<title>New Video Game Taxonomy</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=New_Video_Game_Taxonomy&amp;diff=70"/>
		<updated>2019-10-11T18:53:53Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;Overview&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video games have come a long way since their creation decades ago--and yet when it comes to classification, the concepts and language being used are not too different from the categories used in the 90&amp;#039;s: Action.  Adventure.  RPG.  Strategy.  Meanwhile, more and more titles are being put into these overly-broad categories, making it difficult for customers to find new titles that aren&amp;#039;t backed by huge marketing pushes (especially when publishers submit their titles into multiple categories, making the existing options even more meaningless).&lt;br /&gt;
&lt;br /&gt;
The purpose of this project is to create a new taxonomy for video game classification, including separating out things like visual perspective, number of players, setting, tone, and other qualities that people may look for when they&amp;#039;re shopping for a game, and making each of them their own facet.  The end result, it is hoped, will be a way to search for titles that will allow customers to &amp;quot;dial in&amp;quot; to the exact sort of game they want, in the process hopefully discovering new titles that they might otherwise have missed.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;Project phases&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Phase One (current phase): Identify and define [[facets]], and build a taxonomy to cover them all&lt;br /&gt;
&amp;lt;li&amp;gt;Phase Two: Create a catalog of content by tagging 1000 titles with metadata consistent with the taxonomy created in Phase Two (taking the opportunity to improve on said taxonomy once it faces real world application)&lt;br /&gt;
&amp;lt;li&amp;gt;Phase Three: Create an online database to search the recently-created catalog.&lt;br /&gt;
&amp;lt;li&amp;gt;Phase Four: Create an ingestion portal so users can add new entries to the catalog, expanding the utility of the database&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=New_Video_Game_Taxonomy&amp;diff=69</id>
		<title>New Video Game Taxonomy</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=New_Video_Game_Taxonomy&amp;diff=69"/>
		<updated>2019-10-11T18:32:09Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;Overview&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video games have come a long way since their creation decades ago--and yet when it comes to classification, the concepts and language being used are not too different from the categories used in the 90&amp;#039;s: Action.  Adventure.  RPG.  Strategy.  Meanwhile, more and more titles are being put into these overly-broad categories, making it difficult for customers to find new titles that aren&amp;#039;t backed by huge marketing pushes (especially when publishers submit their titles into multiple categories, making the existing options even more meaningless).&lt;br /&gt;
&lt;br /&gt;
The purpose of this project is to create a new taxonomy for video game classification--including separating out things like visual perspective, number of players, setting, tone, and other qualities that people look for when they&amp;#039;re shopping, and making each of them their own facet.  The end result, it is hoped, will be a way to search for titles that will allow customers to &amp;quot;dial in&amp;quot; to the exact sort of game they want, in the process hopefully discovering new titles that they might otherwise have missed.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;Project phases&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Phase One (current phase): Identify and define [[facets]], and build a taxonomy to cover them all&lt;br /&gt;
&amp;lt;li&amp;gt;Phase Two: Create a catalog of content by tagging 1000 titles with metadata consistent with the taxonomy created in Phase Two (taking the opportunity to improve on said taxonomy once it faces real world application)&lt;br /&gt;
&amp;lt;li&amp;gt;Phase Three: Create an online database to search the recently-created catalog.&lt;br /&gt;
&amp;lt;li&amp;gt;Phase Four: Create an ingestion portal so users can add new entries to the catalog, expanding the utility of the database&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=68</id>
		<title>Style of play</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=68"/>
		<updated>2019-10-11T17:50:36Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Scope&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is likely to be the most visible facet, as it&amp;#039;s the one that&amp;#039;s most analogous with the existing video game categories.  When looking at ways to improve classification, however, we can see that what these current categories are are a mix of different aspects (ie, &amp;quot;First Person Shooter&amp;quot; is a mix of perspective and play style).  The purpose of the &amp;quot;Style of play&amp;quot; facet is to isolate what the gameplay for a title is like, divorced from every other aspect like perspective or genre or tone.  &lt;br /&gt;
&lt;br /&gt;
At the same time, we have to understand that existing categories serve a purpose and are powerful &amp;quot;brands&amp;quot; in and of themselves.  There are magazines and websites dedicated to the &amp;quot;adventure&amp;quot; genre.  People eagerly wait for the next RPG title in their favorite series, whether it&amp;#039;s an &amp;quot;action RPG&amp;quot; *Diablo), a &amp;quot;traditional first-person RPG&amp;quot; (Elder Scrolls), or a &amp;quot;Japanese-style 3rd person RPG&amp;quot; (Final Fantasy).  &lt;br /&gt;
&lt;br /&gt;
The goal then is to try and break down the types of playstyles into its own hierarchy--if possible adopting existing genre language, but not being afraid to abstract to a core concept when the current categories mix too many concepts together.  See [[current video game categories]] for a list of how some of the larger video game vendors are currently classifying titles.  &lt;br /&gt;
&lt;br /&gt;
This may/will result in some titles being grouped together that historically haven&amp;#039;t been otherwise (ie, first person shooters sharing space with other games that rely primarily on shooting at targets).  This is envisioned to be a feature, not a bug, as the use of the other facets to further refine the content will allow customers to discover titles that match their preferred play style, including ones that might not have surfaced for them before.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Styles of Play&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;: successful play involves timing and reflexes on the part of the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Cinematic&amp;#039;&amp;#039;&amp;#039;: the video game equivalent of an action movie, with a mix of gameplay elements used to move the story along&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039;:the primary game play is to fight your way through the map/level/scene.&lt;br /&gt;
***&amp;#039;&amp;#039;&amp;#039;Brawler &amp;amp; Melee&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on up-close combat&lt;br /&gt;
***&amp;#039;&amp;#039;&amp;#039;Shooter&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on ranged attacks against opponents&lt;br /&gt;
***&amp;#039;&amp;#039;&amp;#039;Multi-style&amp;#039;&amp;#039;&amp;#039;: players have the option to use ranged and up-close combat equally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Survival&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on exploring the environment, and surviving the perils found there&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Platformer&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on navigating the environment vertically, as well as horizontally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on avoiding detection&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Vehicular&amp;#039;&amp;#039;&amp;#039;: distinct from the &amp;quot;Vehicles&amp;quot; category below, these are for games where driving/piloting a vehicle is more focused on the thrills, and not the realism&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build &amp;amp; Manage&amp;#039;&amp;#039;&amp;#039;: gameplay consists of using resources to build and/or maintain something&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: focus purely on construction (Minecraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Business&amp;#039;&amp;#039;&amp;#039;: focus on building and running some sort of business (Theme Park Tycoon)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Civic&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining some sort of society (Sim City, The Sims)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining a farm&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Casino, Card, &amp;amp; Board Games&amp;#039;&amp;#039;&amp;#039;: virtual versions of physical games&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Board&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Card&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Casino&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039;&amp;#039;: gameplay is heavily story-driven and rarely, if ever, requires reflex-based actions from the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Adventure&amp;#039;&amp;#039;&amp;#039;: the players have agency and the potential to fail or be blocked&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Interactive Stories&amp;#039;&amp;#039;&amp;#039;: so-called &amp;quot;walking simulators,&amp;quot; these titles are like entering a book and being able to walk around in the environment, but not alter how the story will go&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;: gameplay primarily consists of puzzle-solving (ie, Hidden Object games)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Visual Novels&amp;#039;&amp;#039;&amp;#039;: unlike Interactive Stories, the player can usually only engage the next prompt to move the story along&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rhythm &amp;amp; Matching&amp;#039;&amp;#039;&amp;#039;: games having to do with following a sequence or matching items to succeed&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Dance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Match&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Music&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Role-Playing Games&amp;#039;&amp;#039;&amp;#039;: games where the players have the freedom to define their character and how they will interact with the story (if at all).  Note that many games have RPG elements (ie, the ability to spend points to improve their characters), but lack the freedom of a full RPG.  Note also the lack of subcategories here--most RPGs are defined by other facets (setting, perspective)--breakouts like &amp;quot;Western RPG&amp;quot; vs &amp;quot;Japanese RPG&amp;quot; are too open to interpretation for our purposes&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Baseball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Basketball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Football&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Golf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hockey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Soccer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Strategy &amp;amp; Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;: players have a position they need to defend against attackers&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Expansion&amp;#039;&amp;#039;&amp;#039;: players explore an environment and expand their sphere of influence&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Game Mastering&amp;#039;&amp;#039;&amp;#039;: one player takes on a (usually antagonistic) role versus the other players&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Warfare &amp;amp; Conquest&amp;#039;&amp;#039;&amp;#039;: Players build an army and conquer all they can&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Trivia&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;: gameplay that focuses on the experience of driving/piloting a vehicle, with an emphasis placed on realism&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Space&amp;#039;&amp;#039;&amp;#039;: note that there are some action or RPG games with spaceships where the ship is the player&amp;#039;s avatar, rather than offering a &amp;quot;spaceship simulator&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=67</id>
		<title>Style of play</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=67"/>
		<updated>2019-10-11T17:49:29Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Scope&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is likely to be the most visible facet, as it&amp;#039;s the one that&amp;#039;s most analogous with the existing video game categories.  When looking at ways to improve classification, however, we can see that what these current categories are are a mix of different aspects (ie, &amp;quot;First Person Shooter&amp;quot; is a mix of perspective and play style).  The purpose of the &amp;quot;Style of play&amp;quot; facet is to isolate what the gameplay for a title is like, divorced from every other aspect like perspective or genre or tone.  &lt;br /&gt;
&lt;br /&gt;
At the same time, we have to understand that existing categories serve a purpose and are powerful &amp;quot;brands&amp;quot; in and of themselves.  There are magazines and websites dedicated to the &amp;quot;adventure&amp;quot; genre.  People eagerly wait for the next RPG title in their favorite series, whether it&amp;#039;s an &amp;quot;action RPG&amp;quot; *Diablo), a &amp;quot;traditional first-person RPG&amp;quot; (Elder Scrolls), or a &amp;quot;Japanese-style 3rd person RPG&amp;quot; (Final Fantasy).  &lt;br /&gt;
&lt;br /&gt;
The goal then is to try and break down the types of playstyles into its own hierarchy--if possible adopting existing genre language, but not being afraid to abstract to a core concept when the current categories mix too many concepts together.  See [[current video game categories]] for a list of how some of the larger video game vendors are currently classifying titles.  &lt;br /&gt;
&lt;br /&gt;
This may/will result in some titles being grouped together that historically haven&amp;#039;t been otherwise (ie, first person shooters sharing space with other games that rely primarily on shooting at targets).  This is envisioned to be a feature, not a bug, as the use of the other facets to further refine the content will allow customers to discover titles that match their preferred play style, including ones that might not have surfaced for them before.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Styles of Play&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;: successful play involves timing and reflexes on the part of the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Cinematic&amp;#039;&amp;#039;&amp;#039;: the video game equivalent of an action movie, with a mix of gameplay elements used to move the story along&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039;:the primary game play is to fight your way through the map/level/scene.&lt;br /&gt;
