How our Genre Taxonomy Powers Game Design and Discovery

The gaming industry is not only more lucrative than the movie and music markets combined, it is also expanding at a dizzying pace. The industry is projected to grow at a rate of nearly 10% per year in the next four years to reach a market value of more than $360 bn. By 2027, there will be 3 billion gamers worldwide, constituting nearly half the global population. Xbox estimates that over 800000 games are currently available across various platforms, and this number will only grow as the market grows.

But game development is such a risky business that a company has actually come up with an AI de-risking tool that parses a developer’s game concept to see if it’s already been done, and then estimates the idea’s chances of success. The industry is big, but the risks are even bigger. As the number of games increases, e-retailers and subscription platforms will also be hard-pressed to provide tailored recommendations to guide thousands of users to the few standout games they want.

In this blog, we will discuss how our genre taxonomy can power game design, and how our genre labels can organise a game e-retailer’s storefront into a coherent game library perfectly suited for discovery and conversions. 

Empowering Developers

In a previous blog, we discussed how our game taxonomy resolves the confusion that results when there is no standard by which genre labels are defined and assigned to various games. This ‘genre muddle’ can handicap game makers, thwarting any attempt at informed game design because they lack a clear blueprint for the type of game they are making. Our robust taxonomy, however, can drive game design choices, allowing developers to allocate costly resources in the right way and even empowering them to reach and surpass their design goals. 

This is because our core genre labels allow us to class a variety of seemingly disparate games accurately. This is why we need not rely on marketing to determine that Immortals of Aveum (2023) is a first-person magic shooter; the shooter genre label already accounts for aiming magic projectiles. Even a platformer doesn’t need to be 2D: Sony’s Spider-man games have elements of the platformer – Spider-Man can swing past entire city blocks and land on various ‘platforms’ such as roof-tops and even window panes simply by web slinging. This approach to genre enables a game developer to envision shooters without guns, platformers without jumping, and simulations of impossible worlds where faster-than-light travel is a mundane reality. In essence, our genre definitions, by their very nature, inspire innovations.