Difference between revisions of "Facets"

From CreativeTaxonomies
Jump to navigation Jump to search
Line 4: Line 4:
 
<h2>Facets</h2>
 
<h2>Facets</h2>
  
 +
*[[Gameplay Experience]] (What is the gameplay "loop"?  Competetive, experiential, etc)
 
*[[Style of play]] (what type of game is it?  Shooter, fighter, "walking sim", vehicle based, role-play, story-based, etc)
 
*[[Style of play]] (what type of game is it?  Shooter, fighter, "walking sim", vehicle based, role-play, story-based, etc)
 
*[[Setting]] (Fantasy, historical, far future, modern, etc)
 
*[[Setting]] (Fantasy, historical, far future, modern, etc)

Revision as of 12:44, 16 October 2019

Overview

To build a new classification structure, you need to define all the facets of what you're trying to classify. Currently for video games, this is primarily the "category", which often combines multiple facets into a broad subject (ie, "First Person Shooter" combines the style of gameplay (shooter) with the perspective (first person); "Real Time Strategy" 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!

Facets

  • Gameplay Experience (What is the gameplay "loop"? Competetive, experiential, etc)
  • Style of play (what type of game is it? Shooter, fighter, "walking sim", vehicle based, role-play, story-based, etc)
  • Setting (Fantasy, historical, far future, modern, etc)
  • Tone (humorous, horror, romantic, supernatural, etc)
  • Visual perspective (1st person, 3rd person, top-down, VR-only, etc)
  • Number of players (primary method of playing--single, co-op, online multiplayer, etc)
  • Pace (turn-based, real-time, asynchronous)
  • Scope (open world, procedurally generated environments, set pieces)