***&amp;#039;&amp;#039;&amp;#039;Brawler &amp;amp; Melee&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on up-close combat&lt;br /&gt;
***&amp;#039;&amp;#039;&amp;#039;Shooter&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on ranged attacks against opponents&lt;br /&gt;
***&amp;#039;&amp;#039;&amp;#039;Multi-style&amp;#039;&amp;#039;&amp;#039;: players have the option to use ranged and up-close combat equally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Survival&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on exploring the environment, and surviving the perils found there&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Platformer&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on navigating the environment vertically, as well as horizontally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on avoiding detection&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Vehicular&amp;#039;&amp;#039;&amp;#039;: distinct from the &amp;quot;Vehicles&amp;quot; category below, these are for games where driving/piloting a vehicle is more focused on the thrills, and not the realism&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build &amp;amp; Manage&amp;#039;&amp;#039;&amp;#039;: gameplay consists of using resources to build and/or maintain something&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: focus purely on construction (Minecraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Business&amp;#039;&amp;#039;&amp;#039;: focus on building and running some sort of business (Theme Park Tycoon)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Civic&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining some sort of society (Sim City, The Sims)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining a farm&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Casino, Card, &amp;amp; Board Games&amp;#039;&amp;#039;&amp;#039;: virtual versions of physical games&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Board&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Card&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Casino&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039;&amp;#039;: gameplay is heavily story-driven and rarely, if ever, requires reflex-based actions from the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Adventure&amp;#039;&amp;#039;&amp;#039;: the players have agency and the potential to fail or be blocked&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Interactive Stories&amp;#039;&amp;#039;&amp;#039;: so-called &amp;quot;walking simulators,&amp;quot; these titles are like entering a book and being able to walk around in the environment, but not alter how the story will go&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;: gameplay primarily consists of puzzle-solving (ie, Hidden Object games)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Visual Novels&amp;#039;&amp;#039;&amp;#039;: unlike Interactive Stories, the player can usually only engage the next prompt to move the story along&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rhythm &amp;amp; Matching&amp;#039;&amp;#039;&amp;#039;: games having to do with following a sequence or matching items to succeed&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Dance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Match&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Music&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Role-Playing Games&amp;#039;&amp;#039;&amp;#039;: games where the players have the freedom to define their character and how they will interact with the story (if at all).  Note that many games have RPG elements (ie, the ability to spend points to improve their characters), but lack the freedom of a full RPG (see RPG section under &amp;quot;Action&amp;quot;).  Note also the lack of subcategories here--most RPGs are defined by other facets (setting, perspective)--breakouts like &amp;quot;Western RPG&amp;quot; vs &amp;quot;Japanese RPG&amp;quot; are too open to interpretation for our purposes&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Baseball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Basketball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Football&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Golf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hockey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Soccer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Strategy &amp;amp; Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;: players have a position they need to defend against attackers&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Expansion&amp;#039;&amp;#039;&amp;#039;: players explore an environment and expand their sphere of influence&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Game Mastering&amp;#039;&amp;#039;&amp;#039;: one player takes on a (usually antagonistic) role versus the other players&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Warfare &amp;amp; Conquest&amp;#039;&amp;#039;&amp;#039;: Players build an army and conquer all they can&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Trivia&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;: gameplay that focuses on the experience of driving/piloting a vehicle, with an emphasis placed on realism&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Space&amp;#039;&amp;#039;&amp;#039;: note that there are some action or RPG games with spaceships where the ship is the player&amp;#039;s avatar, rather than offering a &amp;quot;spaceship simulator&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=66</id>
		<title>Style of play</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=66"/>
		<updated>2019-10-11T17:39:01Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Scope&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is likely to be the most visible facet, as it&amp;#039;s the one that&amp;#039;s most analogous with the existing video game categories.  When looking at ways to improve classification, however, we can see that what these current categories are are a mix of different aspects (ie, &amp;quot;First Person Shooter&amp;quot; is a mix of perspective and play style).  The purpose of the &amp;quot;Style of play&amp;quot; facet is to isolate what the gameplay for a title is like, divorced from every other aspect like perspective or genre or tone.  &lt;br /&gt;
&lt;br /&gt;
At the same time, we have to understand that existing categories serve a purpose and are powerful &amp;quot;brands&amp;quot; in and of themselves.  There are magazines and websites dedicated to the &amp;quot;adventure&amp;quot; genre.  People eagerly wait for the next RPG title in their favorite series, whether it&amp;#039;s an &amp;quot;action RPG&amp;quot; *Diablo), a &amp;quot;traditional first-person RPG&amp;quot; (Elder Scrolls), or a &amp;quot;Japanese-style 3rd person RPG&amp;quot; (Final Fantasy).  &lt;br /&gt;
&lt;br /&gt;
The goal then is to try and break down the types of playstyles into its own hierarchy--if possible adopting existing genre language, but not being afraid to abstract to a core concept when the current categories mix too many concepts together.  See [[current video game categories]] for a list of how some of the larger video game vendors are currently classifying titles.  &lt;br /&gt;
&lt;br /&gt;
This may/will result in some titles being grouped together that historically haven&amp;#039;t been otherwise (ie, first person shooters sharing space with other games that rely primarily on shooting at targets).  This is envisioned to be a feature, not a bug, as the use of the other facets to further refine the content will allow customers to discover titles that match their preferred play style, including ones that might not have surfaced for them before.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Styles of Play&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;: successful play involves timing and reflexes on the part of the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Brawler &amp;amp; Melee&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on up-close combat&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Cinematic&amp;#039;&amp;#039;&amp;#039;: the video game equivalent of an action movie, with a mix of gameplay elements used to move the story along&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Survival&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on exploring the environment, and surviving the perils found there&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Platformer&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on navigating the environment vertically, as well as horizontally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;RPG&amp;#039;&amp;#039;&amp;#039;: an action-focused version of a &amp;quot;full&amp;quot; RPG; some character customization may be allowed, but roles are generally strictly defined and options for interacting with the storyline are limited to &amp;quot;which method will I use to kill the monster&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Shooter&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on ranged attacks against opponents&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on avoiding detection&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Vehicular&amp;#039;&amp;#039;&amp;#039;: distinct from the &amp;quot;Vehicles&amp;quot; category below, these are for games where driving/piloting a vehicle is more focused on the thrills, and not the realism&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build &amp;amp; Manage&amp;#039;&amp;#039;&amp;#039;: gameplay consists of using resources to build and/or maintain something&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: focus purely on construction (Minecraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Business&amp;#039;&amp;#039;&amp;#039;: focus on building and running some sort of business (Theme Park Tycoon)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Civic&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining some sort of society (Sim City, The Sims)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining a farm&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Casino, Card, &amp;amp; Board Games&amp;#039;&amp;#039;&amp;#039;: virtual versions of physical games&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Board&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Card&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Casino&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039;&amp;#039;: gameplay is heavily story-driven and rarely, if ever, requires reflex-based actions from the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Adventure&amp;#039;&amp;#039;&amp;#039;: the players have agency and the potential to fail or be blocked&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Interactive Stories&amp;#039;&amp;#039;&amp;#039;: so-called &amp;quot;walking simulators,&amp;quot; these titles are like entering a book and being able to walk around in the environment, but not alter how the story will go&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;: gameplay primarily consists of puzzle-solving (ie, Hidden Object games)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Visual Novels&amp;#039;&amp;#039;&amp;#039;: unlike Interactive Stories, the player can usually only engage the next prompt to move the story along&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rhythm &amp;amp; Matching&amp;#039;&amp;#039;&amp;#039;: games having to do with following a sequence or matching items to succeed&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Dance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Match&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Music&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Role-Playing Games&amp;#039;&amp;#039;&amp;#039;: games where the players have the freedom to define their character and how they will interact with the story (if at all).  Note that many games have RPG elements (ie, the ability to spend points to improve their characters), but lack the freedom of a full RPG (see RPG section under &amp;quot;Action&amp;quot;).  Note also the lack of subcategories here--most RPGs are defined by other facets (setting, perspective)--breakouts like &amp;quot;Western RPG&amp;quot; vs &amp;quot;Japanese RPG&amp;quot; are too open to interpretation for our purposes&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Baseball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Basketball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Football&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Golf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hockey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Soccer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Strategy &amp;amp; Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;: players have a position they need to defend against attackers&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Expansion&amp;#039;&amp;#039;&amp;#039;: players explore an environment and expand their sphere of influence&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Game Mastering&amp;#039;&amp;#039;&amp;#039;: one player takes on a (usually antagonistic) role versus the other players&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Warfare &amp;amp; Conquest&amp;#039;&amp;#039;&amp;#039;: Players build an army and conquer all they can&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Trivia&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;: gameplay that focuses on the experience of driving/piloting a vehicle, with an emphasis placed on realism&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Space&amp;#039;&amp;#039;&amp;#039;: note that there are some action or RPG games with spaceships where the ship is the player&amp;#039;s avatar, rather than offering a &amp;quot;spaceship simulator&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=65</id>
		<title>Style of play</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=65"/>
		<updated>2019-10-11T17:35:16Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Scope&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is the most significant facet, as it&amp;#039;s the one that&amp;#039;s most analogous with the existing video game categories.  When looking at ways to improve classification, however, we can see that what these current categories are are a mix of different aspects (ie, &amp;quot;First Person Shooter&amp;quot; is a mix of perspective and play style).  The purpose of the &amp;quot;Style of play&amp;quot; facet is to isolate what the gameplay for a title is like, divorced from every other aspect like perspective or genre or tone.  &lt;br /&gt;
&lt;br /&gt;
At the same time, we have to understand that existing categories serve a purpose and are powerful &amp;quot;brands&amp;quot; in and of themselves.  There are magazines and websites dedicated to the &amp;quot;adventure&amp;quot; genre.  People eagerly wait for the next RPG title in their favorite series, whether it&amp;#039;s an &amp;quot;action RPG&amp;quot; *Diablo), a &amp;quot;traditional first-person RPG&amp;quot; (Elder Scrolls), or a &amp;quot;Japanese-style 3rd person RPG&amp;quot; (Final Fantasy).  &lt;br /&gt;
&lt;br /&gt;
The goal then is to try and break down the types of playstyles into its own hierarchy--if possible adopting existing genre language, but not being afraid to abstract to a core concept when the current categories mix too many concepts together.  See [[current video game categories]] for a list of how some of the larger video game vendors are currently classifying titles.  &lt;br /&gt;
&lt;br /&gt;
