Warlock 2 and the 4X

This entry is part 3 of 3 in the series Warlock

A few years ago, I linked to an alternate genre classification system for games, as proposed by Russ Pitts and Steve Butts in The Escapist magazine. I paraphrased their system as follows:

  • Action vs Strategy deals with how you play the game. Action games emphasise the player’s physical skill at controlling his/her on-screen avatar. Strategy games, on the other hand, are about planning, analysis, and working out how to get the most out of the avatar(s), rather than about direct control.
  • Exploration vs Conflict, meanwhile, focuses on what you have to overcome. Does the challenge in the game come from defeating opponents who are playing the same game you are, with the same objectives? Or does it come from discovering  and overcoming the environment? The former, what Soren Johnson might call a “symmetrical” game, is Conflict. The latter is Exploration.

You can see this in the following chart from the Escapist article: games that require reflexes (such as shooters, racing games, and platformers) are at the top of the circle, while those that don’t are at the bottom. Citybuilders, which pit the player against an impersonal environment or ruleset, are on the left; Civilization is on the right.

 

 

I thought of this while playing Warlock 2: The Exiled, a game that looks like fantasy Civilization V but is really — to quote Rachel’s guest review — about “mage versus world”. The AI players in my game have been passive, content to march their armies back and forth and beg me for alliances; in Civ, this would have been a recipe for boredom, but in Warlock 2 the slack is taken up by wave after wave of wandering monsters, all the way up to dragons!

Continue reading “Warlock 2 and the 4X”

A better way to classify games

Shooter, puzzler, platformer, strategy game, RPG – these classifications, and more, should be pretty familiar to anyone who’s spent a bit of time playing games. But what makes a shooter a shooter? What are the shared themes underpinning two seemingly different genres? What might your own favourite genres have in common?

Well, a really interesting article in last week’s issue of The Escapist seeks to answer these questions. It proposes a new system of classifying games along two axes: Action vs Strategy and Exploration vs Conflict.

  • Action vs Strategy deals with how you play the game. Action games emphasise the player’s physical skill at controlling his/her on-screen avatar. Strategy games, on the other hand, are about planning, analysis, and working out how to get the most out of the avatar(s), rather than about direct control.
  • Exploration vs Conflict, meanwhile, focuses on what you have to overcome. Does the challenge in the game come from defeating opponents who are playing the same game you are, with the same objectives? Or does it come from discovering  and overcoming the environment? The former, what Soren Johnson might call a “symmetrical” game, is Conflict. The latter is Exploration.

This chart shows the outcome, how these categories can be mixed and matched into genres (page 3 of the article explains what the acronyms stand for – ACE = Action/Conflict/Exploration, AC = Action/Conflict, etc).

 

Now, at a glance, this chart/classification system seem perfectly tailored to my own game-playing preferences. My preferred genres are RPGs (both Japanese and Western), grand strategy, and turn-based strategy – which all neatly fall into the bottom and bottom-right slices of the chart. I also play real-time strategy, adventure games, and “builder” games – all of which are adjacent to my home base in the bottom right. And the genres I am sadly inept at – platformers, shooters, driving – all have one thing in common: they’re at the top of the chart. In other words, this chart tells me I am much better at “Strategy” than at “Action” games – which matches my own observations.

How about you? Where do your favourite gaming genres fall on this chart?