User:Kuyoti/sandbox

This is a proposal for a FIVE CATEGORY classification of VIDEO GAMES in a future list I am interested in helping to create, (or in slowly creating myself if I have to)
The "AEPMI" System (pronounced "Ape-My" - You got a better Acronym?) Assembly Environment Perspective Momentum Identity Assembly (cast of charters) SP ⚫ Single-Player 2P ⚫ Two-Player GP(2-13) ⚫ Group-Play (with minimum and maximum if applicable) [sometimes "MP" for Multiplayer] +m ⚫ with Minion (or single static NPC) om ⚫ Minion Optional (or optional single static NPC) +cm ⚫ with Combat Minion (or single Combat/Interactive NPC) ocm ⚫ Combat Minion Optional (or optional single Combat/Interactive NPC) +npc ⚫ onpc ⚫ accompanied by any number of in game NPCs and/or Optional NPC entities MM ⚫ Mega-world Multiplayer [Is the word “mega” or "massive" really necessary here?] Environment (structure of gameplay habitat) OW ⚫ Open-World s-OW ⚫ Semi-Open-World LW ⚫ Lineir World (this might also include “track” style racing games) ST ⚫ Set Tracks and Courses [if this is separable from LINIER WORLD games] (includes golf and other such games) La ⚫ Labyrinth [to avoid another "M"] (maze style & puzzle games) EW ⚫ Enclosed World (like for Hokey or Chess and other such sports and board games) FA ? Fighting Arena [or is this just another kind of Enclosed World Game?] ? Others [I’m sure I'm not exactly familiar with every possibility here] [The use of the word “platform” in this category seems unadvisable] Perspective (game-play frame of reference to environment) FP ⚫ First-Person TP ⚫ Third-Person F-TP ⚫ First & Third Person Optional GFP ⚫ Game Forced Perspective SS ⚫ Side-Scroll (or "Side View") TD ⚫ Top-Down Momentum (Drive method for forward progress) Qb ⚫ Open Quest/Mission Based s-Qb ⚫ Semi-Open Quest/Mission Based Lb ⚫ Strict Linear Adherence Quest/Mission Based Rb ⚫ Reward & Collection Based [this might include from Pac Man to Skyrim] Sh ⚫ Fi ⚫ Conquest Based Combat (I think “shooters” & “fight your way through” are in this category) St ⚫ Strategy and Stealth [ar maybe these two need their own categories] Ti ⚫ Time Sensitive (beat the clock) sbs ⚫ Stage by Stage Component Leveling Identity (Character Building & Goals) Sc ⚫ Static Character - Auto-Leveling Fixed Character Lc ⚫ Limited Character Construction Choices Ec ⚫ Evolving Character Development in multiple possible directions So ⚫ Singular Final Outcome Mo ⚫ Multiple Possible Outcomes Please feel free to add, subtract, rearrange, and otherwise recreate a comprehensive system for categorizing games into reasonable groupings of fundamentally important identifying characteristics. Personally I can't believe I still have to goggle around for hours sometimes before I can buy a relatively unknown game with adequate enough information just in case it's a "first person only" game - which all make me nauseous and unbalanced - or has a liner world progression dynamic - which holds no interest for me whatsoever. (I know why... It's probably because developers don't want people to stop and think about just how cheaply constructed some games really are, even as they excel in excellent visuals and sound affects. Some words like "Static" and "linear" probably sound like poison to a developer's promotional branch).