This may/will result in some titles being grouped together that historically haven&amp;#039;t been otherwise (ie, first person shooters sharing space with other games that rely primarily on shooting at targets).  This is envisioned to be a feature, not a bug, as the use of the other facets to further refine the content will allow customers to discover titles that match their preferred play style, including ones that might not have surfaced for them before.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Styles of Play&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;: successful play involves timing and reflexes on the part of the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Brawler &amp;amp; Melee&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on up-close combat&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Cinematic&amp;#039;&amp;#039;&amp;#039;: the video game equivalent of an action movie, with a mix of gameplay elements used to move the story along&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Survival&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on exploring the environment, and surviving the perils found there&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Platformer&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on navigating the environment vertically, as well as horizontally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;RPG&amp;#039;&amp;#039;&amp;#039;: an action-focused version of a &amp;quot;full&amp;quot; RPG; some character customization may be allowed, but roles are generally strictly defined and options for interacting with the storyline are limited to &amp;quot;which method will I use to kill the monster&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Shooter&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on ranged attacks against opponents&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on avoiding detection&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Vehicular&amp;#039;&amp;#039;&amp;#039;: distinct from the &amp;quot;Vehicles&amp;quot; category below, these are for games where driving/piloting a vehicle is more focused on the thrills, and not the realism&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build &amp;amp; Manage&amp;#039;&amp;#039;&amp;#039;: gameplay consists of using resources to build and/or maintain something&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: focus purely on construction (Minecraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Business&amp;#039;&amp;#039;&amp;#039;: focus on building and running some sort of business (Theme Park Tycoon)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Civic&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining some sort of society (Sim City, The Sims)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining a farm&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Casino, Card, &amp;amp; Board Games&amp;#039;&amp;#039;&amp;#039;: virtual versions of physical games&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Board&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Card&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Casino&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039;&amp;#039;: gameplay is heavily story-driven and rarely, if ever, requires reflex-based actions from the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Adventure&amp;#039;&amp;#039;&amp;#039;: the players have agency and the potential to fail or be blocked&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Interactive Stories&amp;#039;&amp;#039;&amp;#039;: so-called &amp;quot;walking simulators,&amp;quot; these titles are like entering a book and being able to walk around in the environment, but not alter how the story will go&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;: gameplay primarily consists of puzzle-solving (ie, Hidden Object games)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Visual Novels&amp;#039;&amp;#039;&amp;#039;: unlike Interactive Stories, the player can usually only engage the next prompt to move the story along&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rhythm &amp;amp; Matching&amp;#039;&amp;#039;&amp;#039;: games having to do with following a sequence or matching items to succeed&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Dance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Match&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Music&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Role-Playing Games&amp;#039;&amp;#039;&amp;#039;: games where the players have the freedom to define their character and how they will interact with the story (if at all).  Note that many games have RPG elements (ie, the ability to spend points to improve their characters), but lack the freedom of a full RPG (see RPG section under &amp;quot;Action&amp;quot;).  Note also the lack of subcategories here--most RPGs are defined by other facets (setting, perspective)--breakouts like &amp;quot;Western RPG&amp;quot; vs &amp;quot;Japanese RPG&amp;quot; are too open to interpretation for our purposes&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Baseball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Basketball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Football&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Golf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hockey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Soccer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Strategy &amp;amp; Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;: players have a position they need to defend against attackers&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Expansion&amp;#039;&amp;#039;&amp;#039;: players explore an environment and expand their sphere of influence&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Game Mastering&amp;#039;&amp;#039;&amp;#039;: one player takes on a (usually antagonistic) role versus the other players&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Warfare &amp;amp; Conquest&amp;#039;&amp;#039;&amp;#039;: Players build an army and conquer all they can&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Trivia&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;: gameplay that focuses on the experience of driving/piloting a vehicle, with an emphasis placed on realism&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Space&amp;#039;&amp;#039;&amp;#039;: note that there are some action or RPG games with spaceships where the ship is the player&amp;#039;s avatar, rather than offering a &amp;quot;spaceship simulator&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=64</id>
		<title>Style of play</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=64"/>
		<updated>2019-10-11T02:05:31Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Scope&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is the most significant facet, as it&amp;#039;s the one that&amp;#039;s most analogous with the existing video game categories.  When looking at ways to improve classification, however, we can see that what these current categories are are a mix of different aspects (ie, &amp;quot;First Person Shooter&amp;quot; is a mix of perspective and play style).  The purpose of the &amp;quot;Style of play&amp;quot; facet is to isolate what the gameplay for a title is like, divorced from every other aspect like perspective or genre or tone.  &lt;br /&gt;
&lt;br /&gt;
At the same time, we have to understand that existing categories serve a purpose and are powerful &amp;quot;brands&amp;quot; in and of themselves.  There are magazines and websites dedicated to the &amp;quot;adventure&amp;quot; genre.  People eagerly wait for the next RPG title in their favorite series, whether it&amp;#039;s an &amp;quot;action RPG&amp;quot; *Diablo), a &amp;quot;traditional first-person RPG&amp;quot; (Elder Scrolls), or a &amp;quot;Japanese-style 3rd person RPG&amp;quot; (Final Fantasy).  &lt;br /&gt;
&lt;br /&gt;
The goal then is to try and break down the types of playstyles into its own hiearchy--if possible adopting existing genre language, but not being afraid to abstract to a core concept when the current categories mix too many concepts together.  See [[current video game categories]] for a list of how some of the larger video game vendors are currently classifying titles.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Styles of Play&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;: successful play involves timing and reflexes on the part of the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Brawler &amp;amp; Melee&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on up-close combat&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Cinematic&amp;#039;&amp;#039;&amp;#039;: the video game equivalent of an action movie, with a mix of gameplay elements used to move the story along&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Survival&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on exploring the environment, and surviving the perils found there&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Platformer&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on navigating the environment vertically, as well as horizontally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;RPG&amp;#039;&amp;#039;&amp;#039;: an action-focused version of a &amp;quot;full&amp;quot; RPG; some character customization may be allowed, but roles are generally strictly defined and options for interacting with the storyline are limited to &amp;quot;which method will I use to kill the monster&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Shooter&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on ranged attacks against opponents&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on avoiding detection&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Vehicular&amp;#039;&amp;#039;&amp;#039;: distinct from the &amp;quot;Vehicles&amp;quot; category below, these are for games where driving/piloting a vehicle is more focused on the thrills, and not the realism&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build &amp;amp; Manage&amp;#039;&amp;#039;&amp;#039;: gameplay consists of using resources to build and/or maintain something&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: focus purely on construction (Minecraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Business&amp;#039;&amp;#039;&amp;#039;: focus on building and running some sort of business (Theme Park Tycoon)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Civic&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining some sort of society (Sim City, The Sims)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining a farm&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Casino, Card, &amp;amp; Board Games&amp;#039;&amp;#039;&amp;#039;: virtual versions of physical games&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Board&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Card&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Casino&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039;&amp;#039;: gameplay is heavily story-driven and rarely, if ever, requires reflex-based actions from the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Adventure&amp;#039;&amp;#039;&amp;#039;: the players have agency and the potential to fail or be blocked&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Interactive Stories&amp;#039;&amp;#039;&amp;#039;: so-called &amp;quot;walking simulators,&amp;quot; these titles are like entering a book and being able to walk around in the environment, but not alter how the story will go&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;: gameplay primarily consists of puzzle-solving (ie, Hidden Object games)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Visual Novels&amp;#039;&amp;#039;&amp;#039;: unlike Interactive Stories, the player can usually only engage the next prompt to move the story along&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rhythm &amp;amp; Matching&amp;#039;&amp;#039;&amp;#039;: games having to do with following a sequence or matching items to succeed&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Dance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Match&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Music&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Role-Playing Games&amp;#039;&amp;#039;&amp;#039;: games where the players have the freedom to define their character and how they will interact with the story (if at all).  Note that many games have RPG elements (ie, the ability to spend points to improve their characters), but lack the freedom of a full RPG (see RPG section under &amp;quot;Action&amp;quot;).  Note also the lack of subcategories here--most RPGs are defined by other facets (setting, perspective)--breakouts like &amp;quot;Western RPG&amp;quot; vs &amp;quot;Japanese RPG&amp;quot; are too open to interpretation for our purposes&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Baseball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Basketball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Football&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Golf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hockey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Soccer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Strategy &amp;amp; Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;: players have a position they need to defend against attackers&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Expansion&amp;#039;&amp;#039;&amp;#039;: players explore an environment and expand their sphere of influence&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Game Mastering&amp;#039;&amp;#039;&amp;#039;: one player takes on a (usually antagonistic) role versus the other players&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Warfare &amp;amp; Conquest&amp;#039;&amp;#039;&amp;#039;: Players build an army and conquer all they can&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Trivia&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;: gameplay that focuses on the experience of driving/piloting a vehicle, with an emphasis placed on realism&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Space&amp;#039;&amp;#039;&amp;#039;: note that there are some action or RPG games with spaceships where the ship is the player&amp;#039;s avatar, rather than offering a &amp;quot;spaceship simulator&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=63</id>
		<title>Style of play</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=63"/>
		<updated>2019-10-11T02:04:24Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Scope&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is the most significant facet, as it&amp;#039;s the one that&amp;#039;s most analogous with the existing video game categories.  When looking at ways to improve classification, however, we can see that what these current categories are are a mix of different aspects (ie, &amp;quot;First Person Shooter&amp;quot; is a mix of perspective and play style).  The purpose of the &amp;quot;Style of play&amp;quot; facet is to isolate what the gameplay for a title is like, divorced from every other aspect like perspective or genre or tone.  &lt;br /&gt;
&lt;br /&gt;
At the same time, we have to understand that existing categories serve a purpose and are powerful &amp;quot;brands&amp;quot; in and of themselves.  There are magazines and websites dedicated to the &amp;quot;adventure&amp;quot; genre.  People eagerly wait for the next RPG title in their favorite series, whether it&amp;#039;s an &amp;quot;action RPG&amp;quot; *Diablo), a &amp;quot;traditional first-person RPG&amp;quot; (Elder Scrolls), or a &amp;quot;Japanese-style 3rd person RPG&amp;quot; (Final Fantasy).  &lt;br /&gt;
&lt;br /&gt;
