gurugeorge
Arcane
All the genres are somewhat arbitrary and fall out of some blend of a few elements,e.g. logical puzzle solving, simulation, story-telling (which includes choice/consequence), competition (combat), combined with what technical limitations will forbid and allow.
Chess and similar board games have everything except story-telling, but their simulation element is very light, and limited by the ancient technology of bits of wood or whatever, which by default brings puzzle solving and competition to the fore. But if you were the scion of a rich lord in the olden days, you might be able to afford full wargaming sets and learn some of the intricacies of real war on the floor or on a giant table - there the simulation element would be a bit more emphasized.
Adventure games are a blend of puzzle solving, simulation and story-telling.
CRPGs are a blend of all the elements (with the puzzle solving being related to resource management and character building, etc.).
There's also the possibility of "nesting" - e.g. beating the game, any game, is itself an element of competition at the meta level.
What everybody wants, ultimately, is perfect simulation, because all these things fold back into simulation. Except not quite the perfect simulation, but rather, the perfect simulation in which it's easier to "win" in than in real life. Also the perfect simulation plus fantastical or science-fictional or superheroic elements, which heighten the emotion in the way GRR Martin talks about.
The perfect simulation in which the difficulty slider is just a tad to the easier side than in real life - not God mode, but comprised of challenges that it's easier to overcome. There's a sweet spot there, where you find happiness by facing challenges that are JUST on the edge of what you're capable of, and beating them. A microcosm in which it's possible to be a winner, or to dream of being a winner. (And that isn't necessarily a pejorative basement-dweller reference, lots of real-life winners are also gamers - "beating" things is their metier, and they do it at work and at leisure.)
But in pursuit of the perfect simulation, the relative limitations of technology have sort of sloughed off "genres" which have their own quirks, arising out of their limitations, which people grow to be fond of (perhaps because they grew up with them, or they just tickle their fancy in some way).
Chess and similar board games have everything except story-telling, but their simulation element is very light, and limited by the ancient technology of bits of wood or whatever, which by default brings puzzle solving and competition to the fore. But if you were the scion of a rich lord in the olden days, you might be able to afford full wargaming sets and learn some of the intricacies of real war on the floor or on a giant table - there the simulation element would be a bit more emphasized.
Adventure games are a blend of puzzle solving, simulation and story-telling.
CRPGs are a blend of all the elements (with the puzzle solving being related to resource management and character building, etc.).
There's also the possibility of "nesting" - e.g. beating the game, any game, is itself an element of competition at the meta level.
What everybody wants, ultimately, is perfect simulation, because all these things fold back into simulation. Except not quite the perfect simulation, but rather, the perfect simulation in which it's easier to "win" in than in real life. Also the perfect simulation plus fantastical or science-fictional or superheroic elements, which heighten the emotion in the way GRR Martin talks about.
The perfect simulation in which the difficulty slider is just a tad to the easier side than in real life - not God mode, but comprised of challenges that it's easier to overcome. There's a sweet spot there, where you find happiness by facing challenges that are JUST on the edge of what you're capable of, and beating them. A microcosm in which it's possible to be a winner, or to dream of being a winner. (And that isn't necessarily a pejorative basement-dweller reference, lots of real-life winners are also gamers - "beating" things is their metier, and they do it at work and at leisure.)
But in pursuit of the perfect simulation, the relative limitations of technology have sort of sloughed off "genres" which have their own quirks, arising out of their limitations, which people grow to be fond of (perhaps because they grew up with them, or they just tickle their fancy in some way).