Series 05

Categories and Classification

Genres, labels and taxonomies, why words like "RPG" stop meaning anything, and how to describe games precisely.

The recurring question
How do we describe what a game actually is, without leaning on a label that no longer means anything?

Labels like “RPG,” “roguelike” and “open world” were once useful shorthand. Stretched across thousands of games, many now describe almost nothing. This series traces how game categories form, drift and collapse, from the roguelike to the soulslike, and what each one actually picked out at the start. A label that fits everything stops helping anyone choose, compare or understand.

The alternative proposed here is to describe games along separate axes instead of folding everything into one word: genre, mechanic, theme, perspective and format. Kept apart, these let a description say exactly what a game is and does, and make comparisons that a single label hides. Every episode returns to one question: how do we describe what a game actually is, without leaning on a label that no longer means anything?

Essays in this series, in order

  1. Why “RPG” stopped meaning anything

    “RPG” fuses five separate things—mechanic, theme, format, perspective and role-play—and once progression spread to every genre, the label stopped sorting games.

    8 min read

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