The goal then is to try and break down the types of playstyles into its own hiearchy--if possible adopting existing genre language, but not being afraid to abstract to a core concept when the current categories mix too many concepts together.  See [[current video game categories]] for a list of how some of the larger video game vendors are currently classifying titles.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Styles of Play&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;: successful play involves timing and reflexes on the part of the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Brawler &amp;amp; Melee&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on up-close combat&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Cinematic&amp;#039;&amp;#039;&amp;#039;: the video game equivalent of an action movie, with a mix of gameplay elements used to move the story along&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Survival&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on exploring the environment, and surviving the perils found there&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Platformer&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on navigating the environment vertically, as well as horizontally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;RPG&amp;#039;&amp;#039;&amp;#039;: an action-focused version of a &amp;quot;full&amp;quot; RPG; some character customization may be allowed, but roles are generally strictly defined and options for interacting with the storyline are limited to &amp;quot;which method will I use to kill the monster&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Shooter&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on ranged attacks against opponents&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on avoiding detection&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Vehicular&amp;#039;&amp;#039;&amp;#039;: distinct from the &amp;quot;Vehicles&amp;quot; category below, these are for games where driving/piloting a vehicle is more focused on the thrills, and not the realism&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build &amp;amp; Manage&amp;#039;&amp;#039;&amp;#039;: gameplay consists of using resources to build and/or maintain something&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: focus purely on construction (Minecraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Business&amp;#039;&amp;#039;&amp;#039;: focus on building and running some sort of business&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Civic&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining some sort of society&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining a farm&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Casino, Card, &amp;amp; Board Games&amp;#039;&amp;#039;&amp;#039;: virtual versions of physical games&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Board&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Card&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Casino&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039;&amp;#039;: gameplay is heavily story-driven and rarely, if ever, requires reflex-based actions from the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Adventure&amp;#039;&amp;#039;&amp;#039;: the players have agency and the potential to fail or be blocked&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Interactive Stories&amp;#039;&amp;#039;&amp;#039;: so-called &amp;quot;walking simulators,&amp;quot; these titles are like entering a book and being able to walk around in the environment, but not alter how the story will go&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;: gameplay primarily consists of puzzle-solving (ie, Hidden Object games)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Visual Novels&amp;#039;&amp;#039;&amp;#039;: unlike Interactive Stories, the player can usually only engage the next prompt to move the story along&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rhythm &amp;amp; Matching&amp;#039;&amp;#039;&amp;#039;: games having to do with following a sequence or matching items to succeed&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Dance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Match&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Music&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Role-Playing Games&amp;#039;&amp;#039;&amp;#039;: games where the players have the freedom to define their character and how they will interact with the story (if at all).  Note that many games have RPG elements (ie, the ability to spend points to improve their characters), but lack the freedom of a full RPG (see RPG section under &amp;quot;Action&amp;quot;).  Note also the lack of subcategories here--most RPGs are defined by other facets (setting, perspective)--breakouts like &amp;quot;Western RPG&amp;quot; vs &amp;quot;Japanese RPG&amp;quot; are too open to interpretation for our purposes&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Baseball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Basketball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Football&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Golf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hockey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Soccer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Strategy &amp;amp; Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;: players have a position they need to defend against attackers&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Expansion&amp;#039;&amp;#039;&amp;#039;: players explore an environment and expand their sphere of influence&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Game Mastering&amp;#039;&amp;#039;&amp;#039;: one player takes on a (usually antagonistic) role versus the other players&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Warfare &amp;amp; Conquest&amp;#039;&amp;#039;&amp;#039;: Players build an army and conquer all they can&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Trivia&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;: gameplay that focuses on the experience of driving/piloting a vehicle, with an emphasis placed on realism&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Space&amp;#039;&amp;#039;&amp;#039;: note that there are some action or RPG games with spaceships where the ship is the player&amp;#039;s avatar, rather than offering a &amp;quot;spaceship simulator&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=62</id>
		<title>Style of play</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=62"/>
		<updated>2019-10-11T02:01:47Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Scope&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is the most significant facet, as it&amp;#039;s the one that&amp;#039;s most analogous with the existing video game categories.  When looking at ways to improve classification, however, we can see that what these current categories are are a mix of different aspects (ie, &amp;quot;First Person Shooter&amp;quot; is a mix of perspective and play style).  The purpose of the &amp;quot;Style of play&amp;quot; facet is to isolate what the gameplay for a title is like, divorced from every other aspect like perspective or genre or tone.  &lt;br /&gt;
&lt;br /&gt;
At the same time, we have to understand that existing categories serve a purpose and are powerful &amp;quot;brands&amp;quot; in and of themselves.  There are magazines and websites dedicated to the &amp;quot;adventure&amp;quot; genre.  People eagerly wait for the next RPG title in their favorite series, whether it&amp;#039;s an &amp;quot;action RPG&amp;quot; *Diablo), a &amp;quot;traditional first-person RPG&amp;quot; (Elder Scrolls), or a &amp;quot;Japanese-style 3rd person RPG&amp;quot; (Final Fantasy).  &lt;br /&gt;
&lt;br /&gt;
The goal then is to try and break down the types of playstyles into its own hiearchy--if possible adopting existing genre language, but not being afraid to abstract to a core concept when the current categories mix too many concepts together.  See [[current video game categories]] for a list of how some of the larger video game vendors are currently classifying titles.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Styles of Play&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;: successful play involves timing and reflexes on the part of the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Brawler &amp;amp; Melee&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on up-close combat&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Cinematic&amp;#039;&amp;#039;&amp;#039;: the video game equivalent of an action movie, with a mix of gameplay elements used to move the story along&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Survival&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on exploring the environment, and surviving the perils found there&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Platformer&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on navigating the environment vertically, as well as horizontally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;RPG&amp;#039;&amp;#039;&amp;#039;: an action-focused version of a &amp;quot;full&amp;quot; RPG; generally some character customization is allowed, but roles are generally strictly defined and options for interacting with the storyline are limited to &amp;quot;which method will I use to kill the monster&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Shooter&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on ranged attacks against opponents&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on avoiding detection&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Vehicular&amp;#039;&amp;#039;&amp;#039;: distinct from the &amp;quot;Vehicles&amp;quot; category below, these are for games where driving/piloting a vehicle is more focused on the thrills, and not the realism&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build &amp;amp; Manage&amp;#039;&amp;#039;&amp;#039;: gameplay consists of using resources to build and/or maintain something&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: focus purely on construction (Minecraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Business&amp;#039;&amp;#039;&amp;#039;: focus on building and running some sort of business&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Civic&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining some sort of society&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining a farm&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Casino, Card, &amp;amp; Board Games&amp;#039;&amp;#039;&amp;#039;: virtual versions of physical games&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Board&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Card&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Casino&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039;&amp;#039;: gameplay is heavily story-driven and rarely, if ever, requires reflex-based actions from the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Adventure&amp;#039;&amp;#039;&amp;#039;: the players have agency and the potential to fail or be blocked&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Interactive Stories&amp;#039;&amp;#039;&amp;#039;: so-called &amp;quot;walking simulators,&amp;quot; these titles are like entering a book and being able to walk around in the environment, but not alter how the story will go&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;: gameplay primarily consists of puzzle-solving (ie, Hidden Object games)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Visual Novels&amp;#039;&amp;#039;&amp;#039;: unlike Interactive Stories, the player can usually only engage the next prompt to move the story along&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rhythm &amp;amp; Matching&amp;#039;&amp;#039;&amp;#039;: games having to do with following a sequence or matching items to succeed&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Dance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Match&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Music&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Role-Playing Games&amp;#039;&amp;#039;&amp;#039;: games where the players have the freedom to define their character and how they will interact with the story (if at all).  Note that many games have RPG elements (ie, the ability to spend points to improve their characters), but lack the freedom of a full RPG (see RPG section under &amp;quot;Action&amp;quot;).  Note also the lack of subcategories here--most RPGs are defined by other facets (setting, perspective)--breakouts like &amp;quot;Western RPG&amp;quot; vs &amp;quot;Japanese RPG&amp;quot; are too open to interpretation for our purposes&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Baseball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Basketball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Football&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Golf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hockey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Soccer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Strategy &amp;amp; Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;: players have a position they need to defend against attackers&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Expansion&amp;#039;&amp;#039;&amp;#039;: players explore an environment and expand their sphere of influence&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Game Mastering&amp;#039;&amp;#039;&amp;#039;: one player takes on a (usually antagonistic) role versus the other players&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Warfare &amp;amp; Conquest&amp;#039;&amp;#039;&amp;#039;: Players build an army and conquer all they can&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Trivia&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;: gameplay that focuses on the experience of driving/piloting a vehicle, with an emphasis placed on realism&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Space&amp;#039;&amp;#039;&amp;#039;: note that there are some action or RPG games with spaceships where the ship is the player&amp;#039;s avatar, rather than offering a &amp;quot;spaceship simulator&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=61</id>
		<title>Style of play</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=61"/>
		<updated>2019-10-11T01:57:11Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Scope&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is the most significant facet, as it&amp;#039;s the one that&amp;#039;s most analogous with the existing video game categories.  When looking at ways to improve classification, however, we can see that what these current categories are are a mix of different aspects (ie, &amp;quot;First Person Shooter&amp;quot; is a mix of perspective and play style).  The purpose of the &amp;quot;Style of play&amp;quot; facet is to isolate what the gameplay for a title is like, divorced from every other aspect like perspective or genre or tone.  &lt;br /&gt;
&lt;br /&gt;
At the same time, we have to understand that existing categories serve a purpose and are powerful &amp;quot;brands&amp;quot; in and of themselves.  There are magazines and websites dedicated to the &amp;quot;adventure&amp;quot; genre.  People eagerly wait for the next RPG title in their favorite series, whether it&amp;#039;s an &amp;quot;action RPG&amp;quot; *Diablo), a &amp;quot;traditional first-person RPG&amp;quot; (Elder Scrolls), or a &amp;quot;Japanese-style 3rd person RPG&amp;quot; (Final Fantasy).  &lt;br /&gt;
&lt;br /&gt;
The goal then is to try and break down the types of playstyles into its own hiearchy--if possible adopting existing genre language, but not being afraid to abstract to a core concept when the current categories mix too many concepts together.  See [[current video game categories]] for a list of how some of the larger video game vendors are currently classifying titles.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Styles of Play&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;: successful play involves timing and reflexes on the part of the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Arcade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Brawler &amp;amp; Melee&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on up-close combat&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Cinematic&amp;#039;&amp;#039;&amp;#039;: the video game equivalent of an action movie, with a mix of gameplay elements used to move the story along&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Survival&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on exploring the environment, and surviving the perils found there&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Platformer&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on navigating the environment vertically, as well as horizontally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;RPG&amp;#039;&amp;#039;&amp;#039;: an action-focused version of a &amp;quot;full&amp;quot; RPG; generally some character customization is allowed, but roles are generally strictly defined and options for interacting with the storyline are limited to &amp;quot;which method will I use to kill the monster&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Shooter&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on ranged attacks against opponents&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on avoiding detection&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Vehicular&amp;#039;&amp;#039;&amp;#039;: distinct from the &amp;quot;Vehicles&amp;quot; category below, these are for games where driving/piloting a vehicle is more focused on the thrills, and not the realism&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build &amp;amp; Manage&amp;#039;&amp;#039;&amp;#039;: gameplay consists of using resources to build and/or maintain something&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: focus purely on construction (Minecraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Business&amp;#039;&amp;#039;&amp;#039;: focus on building and running some sort of business&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Civic&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining some sort of society&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining a farm&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Casino, Card, &amp;amp; Board Games&amp;#039;&amp;#039;&amp;#039;: virtual versions of physical games&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Board&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Card&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Casino&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039;&amp;#039;: gameplay is heavily story-driven and rarely, if ever, requires reflex-based actions from the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Adventure&amp;#039;&amp;#039;&amp;#039;: the players have agency and the potential to fail or be blocked&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Interactive Stories&amp;#039;&amp;#039;&amp;#039;: so-called &amp;quot;walking simulators,&amp;quot; these titles are like entering a book and being able to walk around in the environment, but not alter how the story will go&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;: gameplay primarily consists of puzzle-solving (ie, Hidden Object games)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Visual Novels&amp;#039;&amp;#039;&amp;#039;: unlike Interactive Stories, the player can usually only engage the next prompt to move the story along&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rhythm &amp;amp; Matching&amp;#039;&amp;#039;&amp;#039;: games having to do with following a sequence or matching items to succeed&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Dance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Match&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Music&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Role-Playing Games&amp;#039;&amp;#039;&amp;#039;: games where the players have the freedom to define their character and how they will interact with the story (if at all).  