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Tag The Vault · Genres

Genres

Game genres, subgenres, and design movements.

40 articles

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4X Strategy

Explore, expand, exploit, exterminate

The strategy genre defined by four key activities: explore the map, expand your territory, exploit resources, and exterminate opponents—epitomised by Civilization.

Action RPG

Real-time character growth

Action RPGs combine role-playing progression systems with real-time combat, from Zelda II through Diablo to the modern looter-shooter.

Arcade Adventure

Britain's own genre, and one with no modern name

Exploration and puzzle-solving driven by arcade controls, not a text parser: Atic Atac, Knight Lore, Head Over Heels. A category the British press used constantly and which modern taxonomies have quietly dissolved.

Arcade Game

Not where it was played — how it played

On home machines, 'arcade game' named a style, not a venue: immediate, reflex-driven, score-chasing action with no reading and no waiting. The broadest genre word in the period press.

Art Games

Games as artistic expression

Art games prioritise aesthetic experience, emotional expression, and meaning over traditional gameplay mechanics, challenging definitions of what games can be. Also called experimental games; the two labels were used interchangeably.

Beat 'em Up

Walk right, punch everyone

Beat 'em ups send players through scrolling stages punching waves of enemies, from Double Dragon to Streets of Rage to modern revivals.

Console FPS

Shooters on the sofa

Console first-person shooters adapted PC precision gaming for controllers, creating distinct design philosophies around aim assist, level design, and multiplayer.

Console RPG

Living room adventures

Console RPGs adapted computer role-playing for living room play, prioritising accessibility and storytelling over simulation complexity, becoming Japan's dominant RPG form.

First-Person Shooter

Through the gun barrel

First-person shooters place players behind the barrel of a gun, creating intimate combat experiences that evolved from Wolfenstein 3D's corridors to modern competitive esports.

Flight Sim

Aircraft, spacecraft, and the pleasure of a long manual

Simulated flight, from combat aircraft to trading spacecraft. One of the few home-computer genres that traded reflexes for study, and a genre that made a virtue of complexity when everything else was shedding it.

God Games

Divine simulation

God games place players in positions of supreme power over simulated worlds and populations, from Populous to Black & White.

Graphic Adventure

The parser gets a picture, then loses the parser

Adventure games that show you the room. Beginning as illustrated text adventures and ending as fully point-and-click, the graphic adventure charts the slow replacement of typing with pointing.

Horror Games

Interactive dread

Horror games evolved from text adventures through survival horror to streaming phenomena, using interactivity's unique properties to create fear that passive media cannot match.

Immersive Sim

Player-driven possibility

The immersive sim genre prioritises player agency and emergent gameplay, letting systemic interactions create unique solutions rather than prescribing singular paths through designed challenges.

JRPG

Japanese role-playing games

JRPGs developed distinct conventions from Western RPGs: linear narratives, turn-based combat, predetermined protagonists, and emotional storytelling that defined a genre loved worldwide.

Management Game

Spreadsheets that fight back

Running something — a football club, a city, a theme park, a software house — through budgets and decisions, not direct control. Britain's own strand of it turned the football manager into a national institution.

Maze Game

One screen, four ghosts, and a great many imitators

Navigate a maze, collect its contents, avoid what hunts you. Pac-Man defined the form so completely that the British 8-bit market produced hundreds of variations, and the press needed a word for all of them.

Metroidvania

Explore, acquire, return

Metroidvania describes games combining exploration with ability-gated progression, named after Metroid and Castlevania: Symphony of the Night.

MMORPGs

From MUDs to millions

The evolution of massively multiplayer online role-playing games from text-based MUDs through graphical worlds like Ultima Online and EverQuest to the phenomenon of World of Warcraft.

MUDs

Text-based multiplayer worlds

Multi-User Dungeons pioneered online multiplayer gaming, creating persistent worlds, social dynamics, and design patterns MMORPGs would later adopt.

Music Games

Play the music

Music games evolved from rhythm matching to full-band simulation, creating a genre that made everyone feel like musicians before market saturation caused its dramatic collapse.

Platformer

The art of jumping

Platform games challenge players to navigate levels through jumping, climbing, and precise movement, defining gaming from Donkey Kong through modern indie revivals.

Portable Gaming

Gaming on the go

Portable gaming evolved from simple LCD games through Game Boy dominance to sophisticated handhelds, creating a distinct market with different design priorities.

Racing Game

Driving games, racing games, and the road that came toward you

Getting somewhere fast, against a clock or a field. The period press used 'driving game' and 'racing game' more or less interchangeably, covering everything from sprite-scaled coin-ops to serious circuit simulation.

Racing Simulation

Virtual motorsport

Racing simulations prioritise realistic physics and authentic motorsport experience over arcade accessibility, demanding precision and practice.

Rail Shooters

On-rails action

Rail shooters move players through environments automatically while they focus on shooting targets, from light gun arcade games to spectacle-driven modern entries.

Roguelike

Death and rebirth

The roguelike genre emerged from Rogue's procedural dungeons and permadeath, spawning purist tradition and modern roguelite evolution that influenced countless games.

RTS Genre

Real-time warfare

Real-time strategy emerged from Dune II's template, dominated the 1990s PC landscape, spawned esports, then declined as MOBAs captured competitive audiences.

Shoot 'em Up

The most-used genre word in the British computer press

The dominant action genre of the 8- and 16-bit era: fly, shoot, dodge, repeat. From Space Invaders through R-Type and Uridium to the bullet-hell descendants, and the term the period press reached for more than any other.

Simulation Games

Systems to master

Simulation games modelled complex systems—cities, theme parks, civilisations—giving players godlike control and emergent storytelling through interacting mechanics.

Single-Screen Platformer

One screen, infinite challenge

Single-screen platformers contain entire levels within one fixed view, from Donkey Kong to Bubble Bobble to modern puzzle-platformers.

Sports Games

Virtual athletics

Sports games evolved from abstract representations to licensed simulations, becoming gaming's most commercially reliable genre through annual releases and real-world authenticity.

Survival Games

Fight to live another day

Survival games challenge players to gather resources, craft tools, and endure hostile environments, from Minecraft to DayZ to Valheim.

Survival Horror

Terror through scarcity

Survival horror combined limited resources, vulnerable protagonists, and atmospheric dread to create gaming's most effective horror genre, codified by Resident Evil and evolved through Silent Hill.

Tactical RPG

Strategy meets story

Tactical RPGs combine grid-based strategy combat with RPG character progression, from Fire Emblem to Final Fantasy Tactics to XCOM.

Text Adventure

Worlds built from words

Text adventures created entire worlds through prose and parser, challenging players to solve puzzles by typing commands in the days before graphics.

Tycoon Games

Build your empire

Tycoon games put players in charge of building and managing business empires, from theme parks to railroads to hospitals.

Walking Simulator

Games without gameplay?

Walking simulators prioritise exploration and narrative over traditional gameplay mechanics, sparking debates about what constitutes a game while creating profound interactive experiences.

Wargame

Hex maps, supply lines, and an unhurried audience

Military conflict simulated at the level of units and terrain, not individual action. The computer wargame inherited its rules, its audience and its typography from the tabletop, and kept them long after the rest of gaming moved on.

Western RPG

Player-defined heroes

Western RPGs prioritise player agency and character customisation, letting players define who they are rather than following predetermined protagonists through authored stories.