genres/ — Genre Handbooks¶
Progress follows the 18-family / 112-genre framework (81 collected so far): one page per genre, all sharing a seven-section structure (positioning & core loop / experience goals & benchmark titles / design points / technical points / content scope & workload / getting started with a prototype / common pitfalls).
Volume 1 (10 genres)¶
| Genre | In one line |
|---|---|
| Platformer | The three elements of game feel, camera design, teach–test–twist variation and jump-radius metrics. |
| Metroidvania | The lock–key–revisit triad, connected maps and scope control. |
| Roguelite | The double loop, controlled randomness and build diversity. |
| Tower Defense | Path node graphs, the tower counter matrix, economy and wave curves. |
| Puzzle | Mechanical restraint, wordless teaching and aha-moment design. |
| Visual Novel | Branch governance, text-volume estimation and staging pacing. |
| Survival Craft | The four-stage loop, restraint with pressure sources and unlock pacing. |
| Farming Sim | The daily-schedule loop, crop matrix and social systems. |
| Bullet Heaven | Short-run structure, build power spikes and on-screen density engineering. |
| Idle / Incremental | Offline earnings, exponential curves and prestige systems. |
Volume 2 (15 genres)¶
| Genre | In one line |
|---|---|
| Action RPG | The two-layer loop of action game feel and progression systems; affixes and drop curves. |
| JRPG | Turn-based combat, party progression and the volume of text and staging. |
| Twin-stick Shooter | Separating movement from aiming, spatial pressure and the weapon matrix. |
| FPS | The four elements of shooting feel, encounter design and the single-player/multiplayer engineering split. |
| Shmup | Bullet-pattern design language, graze detection and a boss-pattern library. |
| Management Sim | The management loop, numeric economy and information design. |
| City Builder | The four-layer city simulation, agent models and negative feedback. |
| Colony Sim | Individual-level simulation, story generators and event-pressure curves. |
| Deckbuilder | Cost and effect curves, build combos and balance testing. |
| RTS | Counter matrix, economy pacing and control feel. |
| Physics Puzzle | Physics simulation as a mechanic, softlock prevention and tuning intuition. |
| Point & Click Adventure | Inventory combination logic, dead-end avoidance and hand-drawn art volume. |
| Interactive Fiction | The two schools of parser and choice-based; state tracking and text budgets. |
| Auto Battler | Economy interest, shared card pools and positioning counterplay. |
| Sandbox Building | Tools as the game, rule combinations and sharing mechanics. |
Volume 3 (26 genres)¶
| Genre | In one line |
|---|---|
| Racing | Feel translation, track-corner rhythm and opponent pacing. |
| Fighting | Frame data, combo resources and input leniency. |
| Beat 'em Up | Group-combat structure, the three-part hit-feel kit and wave design. |
| Rhythm | Judgment systems, beatmap flow and audio calibration. |
| Party Game | Low barrier, high chaos; minigame collections and joke design. |
| Co-op | Complementary design, rescue mechanics and communication design. |
| MMO | A realistic reckoning of the threefold cost; social and economic governance. |
| Social Deduction | Information asymmetry, discussion pacing and anti-cheat. |
| Walking Sim | Environmental storytelling, the player contract and staging costs. |
| Escape Room | Puzzle graphs, tiered hints and multiplayer collaboration. |
| Battle Royale | Circle-shrink pacing, loot economy and a realistic reckoning of the online-play barrier (colloquially known in Chinese as "eating chicken"). |
| MOBA | Lane economy, hero counters and the esports ecosystem. |
| Stealth | Perception systems, dual-path design and failure tolerance. |
| Horror | The fear-resource model, atmosphere and sound design. |
| Detective | Clue redundancy, deduction interaction and aha-moment design. |
| Puzzle-Platformer | Mechanic coupling, teach–test–twist variation and frustration prevention. |
| 4X | The four-X loop, fog exploration and strategy AI. |
| Sports | Recreating the rules, simplifying calls and the licensing reality. |
| Raising Sim | The raising loop, growth curves and event branching. |
| Vehicle Sim | The sim/arcade divide, vehicle physics and career loops. |
| Space Sim | Flight feel, the art of scale and generation density. |
| Match-3 | Cascade feel, the numeric skeleton and no-moves detection. |
| Board Game | Drawing the automation line, rules engines and asynchronous play. |
| TCG | The collect-and-battle double loop and card-pool management. |
| Word Game | Word-list engineering, daily puzzles and share design. |
| Trivia / Quiz | Question-bank engineering, draw fairness and content cost. |
Volume 4 (30 genres)¶
| Genre | In one line |
|---|---|
| Open World | A structure, not a genre: density, guidance and the "small open world". |
| Extraction Shooter | The four-ring search–fight–extract loop, risk psychology and the extraction economy. |
| Creature Collector (Pokémon-style) | The collect–raise–battle–trade four-ring loop and its multiplying costs. |
| Action-Adventure | The three pillars of exploration, combat and puzzles, and miniature-garden pacing. |
| Immersive Sim | Networks of interacting systems and levels as sandboxes. |
| Survival Horror | Resource scarcity, miniature-garden loops and enemy tiers. |
| Hero Shooter | The two axes of gunplay × abilities, and the hero content engine. |
| Grand Strategy | Nested systems, historical events and readability management. |
| Hack and Slash | The one-against-a-hundred power-fantasy formula and on-screen engineering. |
| Dating Sim | Affection systems, schedule management and per-route text volume. |
| Factory / Automation | The four-ring automation loop, logistics throughput and blueprint tools. |
| Gacha RPG | The collect–raise–team-building three-ring loop and long-term live-ops cadence. |
| Tactical Shooter | Low-fault-tolerance information play and round economy. |
| Tactics / SRPG | Turn order, class counters and permadeath. |
| Hypercasual | The one-minute onboarding formula and a rapid level-production pipeline. |
| Endless Runner | Minimal controls, procedural generation and the sense of speed. |
| Educational | Dual-goal design and learning-outcome assessment. |
| Fishing | The tug-of-war game, compendium collecting and the rhythm of waiting. |
| Life Sim | Needs-driven schedules and identity expression. |
| Hidden Object | Hidden-object mechanics, scene-art costs and narrative integration. |
| Hunting | The track-and-ambush loop and the simulation/arcade divide. |
| Flight Sim | Three simulation tiers, the peripherals ecosystem and scenery costs. |
| Train Sim | Operational realism, route content packs and workshop support. |
| FMV | Live-action footage costs and branch-editing governance. |
| Jigsaw Puzzle | Puzzle-piece feel, image licensing and the relaxation positioning. |
| Music Creation | The play-with-music loop and no-theory-required design. |
| Co-op Horror | Multiplayer fear amplification and the investigate–extract loop. |
| Fashion Sim | Outfit scoring, wardrobe content and show-off social features. |
| Extreme Sports | Trick scoring, course generation and failure tolerance. |
| Asymmetric Multiplayer | 1v4 design and dual balance metrics. |
Other Genres (Continuously Expanding)¶
- Hybrid and long-tail genres are added on an ongoing basis; nominations via Issues are welcome.
Prerequisite reading:
- Game Design Handbook (genre-agnostic design foundations)
- Level Design Handbook (spatial design essentials for ten genres + classic breakdowns)
- Case Studies (success and failure cases by genre)