Note that many games have RPG elements (ie, the ability to spend points to improve their characters), but lack the freedom of a full RPG (see RPG section under &amp;quot;Action&amp;quot;).  Note also the lack of subcategories here--most RPGs are defined by other facets (setting, perspective)--breakouts like &amp;quot;Western RPG&amp;quot; vs &amp;quot;Japanese RPG&amp;quot; are too open to interpretation for our purposes&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Baseball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Basketball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Football&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Golf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hockey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Soccer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Strategy &amp;amp; Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;: players have a position they need to defend against attackers&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Expansion&amp;#039;&amp;#039;&amp;#039;: players explore an environment and expand their sphere of influence&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Game Mastering&amp;#039;&amp;#039;&amp;#039;: one player takes on a (usually antagonistic) role versus the other players&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Warfare &amp;amp; Conquest&amp;#039;&amp;#039;&amp;#039;: Players build an army and conquer all they can&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Trivia&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;: gameplay that focuses on the experience of driving/piloting a vehicle, with an emphasis placed on realism&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Space&amp;#039;&amp;#039;&amp;#039;: note that there are some action or RPG games with spaceships where the ship is the player&amp;#039;s avatar, rather than offering a &amp;quot;spaceship simulator&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=60</id>
		<title>Style of play</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=60"/>
		<updated>2019-10-11T01:55:32Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Scope&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is the most significant facet, as it&amp;#039;s the one that&amp;#039;s most analogous with the existing video game categories.  When looking at ways to improve classification, however, we can see that what these current categories are are a mix of different aspects (ie, &amp;quot;First Person Shooter&amp;quot; is a mix of perspective and play style).  The purpose of the &amp;quot;Style of play&amp;quot; facet is to isolate what the gameplay for a title is like, divorced from every other aspect like perspective or genre or tone.  &lt;br /&gt;
&lt;br /&gt;
At the same time, we have to understand that existing categories serve a purpose and are powerful &amp;quot;brands&amp;quot; in and of themselves.  There are magazines and websites dedicated to the &amp;quot;adventure&amp;quot; genre.  People eagerly wait for the next RPG title in their favorite series, whether it&amp;#039;s an &amp;quot;action RPG&amp;quot; *Diablo), a &amp;quot;traditional first-person RPG&amp;quot; (Elder Scrolls), or a &amp;quot;Japanese-style 3rd person RPG&amp;quot; (Final Fantasy).  &lt;br /&gt;
&lt;br /&gt;
The goal then is to try and break down the types of playstyles into its own hiearchy--if possible adopting existing genre language, but not being afraid to abstract to a core concept when the current categories mix too many concepts together.  See [[current video game categories]] for a list of how some of the larger video game vendors are currently classifying titles.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Styles of Play&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;: successful play involves timing and reflexes on the part of the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Arcade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Brawler &amp;amp; Melee&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on up-close combat&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Cinematic&amp;#039;&amp;#039;&amp;#039;: the video game equivalent of an action movie, with a mix of gameplay elements used to move the story along&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Survival&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on exploring the environment, and surviving the perils found there&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Platformer&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on navigating the environment vertically, as well as horizontally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;RPG&amp;#039;&amp;#039;&amp;#039;: an action-focused version of a &amp;quot;full&amp;quot; RPG; generally some character customization is allowed, but roles are generally strictly defined and options for interacting with the storyline are limited to &amp;quot;which method will I use to kill the monster&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Shooter&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on ranged attacks against opponents&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on avoiding detection&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Vehicular&amp;#039;&amp;#039;&amp;#039;: distinct from the &amp;quot;Vehicles&amp;quot; category below, these are for games where driving/piloting a vehicle is more focused on the thrills, and not the realism&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build &amp;amp; Manage&amp;#039;&amp;#039;&amp;#039;: gameplay consists of using resources to build and/or maintain something&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: focus purely on construction (Minecraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Business&amp;#039;&amp;#039;&amp;#039;: focus on building and running some sort of business&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Civic&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining some sort of society&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining a farm&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Casino, Card, &amp;amp; Board Games&amp;#039;&amp;#039;&amp;#039;: virtual versions of physical games&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Board&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Card&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Casino&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039;&amp;#039;: gameplay is heavily story-driven and rarely, if ever, requires reflex-based actions from the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Adventure&amp;#039;&amp;#039;&amp;#039;: the players have agency and the potential to fail or be blocked&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Interactive Stories&amp;#039;&amp;#039;&amp;#039;: so-called &amp;quot;walking simulators,&amp;quot; these titles are like entering a book and being able to walk around in the environment, but not alter how the story will go&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;: gameplay primarily consists of puzzle-solving (ie, Hidden Object games)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Visual Novels&amp;#039;&amp;#039;&amp;#039;: unlike Interactive Stories, the player can usually only engage the next prompt to move the story along&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rhythm &amp;amp; Matching&amp;#039;&amp;#039;&amp;#039;: games having to do with following a sequence, or matching items to succeed&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Dance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Match&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Music&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Role-Playing Games&amp;#039;&amp;#039;&amp;#039;: games where the players have the freedom to define their character and how they will interact with the story (if at all).  Note that many games have RPG elements (ie, the ability to spend points to improve their characters), but lack the freedom of a full RPG (see RPG section under &amp;quot;Action&amp;quot;).  Note also the lack of subcategories here--most RPGs are defined by other facets (setting, perspective)--breakouts like &amp;quot;Western RPG&amp;quot; vs &amp;quot;Japanese RPG&amp;quot; are too open to interpretation for our purposes&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Baseball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Basketball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Football&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Golf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hockey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Soccer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Strategy &amp;amp; Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;: players have a position they need to defend against attackers&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Expansion&amp;#039;&amp;#039;&amp;#039;: players explore an environment and expand their sphere of influence&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Game Mastering&amp;#039;&amp;#039;&amp;#039;: one player takes on a (usually antagonistic) role versus the other players&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Warfare &amp;amp; Conquest&amp;#039;&amp;#039;&amp;#039;: Players build an army and conquer all they can&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Trivia&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;: gameplay that focuses on the experience of driving/piloting a vehicle, with an emphasis placed on realism&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Space&amp;#039;&amp;#039;&amp;#039;: note that there are some action or RPG games with spaceships where the ship is the player&amp;#039;s avatar, rather than offering a &amp;quot;spaceship simulator&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=59</id>
		<title>Style of play</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=59"/>
		<updated>2019-10-11T01:50:28Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Scope&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is the most significant facet, as it&amp;#039;s the one that&amp;#039;s most analogous with the existing video game categories.  When looking at ways to improve classification, however, we can see that what these current categories are are a mix of different aspects (ie, &amp;quot;First Person Shooter&amp;quot; is a mix of perspective and play style).  The purpose of the &amp;quot;Style of play&amp;quot; facet is to isolate what the gameplay for a title is like, divorced from every other aspect like perspective or genre or tone.  &lt;br /&gt;
&lt;br /&gt;
At the same time, we have to understand that existing categories serve a purpose and are powerful &amp;quot;brands&amp;quot; in and of themselves.  There are magazines and websites dedicated to the &amp;quot;adventure&amp;quot; genre.  People eagerly wait for the next RPG title in their favorite series, whether it&amp;#039;s an &amp;quot;action RPG&amp;quot; *Diablo), a &amp;quot;traditional first-person RPG&amp;quot; (Elder Scrolls), or a &amp;quot;Japanese-style 3rd person RPG&amp;quot; (Final Fantasy).  &lt;br /&gt;
&lt;br /&gt;
The goal then is to try and break down the types of playstyles into its own hiearchy--if possible adopting existing genre language, but not being afraid to abstract to a core concept when the current categories mix too many concepts together.  See [[current video game categories]] for a list of how some of the larger video game vendors are currently classifying titles.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Styles of Play&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;: successful play involves timing and reflexes on the part of the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Arcade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Brawler &amp;amp; Melee&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on up-close combat&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Cinematic&amp;#039;&amp;#039;&amp;#039;: the video game equivalent of an action movie, with a mix of gameplay elements used to move the story along&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Survival&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on exploring the environment, and surviving the perils found there&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Platformer&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on navigating the environment vertically, as well as horizontally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;RPG&amp;#039;&amp;#039;&amp;#039;: an action-focused version of a &amp;quot;full&amp;quot; RPG; generally some character customization is allowed, but roles are generally strictly defined and options for interacting with the storyline are limited to &amp;quot;which method will I use to kill the monster&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Shooter&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on ranged attacks against opponents&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on avoiding detection&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Vehicular&amp;#039;&amp;#039;&amp;#039;: distinct from the &amp;quot;Vehicles&amp;quot; category below, these are for games where driving/piloting a vehicle is more focused on the thrills, and not the realism&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build &amp;amp; Manage&amp;#039;&amp;#039;&amp;#039;: gameplay consists of using resources to build and/or maintain something&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: focus purely on construction (Minecraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Business&amp;#039;&amp;#039;&amp;#039;: focus on building and running some sort of business&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Civic&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining some sort of society&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining a farm&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Casino, Card, &amp;amp; Board Games&amp;#039;&amp;#039;&amp;#039;: virtual versions of physical games&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Board&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Card&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Casino&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039;&amp;#039;: gameplay is heavily story-driven and rarely, if ever, requires reflex-based actions from the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Adventure&amp;#039;&amp;#039;&amp;#039;: the players have agency and the potential to fail or be blocked&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Interactive Stories&amp;#039;&amp;#039;&amp;#039;: so-called &amp;quot;walking simulators,&amp;quot; these titles are like entering a book and being able to walk around in the environment, but not alter how the story will go&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;: gameplay primarily consists of puzzle-solving (ie, Hidden Object games)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Visual Novels&amp;#039;&amp;#039;&amp;#039;: unlike Interactive Stories, the player in this case primarily has to engage the next prompt for the story to move along&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rhythm &amp;amp; Matching&amp;#039;&amp;#039;&amp;#039;: games having to do with following a sequence, or matching items to succeed&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Dance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Match&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Music&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Role-Playing Games&amp;#039;&amp;#039;&amp;#039;: games where the players have the freedom to define their character and how they will interact with the story (if at all).  