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The Belmont Research Library

THE BELMONT INDEX

When thousands of new video games release every year, how can one find what clicks with them? The industry lacks a consistent method of categorizing games, and it's time we address that.

Early development of games was inherently iterative, meaning that we can observe the evolution of genres through shared design elements over time. This should allow us to develop consistent definitions, and ultimately, a taxonomy inclusive of every video game ever created.

TAXONOMY

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This is like, everything, y'know? All games.

Fighting, RPGs, Simulators, you name it. All are beloved here.

The highest category, grouping genres that share foundational purpose.

For example, Arcade Class genres typically emphasize perfecting a limited set of mechanics by reaching high scores in short bursts of a gameplay loop.

Contrast that against Adventure Class genres, which may feature Arcade Class mechanics woven into a larger, narrative-based framework.

Genre is based on sharing a similar base gameplay objective, while still maintaining values from its Class.

For example, games in the Shooting Genre center around firing and dodging projectiles.

Subgenre groups games in a genre by their gameplay implementation.

For example, Shooting games may take the form of a V-SHMUP, Fixed Shooter, or Platforming Shooter.

Some groups of games may similarly riff on an implementation or combine existing subgenres.

These groups are typically not plentiful enough to form their own subgenre; however, they are still distinct as a unit.

Gameplay may be altered due to its visual representation, despite retaining the same properties within a subgenre.

2D, 2.5D, 3D, and isometric representations can all serve as variants of the same type of game.

Games that share deep ties - mechanically or otherwise - create informal packs.

This is most typically seen with sequels and spiritual successors.

Modifiers exist outside the hierarchy but denote when games pull mechanics from other sub/genres but not in a way that adjusts the underlying purpose. Think of how a platformer may have an RPG-like EXP system, or how versatile "Roguelite" elements are brought across genres.

Represents a shared visual theme (e.g. cel-shaded, voxel, cute 'em up.

Click to see the full running list of genres!


APPLICATION