= UGAS Video Game Genre Taxonomy
Mickael Bonfill <jbltx>
:revnumber: 1.0.0-draft.7
:ugas-version: v1.0.0-draft.7
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:toc-title: Table of Contents
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[[overview]]
== Overview

This document is a *reference taxonomy* of video game genres and subgenres. It exists to
**scope and categorize** the genre-pack work tracked in
https://github.com/jbltx/ugas/issues/28[issue #28], and to position the ten prioritized
genres within the broader space of games.

[IMPORTANT]
====
This taxonomy is *non-normative*. Unlike a genre `spec.adoc`, it neither extends nor
constrains the link:../SPEC.adoc[core UGAS specification]. It is a map, not a contract: it
informs which genre packs we build and how they relate, but it defines no Attributes, Tags,
Abilities, or Effects. For the genre-pack conventions and authoring rules, see the
link:README.md[genre packs guide].
====

[[classification]]
== How genres are classified

Genres here are organized primarily by **gameplay mechanics** — what the player *does* —
rather than by setting, theme, art style, or narrative. A medieval-fantasy game and a
sci-fi game can share the same genre if they share the same core loop.

Two consequences worth keeping in mind:

* *Genres overlap.* Real games routinely blend families (e.g. an action-RPG, a
  survival-crafting shooter). A title can legitimately sit under more than one family.
* *Some labels are modifiers, not families.* Properties like _open-world_, _massively
  multiplayer_, _roguelike_, and _horror_ compose *across* families rather than being
  families of their own. They are listed separately under <<modifiers>>.

[[families]]
== Genre families

[[family-action]]
=== Action

Reflex- and timing-driven gameplay; the core challenge is execution in real time.

* Platformer (2D, 3D, puzzle-platformer)
* Shooter (emphasized as its own UGAS pack — see <<prioritization>>)
** First-person shooter (FPS)
** Third-person shooter (TPS)
** Hero shooter
** Light-gun shooter
** Shoot 'em up (shmup)
** Battle royale
* Fighting / Combat (see <<family-combat>>)
* Beat 'em up
* Hack-and-slash
* Stealth
* Rhythm / music
* Survival-action

[[family-action-adventure]]
=== Action-Adventure

Combines action mechanics with exploration, puzzle-solving, and progression.

* Survival horror
* Metroidvania
* Open-world action-adventure

[[family-combat]]
=== Combat

Direct, skill-based confrontation between characters — the dueling/fighting core that the
*Combat* pack targets. Closely related to the fighting and beat-'em-up subgenres under
<<family-action>>, but treated as its own pack because its mechanics (movesets, blocking,
combos, hit trades) differ markedly from projectile-centric shooters.

* Fighting (1v1, arena)
* Beat 'em up / brawler
* Hack-and-slash
* Sports-based fighting

[[family-adventure]]
=== Adventure

Narrative, exploration, and puzzle-solving with little or no reflex-based action.

* Text adventure / interactive fiction
* Graphic / point-and-click adventure
* Visual novel
* Interactive movie
* Walking simulator / real-time 3D adventure

[[family-rpg]]
=== Role-Playing (RPG)

Character progression, stats, inventory, and player-driven builds at the core.

* Action RPG (ARPG)
* Computer / Western RPG (CRPG)
* Japanese RPG (JRPG)
* Massively multiplayer online RPG (MMORPG)
* Roguelike / Roguelite
* Tactical RPG (TRPG / SRPG)
* Sandbox / open-world RPG
* First-person party-based RPG
* Monster-taming

[[family-simulation]]
=== Simulation

Models a system or activity with relative fidelity; the goal is to manage or operate it.

* Construction & management (city builder, tycoon, god game)
* Life simulation
* Vehicle / flight / space simulation
* Farming simulation

[[family-strategy]]
=== Strategy

Planning, resource management, and tactical or operational decision-making.

* 4X (eXplore, eXpand, eXploit, eXterminate)
* Real-time strategy (RTS)
* Real-time tactics (RTT)
* Turn-based strategy (TBS)
* Turn-based tactics (TBT)
* Wargame / grand strategy
* Tower defense
* Multiplayer online battle arena (MOBA)
* Auto battler
* Artillery

[[family-sports]]
=== Sports

Simulates or abstracts real or fictional sports.

* Traditional sports simulation
* Arcade sports
* Sports management
* Sports-based fighting

[[family-racing]]
=== Racing

Vehicle competition against time or opponents.

* Simulation (sim) racing
* Arcade racing
* Kart racing
* Combat racing

[[family-puzzle]]
=== Puzzle

Logic, pattern, and problem-solving challenges.

* Tile-matching
* Physics
* Hidden object
* Programming
* Puzzle-platformer
* Logic / traditional puzzle
* Word / trivia

[[family-survival-crafting]]
=== Survival & Crafting

Resource gathering, crafting, and base-building under persistent threat or scarcity.
(Overlaps heavily with <<family-action>> and <<family-simulation>>.)

* Survival
* Crafting / base-building
* Sandbox survival

[[family-casual-party]]
=== Casual & Party

Low-barrier, short-session, or multiplayer-social play.

* Casual
* Hypercasual
* Idle / incremental (clicker)
* Party

[[family-other]]
=== Other notable genres

* Horror (as a standalone, beyond survival horror)
* Board / card / casino
* Gacha
* Digital collectible card game (CCG)
* Educational / serious / exergame

[[modifiers]]
== Cross-cutting modifiers

These labels describe *how* a game is played or framed and combine with the families above
rather than replacing them.

* *Sandbox / open-world* — non-linear, player-directed exploration of a large space.
* *Massively multiplayer online (MMO)* — large shared persistent worlds.
* *Roguelike elements* — procedural generation and permadeath layered onto another genre.
* *Horror* — a thematic framing that can modify action, adventure, or survival games.

[[prioritization]]
== UGAS pack prioritization

For the initial genre packs, https://github.com/jbltx/ugas/issues/28[issue #28] prioritizes
the ten genres below. Selection blends **player reach** (casual ~63%, action & shooter ~39%,
racing ~37%) with **revenue / market share** (Newzoo, Statista, GAMIVO, 2025–2026). The core
spec already ships four case studies — platformer, racing, ARPG, and puzzle — which seed the
first packs.

[cols="1,3,4", options="header"]
|===
| # | Genre | Maps to / rationale

| 1 | Action / Action-Adventure | <<family-action>>, <<family-action-adventure>> — the broadest reach and the engine for most real-time gameplay.
| 2 | Shooter (FPS / TPS) | <<family-action>> (shooter subgenres) — top PC/console revenue category.
| 3 | Role-Playing (RPG) | <<family-rpg>> — deep progression systems; seeded by the ARPG case study.
| 4 | Survival / Crafting | <<family-survival-crafting>> — high-engagement, fast-growing category.
| 5 | Casual | <<family-casual-party>> — largest player base by reach (~63%).
| 6 | Racing | <<family-racing>> — broad reach (~37%); seeded by the racing case study.
| 7 | Combat | <<family-combat>> — fighting/dueling mechanics distinct from shooters.
| 8 | Strategy (RTS / 4X / Tower Defense) | <<family-strategy>> — planning- and resource-driven play.
| 9 | Sports | <<family-sports>> — consistently strong commercial performers.
| 10 | Puzzle | <<family-puzzle>> — wide casual reach; seeded by the puzzle case study.
|===

[NOTE]
====
*Combat* replaced *Simulation* in the top ten relative to an earlier draft, reflecting the
combined player-reach and revenue ranking. Simulation remains a first-class family (see
<<family-simulation>>) and a candidate for a later pack.
====