Note that many games have RPG elements (ie, the ability to spend points to improve their characters), but lack the freedom of a full RPG (see RPG section under &amp;quot;Action&amp;quot;).  Note also the lack of subcategories here--most RPGs are defined by other facets (setting, perspective)--breakouts like &amp;quot;Western RPG&amp;quot; vs &amp;quot;Japanese RPG&amp;quot; are too open to interpretation for our purposes&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Baseball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Basketball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Football&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Golf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hockey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Soccer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Strategy &amp;amp; Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;: players have a position they need to defend against attackers&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Expansion&amp;#039;&amp;#039;&amp;#039;: players explore an environment and expand their sphere of influence&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Game Mastering&amp;#039;&amp;#039;&amp;#039;: one player takes on a (usually antagonistic) role versus the other players&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Warfare &amp;amp; Conquest&amp;#039;&amp;#039;&amp;#039;: Players build an army and conquer all they can&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Trivia&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;: gameplay that focuses on the experience of driving/piloting a vehicle, with an emphasis placed on realism&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Space&amp;#039;&amp;#039;&amp;#039;: note that there are some action or RPG games with spaceships where the ship is the player&amp;#039;s avatar, rather than offering a &amp;quot;spaceship simulator&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=58</id>
		<title>Style of play</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=58"/>
		<updated>2019-10-11T01:49:03Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Scope&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is the most significant facet, as it&amp;#039;s the one that&amp;#039;s most analogous with the existing video game categories.  When looking at ways to improve classification, however, we can see that what these current categories are are a mix of different aspects (ie, &amp;quot;First Person Shooter&amp;quot; is a mix of perspective and play style).  The purpose of the &amp;quot;Style of play&amp;quot; facet is to isolate what the gameplay for a title is like, divorced from every other aspect like perspective or genre or tone.  &lt;br /&gt;
&lt;br /&gt;
At the same time, we have to understand that existing categories serve a purpose and are powerful &amp;quot;brands&amp;quot; in and of themselves.  There are magazines and websites dedicated to the &amp;quot;adventure&amp;quot; genre.  People eagerly wait for the next RPG title in their favorite series, whether it&amp;#039;s an &amp;quot;action RPG&amp;quot; *Diablo), a &amp;quot;traditional first-person RPG&amp;quot; (Elder Scrolls), or a &amp;quot;Japanese-style 3rd person RPG&amp;quot; (Final Fantasy).  &lt;br /&gt;
&lt;br /&gt;
The goal then is to try and break down the types of playstyles into its own hiearchy--if possible adopting existing genre language, but not being afraid to abstract to a core concept when the current categories mix too many concepts together.  See [[current video game categories]] for a list of how some of the larger video game vendors are currently classifying titles.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Styles of Play&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;: successful play involves timing and reflexes on the part of the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Arcade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Brawler &amp;amp; Melee&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on up-close combat&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Cinematic&amp;#039;&amp;#039;&amp;#039;: the video game equivalent of an action movie, with a mix of gameplay elements used to move the story along&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Survival&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on exploring the environment, and surviving the perils found there&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Platformer&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on navigating the environment vertically, as well as horizontally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;RPG&amp;#039;&amp;#039;&amp;#039;: an action-focused version of a &amp;quot;full&amp;quot; RPG; generally some character customization is allowed, but roles are generally strictly defined and options for interacting with the storyline are limited to &amp;quot;which method will I use to kill the monster&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Shooter&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on ranged attacks against opponents&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on avoiding detection&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Vehicular&amp;#039;&amp;#039;&amp;#039;: distinct from the &amp;quot;Vehicles&amp;quot; category below, these are for games where driving/piloting a vehicle is more focused on the thrills, and not the realism&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build &amp;amp; Manage&amp;#039;&amp;#039;&amp;#039;: gameplay consists of using resources to build and/or maintain something&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: focus purely on construction (Minecraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Business&amp;#039;&amp;#039;&amp;#039;: focus on building and running some sort of business&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Civic&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining some sort of society&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining a farm&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Casino, Card, &amp;amp; Board Games&amp;#039;&amp;#039;&amp;#039;: virtual versions of physical games&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Board&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Card&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Casino&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039;&amp;#039;: gameplay is heavily story-driven and rarely, if ever, requires reflex-based actions from the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Adventure&amp;#039;&amp;#039;&amp;#039;: the players have agency and the potential to fail or be blocked&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hidden Object&amp;#039;&amp;#039;&amp;#039;: players must discover objects hidden in an image to progress the story&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Interactive Stories&amp;#039;&amp;#039;&amp;#039;: so-called &amp;quot;walking simulators,&amp;quot; these titles are like entering a book and being able to walk around in the environment, but not alter how the story will go&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;: gameplay primarily consists of puzzle-solving&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Visual Novels&amp;#039;&amp;#039;&amp;#039;: unlike Interactive Stories, the player in this case primarily has to engage the next prompt for the story to move along&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rhythm &amp;amp; Matching&amp;#039;&amp;#039;&amp;#039;: games having to do with following a sequence, or matching items to succeed&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Dance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Match&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Music&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Role-Playing Games&amp;#039;&amp;#039;&amp;#039;: games where the players have the freedom to define their character and how they will interact with the story (if at all).  Note that many games have RPG elements (ie, the ability to spend points to improve their characters), but lack the freedom of a full RPG (see RPG section under &amp;quot;Action&amp;quot;).  Note also the lack of subcategories here--most RPGs are defined by other facets (setting, perspective)--breakouts like &amp;quot;Western RPG&amp;quot; vs &amp;quot;Japanese RPG&amp;quot; are too open to interpretation for our purposes&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Baseball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Basketball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Football&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Golf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hockey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Soccer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Strategy &amp;amp; Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;: players have a position they need to defend against attackers&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Expansion&amp;#039;&amp;#039;&amp;#039;: players explore an environment and expand their sphere of influence&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Game Mastering&amp;#039;&amp;#039;&amp;#039;: one player takes on a (usually antagonistic) role versus the other players&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Warfare &amp;amp; Conquest&amp;#039;&amp;#039;&amp;#039;: Players build an army and conquer all they can&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Trivia&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;: gameplay that focuses on the experience of driving/piloting a vehicle, with an emphasis placed on realism&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Space&amp;#039;&amp;#039;&amp;#039;: note that there are some action or RPG games with spaceships where the ship is the player&amp;#039;s avatar, rather than offering a &amp;quot;spaceship simulator&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=57</id>
		<title>Style of play</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=57"/>
		<updated>2019-10-11T01:48:05Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Scope&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is the most significant facet, as it&amp;#039;s the one that&amp;#039;s most analogous with the existing video game categories.  When looking at ways to improve classification, however, we can see that what these current categories are are a mix of different aspects (ie, &amp;quot;First Person Shooter&amp;quot; is a mix of perspective and play style).  The purpose of the &amp;quot;Style of play&amp;quot; facet is to isolate what the gameplay for a title is like, divorced from every other aspect like perspective or genre or tone.  &lt;br /&gt;
&lt;br /&gt;
At the same time, we have to understand that existing categories serve a purpose and are powerful &amp;quot;brands&amp;quot; in and of themselves.  There are magazines and websites dedicated to the &amp;quot;adventure&amp;quot; genre.  People eagerly wait for the next RPG title in their favorite series, whether it&amp;#039;s an &amp;quot;action RPG&amp;quot; *Diablo), a &amp;quot;traditional first-person RPG&amp;quot; (Elder Scrolls), or a &amp;quot;Japanese-style 3rd person RPG&amp;quot; (Final Fantasy).  &lt;br /&gt;
&lt;br /&gt;
The goal then is to try and break down the types of playstyles into its own hiearchy--if possible adopting existing genre language, but not being afraid to abstract to a core concept when the current categories mix too many concepts together.  See [[current video game categories]] for a list of how some of the larger video game vendors are currently classifying titles.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Styles of Play&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;: successful play involves timing and reflexes on the part of the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Arcade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Brawler &amp;amp; Melee&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on up-close combat&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Cinematic&amp;#039;&amp;#039;&amp;#039;: the video game equivalent of an action movie, with a mix of gameplay elements used to move the story along&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Survival&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on exploring the environment, and surviving the perils found there&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Platformer&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on navigating the environment vertically, as well as horizontally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;RPG&amp;#039;&amp;#039;&amp;#039;: an action-focused version of a &amp;quot;full&amp;quot; RPG; generally some character customization is allowed, but roles are generally strictly defined and options for interacting with the storyline are limited to &amp;quot;which method will I use to kill the monster&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Shooter&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on ranged attacks against opponents&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on avoiding detection&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Vehicular&amp;#039;&amp;#039;&amp;#039;: distinct from the &amp;quot;Vehicles&amp;quot; category below, these are for games where driving/piloting a vehicle is more focused on the thrills, and not the realism&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build &amp;amp; Manage&amp;#039;&amp;#039;&amp;#039;: gameplay consists of using resources to build and/or maintain something&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: focus purely on construction (Minecraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Business&amp;#039;&amp;#039;&amp;#039;: focus on building and running some sort of business&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Civic&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining some sort of society&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining a farm&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Casino, Card, &amp;amp; Board Games&amp;#039;&amp;#039;&amp;#039;: virtual versions of physical games&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Board&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Card&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Casino&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039;&amp;#039;: gameplay is heavily story-driven, and rarely, if ever, requires reflex-based actions from the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Adventure&amp;#039;&amp;#039;&amp;#039;: the players have agency and the potential to fail or be blocked&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hidden Object&amp;#039;&amp;#039;&amp;#039;: players must discover objects hidden in an image to progress the story&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Interactive Stories&amp;#039;&amp;#039;&amp;#039;: so-called &amp;quot;walking simulators,&amp;quot; these titles are like entering a book and being able to walk around in the environment, but not alter how the story will go&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;: gameplay primarily consists of puzzle-solving&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Visual Novels&amp;#039;&amp;#039;&amp;#039;: unlike Interactive Stories, the player in this case primarily has to engage the next prompt for the story to move along&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rhythm &amp;amp; Matching&amp;#039;&amp;#039;&amp;#039;: games having to do with following a sequence, or matching items to succeed&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Dance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Match&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Music&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Role-Playing Games&amp;#039;&amp;#039;&amp;#039;: games where the players have the freedom to define their character and how they will interact with the story (if at all).  Note that many games have RPG elements (ie, the ability to spend points to improve their characters), but lack the freedom of a full RPG (see RPG section under &amp;quot;Action&amp;quot;).  Note also the lack of subcategories here--most RPGs are defined by other facets (setting, perspective)--breakouts like &amp;quot;Western RPG&amp;quot; vs &amp;quot;Japanese RPG&amp;quot; are too open to interpretation for our purposes&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Baseball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Basketball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Football&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Golf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hockey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Soccer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Strategy &amp;amp; Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;: players have a position they need to defend against attackers&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Expansion&amp;#039;&amp;#039;&amp;#039;: players explore an environment and expand their sphere of influence&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Game Mastering&amp;#039;&amp;#039;&amp;#039;: one player takes on a (usually antagonistic) role versus the other players&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Warfare &amp;amp; Conquest&amp;#039;&amp;#039;&amp;#039;: Players build an army and conquer all they can&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Trivia&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;: gameplay that focuses on the experience of driving/piloting a vehicle, with an emphasis placed on realism&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Space&amp;#039;&amp;#039;&amp;#039;: note that there are some action or RPG games with spaceships where the ship is the player&amp;#039;s avatar, rather than offering a &amp;quot;spaceship simulator&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=56</id>
		<title>Style of play</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=56"/>
		<updated>2019-10-11T01:43:25Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Scope&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is the most significant facet, as it&amp;#039;s the one that&amp;#039;s most analogous with the existing video game categories.  When looking at ways to improve classification, however, we can see that what these current categories are are a mix of different aspects (ie, &amp;quot;First Person Shooter&amp;quot; is a mix of perspective and play style).  The purpose of the &amp;quot;Style of play&amp;quot; facet is to isolate what the gameplay for a title is like, divorced from every other aspect like perspective or genre or tone.  &lt;br /&gt;
&lt;br /&gt;
At the same time, we have to understand that existing categories serve a purpose and are powerful &amp;quot;brands&amp;quot; in and of themselves.  There are magazines and websites dedicated to the &amp;quot;adventure&amp;quot; genre.  People eagerly wait for the next RPG title in their favorite series, whether it&amp;#039;s an &amp;quot;action RPG&amp;quot; *Diablo), a &amp;quot;traditional first-person RPG&amp;quot; (Elder Scrolls), or a &amp;quot;Japanese-style 3rd person RPG&amp;quot; (Final Fantasy).  &lt;br /&gt;
&lt;br /&gt;
The goal then is to try and break down the types of playstyles into its own hiearchy--if possible adopting existing genre language, but not being afraid to abstract to a core concept when the current categories mix too many concepts together.  See [[current video game categories]] for a list of how some of the larger video game vendors are currently classifying titles.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Styles of Play&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;: successful play involves timing and reflexes on the part of the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Arcade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Brawler &amp;amp; Melee&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on up-close combat&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Cinematic&amp;#039;&amp;#039;&amp;#039;: the video game equivalent of an action movie, with a mix of gameplay elements used to move the story along&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Survival&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on exploring the environment, and surviving the perils found there&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Platformer&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on navigating the environment vertically, as well as horizontally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Shooter&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on ranged attacks against opponents&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on avoiding detection&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Vehicular&amp;#039;&amp;#039;&amp;#039;: distinct from the &amp;quot;Vehicles&amp;quot; category below, these are for games where driving/piloting a vehicle is more focused on the thrills, and not the realism&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build &amp;amp; Manage&amp;#039;&amp;#039;&amp;#039;: gameplay consists of using resources to build and/or maintain something&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: focus purely on construction (Minecraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Business&amp;#039;&amp;#039;&amp;#039;: focus on building and running some sort of business&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Civic&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining some sort of society&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining a farm&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Casino, Card, &amp;amp; Board Games&amp;#039;&amp;#039;&amp;#039;: virtual versions of physical games&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Board&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Card&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Casino&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039;&amp;#039;: gameplay is heavily story-driven, and rarely, if ever, requires reflex-based actions from the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Adventure&amp;#039;&amp;#039;&amp;#039;: the players have agency and the potential to fail or be blocked&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hidden Object&amp;#039;&amp;#039;&amp;#039;: players must discover objects hidden in an image to progress the story&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Interactive Stories&amp;#039;&amp;#039;&amp;#039;: so-called &amp;quot;walking simulators,&amp;quot; these titles are like entering a book and being able to walk around in the environment, but not alter how the story will go&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;: gameplay primarily consists of puzzle-solving&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Visual Novels&amp;#039;&amp;#039;&amp;#039;: unlike Interactive Stories, the player in this case primarily has to engage the next prompt for the story to move along&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rhythm &amp;amp; Matching&amp;#039;&amp;#039;&amp;#039;: games having to do with following a sequence, or matching items to succeed&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Dance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Match&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Music&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Role-Playing Games&amp;#039;&amp;#039;&amp;#039;: games where the players have the freedom to define their character and how they will interact with the story (if at all).  Note that many games have RPG elements (ie, the ability to spend points to improve their characters), but lack the freedom of a full RPG.  Note also the lack of subcategories here--most RPGs are defined by other facets (setting, perspective)--breakouts like &amp;quot;Western RPG&amp;quot; vs &amp;quot;Japanese RPG&amp;quot; are too open to interpretation for our purposes&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Baseball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Basketball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Football&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Golf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hockey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Soccer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Strategy &amp;amp; Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;: players have a position they need to defend against attackers&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Expansion&amp;#039;&amp;#039;&amp;#039;: players explore an environment and expand their sphere of influence&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Game Mastering&amp;#039;&amp;#039;&amp;#039;: one player takes on a (usually antagonistic) role versus the other players&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Warfare &amp;amp; Conquest&amp;#039;&amp;#039;&amp;#039;: Players build an army and conquer all they can&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Trivia&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;: gameplay that focuses on the experience of driving/piloting a vehicle, with an emphasis placed on realism&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Space&amp;#039;&amp;#039;&amp;#039;: note that there are some action or RPG games with spaceships where the ship is the player&amp;#039;s avatar, rather than offering a &amp;quot;spaceship simulator&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=55</id>
		<title>Style of play</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=55"/>
		<updated>2019-10-11T01:42:19Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Scope&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is the most significant facet, as it&amp;#039;s the one that&amp;#039;s most analogous with the existing video game categories.  When looking at ways to improve classification, however, we can see that what these current categories are are a mix of different aspects (ie, &amp;quot;First Person Shooter&amp;quot; is a mix of perspective and play style).  The purpose of the &amp;quot;Style of play&amp;quot; facet is to isolate what the gameplay for a title is like, divorced from every other aspect like perspective or genre or tone.  &lt;br /&gt;
&lt;br /&gt;
At the same time, we have to understand that existing categories serve a purpose and are powerful &amp;quot;brands&amp;quot; in and of themselves.  There are magazines and websites dedicated to the &amp;quot;adventure&amp;quot; genre.  People eagerly wait for the next RPG title in their favorite series, whether it&amp;#039;s an &amp;quot;action RPG&amp;quot; *Diablo), a &amp;quot;traditional first-person RPG&amp;quot; (Elder Scrolls), or a &amp;quot;Japanese-style 3rd person RPG&amp;quot; (Final Fantasy).  &lt;br /&gt;
&lt;br /&gt;
The goal then is to try and break down the types of playstyles into its own hiearchy--if possible adopting existing genre language, but not being afraid to abstract to a core concept when the current categories mix too many concepts together.  See [[current video game categories]] for a list of how some of the larger video game vendors are currently classifying titles.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Styles of Play&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;: successful play involves timing and reflexes on the part of the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Arcade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Brawler &amp;amp; Melee&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on up-close combat&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Cinematic&amp;#039;&amp;#039;&amp;#039;: the video game equivalent of action movies, with a mix of gameplay elements used to move the story along&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Survival&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on exploring the environment, and surviving the perils found there&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Platformer&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on navigating the environment vertically, as well as horizontally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Shooter&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on ranged attacks against opponents&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on avoiding detection&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Vehicular&amp;#039;&amp;#039;&amp;#039;: distinct from the &amp;quot;Vehicles&amp;quot; category below, these are for games where driving/piloting a vehicle is more focused on the thrills, and not the realism&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build &amp;amp; Manage&amp;#039;&amp;#039;&amp;#039;: gameplay consists of using resources to build and/or maintain something&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: focus purely on construction (Minecraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Business&amp;#039;&amp;#039;&amp;#039;: focus on building and running some sort of business&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Civic&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining some sort of society&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining a farm&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Casino, Card, &amp;amp; Board Games&amp;#039;&amp;#039;&amp;#039;: virtual versions of physical games&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Board&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Card&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Casino&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039;&amp;#039;: gameplay is heavily story-driven, and rarely, if ever, requires reflex-based actions from the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Adventure&amp;#039;&amp;#039;&amp;#039;: the players have agency and the potential to fail or be blocked&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hidden Object&amp;#039;&amp;#039;&amp;#039;: players must discover objects hidden in an image to progress the story&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Interactive Stories&amp;#039;&amp;#039;&amp;#039;: so-called &amp;quot;walking simulators,&amp;quot; these titles are like entering a book and being able to walk around in the environment, but not alter how the story will go&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;: gameplay primarily consists of puzzle-solving&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Visual Novels&amp;#039;&amp;#039;&amp;#039;: unlike Interactive Stories, the player in this case primarily has to engage the next prompt for the story to move along&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rhythm &amp;amp; Matching&amp;#039;&amp;#039;&amp;#039;: games having to do with following a sequence, or matching items to succeed&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Dance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Match&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Music&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Role-Playing Games&amp;#039;&amp;#039;&amp;#039;: games where the players have the freedom to define their character and how they will interact with the story (if at all).  Note that many games have RPG elements (ie, the ability to spend points to improve their characters), but lack the freedom of a full RPG.  Note also the lack of subcategories here--most RPGs are defined by other facets (setting, perspective)--breakouts like &amp;quot;Western RPG&amp;quot; vs &amp;quot;Japanese RPG&amp;quot; are too open to interpretation for our purposes&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Baseball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Basketball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Football&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Golf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hockey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Soccer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Strategy &amp;amp; Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;: players have a position they need to defend against attackers&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Expansion&amp;#039;&amp;#039;&amp;#039;: players explore an environment and expand their sphere of influence&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Game Mastering&amp;#039;&amp;#039;&amp;#039;: one player takes on a (usually antagonistic) role versus the other players&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Warfare &amp;amp; Conquest&amp;#039;&amp;#039;&amp;#039;: Players build an army and conquer all they can&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Trivia&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;: gameplay that focuses on the experience of driving/piloting a vehicle, with an emphasis placed on realism&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Space&amp;#039;&amp;#039;&amp;#039;: note that there are some action or RPG games with spaceships where the ship is the player&amp;#039;s avatar, rather than offering a &amp;quot;spaceship simulator&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=54</id>
		<title>Style of play</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=54"/>
		<updated>2019-10-11T01:22:54Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Scope&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is the most significant facet, as it&amp;#039;s the one that&amp;#039;s most analogous with the existing video game categories.  When looking at ways to improve classification, however, we can see that what these current categories are are a mix of different aspects (ie, &amp;quot;First Person Shooter&amp;quot; is a mix of perspective and play style).  The purpose of the &amp;quot;Style of play&amp;quot; facet is to isolate what the gameplay for a title is like, divorced from every other aspect like perspective or genre or tone.  &lt;br /&gt;
&lt;br /&gt;
At the same time, we have to understand that existing categories serve a purpose and are powerful &amp;quot;brands&amp;quot; in and of themselves.  There are magazines and websites dedicated to the &amp;quot;adventure&amp;quot; genre.  People eagerly wait for the next RPG title in their favorite series, whether it&amp;#039;s an &amp;quot;action RPG&amp;quot; *Diablo), a &amp;quot;traditional first-person RPG&amp;quot; (Elder Scrolls), or a &amp;quot;Japanese-style 3rd person RPG&amp;quot; (Final Fantasy).  &lt;br /&gt;
&lt;br /&gt;
The goal then is to try and break down the types of playstyles into its own hiearchy--if possible adopting existing genre language, but not being afraid to abstract to a core concept when the current categories mix too many concepts together.  See [[current video game categories]] for a list of how some of the larger video game vendors are currently classifying titles.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Styles of Play&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;: successful play involves timing and reflexes on the part of the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Arcade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Brawler &amp;amp; Melee&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on up-close combat&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Platformer&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on navigating the environment vertically, as well as horizontally&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Shooter&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on ranged attacks against opponents&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: gameplay focuses on avoiding detection&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Vehicular&amp;#039;&amp;#039;&amp;#039;: distinct from the &amp;quot;Vehicles&amp;quot; category below, these are for games where driving/piloting a vehicle is more focused on the thrills, and not the realism&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build &amp;amp; Manage&amp;#039;&amp;#039;&amp;#039;: gameplay consists of using resources to build and/or maintain something&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: focus purely on construction (Minecraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Business&amp;#039;&amp;#039;&amp;#039;: focus on building and running some sort of business&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Civic&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining some sort of society&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining a farm&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Casino, Card, &amp;amp; Board Games&amp;#039;&amp;#039;&amp;#039;: virtual versions of physical games&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Board&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Card&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Casino&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039;&amp;#039;: gameplay is heavily story-driven, and rarely, if ever, requires reflex-based actions from the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Adventure&amp;#039;&amp;#039;&amp;#039;: the players have agency and the potential to fail or be blocked&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hidden Object&amp;#039;&amp;#039;&amp;#039;: players must discover objects hidden in an image to progress the story&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Interactive Stories&amp;#039;&amp;#039;&amp;#039;: so-called &amp;quot;walking simulators,&amp;quot; these titles are like entering a book and being able to walk around in the environment, but not alter how the story will go&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;: gameplay primarily consists of puzzle-solving&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Visual Novels&amp;#039;&amp;#039;&amp;#039;: unlike Interactive Stories, the player in this case primarily has to engage the next prompt for the story to move along&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rhythm &amp;amp; Matching&amp;#039;&amp;#039;&amp;#039;: games having to do with following a sequence, or matching items to succeed&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Dance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Match&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Music&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Role-Playing Games&amp;#039;&amp;#039;&amp;#039;: games where the players have the freedom to define their character and how they will interact with the story (if at all).  Note that many games have RPG elements (ie, the ability to spend points to improve their characters), but lack the freedom of a full RPG.  Note also the lack of subcategories here--most RPGs are defined by other facets (setting, perspective)--breakouts like &amp;quot;Western RPG&amp;quot; vs &amp;quot;Japanese RPG&amp;quot; are too open to interpretation for our purposes&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Baseball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Basketball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Football&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Golf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hockey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Soccer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Strategy &amp;amp; Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;: players have a position they need to defend against attackers&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Expansion&amp;#039;&amp;#039;&amp;#039;: players explore an environment and expand their sphere of influence&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Game Mastering&amp;#039;&amp;#039;&amp;#039;: one player takes on a (usually antagonistic) role versus the other players&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Warfare &amp;amp; Conquest&amp;#039;&amp;#039;&amp;#039;: Players build an army and conquer all they can&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Trivia&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;: gameplay that focuses on the experience of driving/piloting a vehicle, with an emphasis placed on realism&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Space&amp;#039;&amp;#039;&amp;#039;: note that there are some action or RPG games with spaceships where the ship is the player&amp;#039;s avatar, rather than offering a &amp;quot;spaceship simulator&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
	<entry>
		<id>http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=53</id>
		<title>Style of play</title>
		<link rel="alternate" type="text/html" href="http://www.creativetaxonomies.com/workspace3/index.php?title=Style_of_play&amp;diff=53"/>
		<updated>2019-10-11T01:18:54Z</updated>

		<summary type="html">&lt;p&gt;Ematuskey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Video_Game_Taxonomy]]/[[Facets]]/Scope&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview&amp;lt;/h2&amp;gt;&lt;br /&gt;
This is the most significant facet, as it&amp;#039;s the one that&amp;#039;s most analogous with the existing video game categories.  When looking at ways to improve classification, however, we can see that what these current categories are are a mix of different aspects (ie, &amp;quot;First Person Shooter&amp;quot; is a mix of perspective and play style).  The purpose of the &amp;quot;Style of play&amp;quot; facet is to isolate what the gameplay for a title is like, divorced from every other aspect like perspective or genre or tone.  &lt;br /&gt;
&lt;br /&gt;
At the same time, we have to understand that existing categories serve a purpose and are powerful &amp;quot;brands&amp;quot; in and of themselves.  There are magazines and websites dedicated to the &amp;quot;adventure&amp;quot; genre.  People eagerly wait for the next RPG title in their favorite series, whether it&amp;#039;s an &amp;quot;action RPG&amp;quot; *Diablo), a &amp;quot;traditional first-person RPG&amp;quot; (Elder Scrolls), or a &amp;quot;Japanese-style 3rd person RPG&amp;quot; (Final Fantasy).  &lt;br /&gt;
&lt;br /&gt;
The goal then is to try and break down the types of playstyles into its own hiearchy--if possible adopting existing genre language, but not being afraid to abstract to a core concept when the current categories mix too many concepts together.  See [[current video game categories]] for a list of how some of the larger video game vendors are currently classifying titles.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Styles of Play&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Action&amp;#039;&amp;#039;&amp;#039;: successful play involves timing and reflexes on the part of the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Arcade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Brawler &amp;amp; Melee&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Platformer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Shooter&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Vehicular&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Build &amp;amp; Manage&amp;#039;&amp;#039;&amp;#039;: gameplay consists of using resources to build and/or maintain something&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Building&amp;#039;&amp;#039;&amp;#039;: focus purely on construction (Minecraft)&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Business&amp;#039;&amp;#039;&amp;#039;: focus on building and running some sort of business&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Civic&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining some sort of society&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Farming&amp;#039;&amp;#039;&amp;#039;: focus on building and maintaining a farm&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Casino, Card, &amp;amp; Board Games&amp;#039;&amp;#039;&amp;#039;: virtual versions of physical games&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Board&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Card&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Casino&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Narrative&amp;#039;&amp;#039;&amp;#039;: gameplay is heavily story-driven, and rarely, if ever, requires reflex-based actions from the player&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Adventure&amp;#039;&amp;#039;&amp;#039;: the players have agency and the potential to fail or be blocked&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hidden Object&amp;#039;&amp;#039;&amp;#039;: players must discover objects hidden in an image to progress the story&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Interactive Stories&amp;#039;&amp;#039;&amp;#039;: so-called &amp;quot;walking simulators,&amp;quot; these titles are like entering a book and being able to walk around in the environment, but not alter how the story will go&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039;: gameplay primarily consists of puzzle-solving&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Visual Novels&amp;#039;&amp;#039;&amp;#039;: unlike Interactive Stories, the player in this case primarily has to engage the next prompt for the story to move along&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rhythm &amp;amp; Matching&amp;#039;&amp;#039;&amp;#039;: games having to do with following a sequence, or matching items to succeed&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Dance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Match&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Music&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Role-Playing Games&amp;#039;&amp;#039;&amp;#039;: games where the players have the freedom to define their character and how they will interact with the story (if at all).  Note that many games have RPG elements (ie, the ability to spend points to improve their characters), but lack the freedom of a full RPG.  Note also the lack of subcategories here--most RPGs are defined by other facets (setting, perspective)--breakouts like &amp;quot;Western RPG&amp;quot; vs &amp;quot;Japanese RPG&amp;quot; are too open to interpretation for our purposes&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sports&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Baseball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Basketball&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Football&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Golf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Hockey&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Soccer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Strategy &amp;amp; Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;: players have a position they need to defend against attackers&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Exploration &amp;amp; Expansion&amp;#039;&amp;#039;&amp;#039;: players explore an environment and expand their sphere of influence&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Game Mastering&amp;#039;&amp;#039;&amp;#039;: one player takes on a (usually antagonistic) role versus the other players&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Warfare &amp;amp; Conquest&amp;#039;&amp;#039;&amp;#039;: Players build an army and conquer all they can&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Trivia&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;: gameplay that focuses on the experience of driving/piloting a vehicle, with an emphasis placed on realism&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ground&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Space&amp;#039;&amp;#039;&amp;#039;: note that there are some action or RPG games with spaceships where the ship is the player&amp;#039;s avatar, rather than offering a &amp;quot;spaceship simulator&amp;quot;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Ematuskey</name></author>
	</entry>
</feed>