Abstract
Introduction
Game scholar Ian Bogost (2009) once noted that “videogames are a mess.” His comment was directed at the state of game studies at a time when the field was grappling with the question of what constitutes a videogame. Is it a system of rules and mechanics, a narrative, or a social act? The complexity only compounds when thinking videogames through genre, another inherently messy concept. How do we understand what constitute different videogame genres?
My aim with this essay is twofold. Firstly, I approach genre from an experiential perspective, attentive to the embodied and affective lived-experience of players, intervening in the debates around videogame genres by deploying the concept of
I begin by introducing key debates on the topic of videogame genre. For the most part, these debates revolve around what are the fundamental criteria of genre. I adopt a phenomenological approach to videogame genre, attuned to the lived-experience of players. After elaborating on the concept of atmosphere, I suggest that understandings of genre should seriously consider atmosphere as a fundamental criterion.
I integrate the above discussion by drawing from assemblage theory, towards an understanding of videogame genre as actualizations of different genre diagrams. I proceed by thinking videogame genres as
Through an analysis of the soulsborne, roguelike, and metroidvania genres, I will explain that different videogames may be considered part of the same genre, despite differences in their design, due to a similar atmosphere. Lastly, through an analysis of browser-puzzle videogames, I will show how sometimes, even minimal changes to a videogame assemblage can result in an event presenting a different atmosphere, which may be argued to be the actualization of a different genre.
Genre and Videogames
Like film genres (Frow 2014, 20), videogame genres are often considered a meaning-creating framework for players to make sense of their experience (King and Krzywinska 2006, 55). This explanation, however, gets problematized by the co-presence of fiction and narrative on one side, and game mechanics, rules and modes of interaction on the other. Many videogames do present stories, characters, and fictional gameworlds, and could therefore be analyzed from a literary perspective (Kücklich 2013, 115–16) sympathetic to the existence of genres such as horror, fantasy, science-fiction,
Accordingly, some believe videogame genre should be defined by rules, mechanics, and the types of interactions they afford, rather than representation (Aarseth 2004; Apperley 2006; Wolf 2001; 114–15). However, while useful analytically, the separation between rules and representations is artificial when considering the lived-experience of players (Clearwater 2011, 33). For example,
This debate mirrors a foundational one within (video)game studies, namely the ludology versus narratology debate (Pearce 2005). This debate, briefly stated, revolved around appropriate methodologies and the supposed essence of videogames, and whether this was to be found in videogames-as-texts defined by narrative or videogames-as-games defined by rules, with a trickle-down effect that impacted debates on videogame genre.
Additionally, other criteria may be used to classify videogames: the style of play they afford, such as “single player,” “multiplayer,” or “networked”; their platform, such that we have, for example, “mobile,” “console,” or “PC” videogames (Whalen 2004, 293); their ludic context, that is,
This complexity has led some to abandon the idea of rigidly separated videogame genres (Arsenault 2009; Järvinen 2002), yet, designers, marketers, scholars, journalists, and players regularly refer to them. Accordingly, before prematurely getting rid of the notion, we could look for alternative approaches.
Genre, Affect, and Atmosphere
Following the insight that genres are sense-making frameworks, I also acknowledge that they function, to a large extent,
The affective framework of genre, then, clearly addresses the body. Noticeable in this regard is the work of Linda Williams (1991) who writes about “body genres,” recognizable by the type of embodied emotions and feelings they afford, for example, disgust and shudder in the case of horror, carnal excitement in the case of porn, and weeping in the case of melodrama. Similarly, Vivian Sobchack (1992, 161) believes that genres may be understood as “the correlated postural schemas, motility, and spatiality of both the spectators watching the film and the film itself as spectator.” For Sobchack, through their compositions, editing, framings, point of views, and so on, films construct a lived-space experienced by a filmic body whose affects resonate in that of the viewer. Genres may be, then, recognized in that they afford specific types of embodied experiences.
Videogame genres too are affective frameworks, with different genres generating different affects. It is then possible to approach videogame genre from a phenomenological and affective perspective, attentive to the evoked emotions, embodied feelings, and sensations. Diane Carr (2006), for example, writes that videogame genres generate different affects through their design and the navigational styles they afford. In this sense, videogame genres produce different types future-oriented “looking-moving-feeling” (Huges 2010, 126), each with their own emotional resonance for players. Videogame genres thus understood should, then, be rooted in aesthetics before narrative and mechanics (Arsenault 2009, 171), and recent calls have been made for the exploration of how matters of “mood” and “theme” play into different genres (Clarke et al. 2017, 460).
This complex of emotions, sensations, and embodied feelings, is what I understand as
An important precursor of this theorization of atmospheres is Martin Heidegger and his notion of
Recently, scholars have started to include atmosphere in their consideration of genre, through an extension of affect-based approaches, both in cinema (Sinnerbrink 2012) and literature (Christiansen 2019). Steen Christiansen (2019, 10) writes that genre is an “archive of atmosphere.” In other words, we recognize texts as examples of a certain genre not only because we pay attention to their foregrounded narrative affordances, but because we
The question, then, is how are different genres constructed as to evoke different atmospheres? Böhme (2017, 17) describes stage design as paradigmatic for an aesthetic of atmosphere. Stage designers create atmospheres, experienced by audiences, through the selective disposition of props, lights, sounds
Genre Assemblages
Considering the above, it is necessary to explain how different articulations of game design express different genres. I suggest that genres may be conceptualized as
The
Diagrammatics is usefully deployed for an understanding of videogame genre. Cameron Kunzelman (2020) explores how new videogame genres appear and become recognizable through their various actualizations, despite noticeable differences between titles belonging to the same genre, understood as “a set of mechanics, modes of storytelling, and player expectations that branch out and proliferate from the original object. Diagrams allow us to identify which of these is being transported from one game to another” (Kunzelman 2020, 185).
I extend Kunzelman’s argument in two ways: First, I believe that genre is not only defined by set of mechanics, modes of storytelling, and player expectations, but also by atmosphere and affect; second, I argue that these affects and accompanying atmospheres are precisely what carries over between different videogames belonging to the same genre despite formal differences between them.
Let us unpack this. Ciara Cremin (2016, 15) writes about a “videogame plane, the plane of all possible videogames”, defined by multiplicity and virtuality. On its surface, all videogame possibilities and events occur, and every videogame exists in potentiality. Every assemblage has its own diagram and accordingly, its own plane, yet the diagram is also what connects actualized assemblages with other diagrams (and their assemblages) (DeLanda 2016, 6). Out of the virtual plane of all possible videogames, videogame assemblages actualize. There is
Variations between diagrams produce differences in kind, Cremin (2016, 16) explains: For videogames, variations produce new and wonderful multiplicities (. . .), ‘shoot’em ups’, ‘role players’,
During play, players composes and liberate affects contained within the game design, actualizing a previously virtual assemblage (Cremin 2016, 22). Following Cremin’s line of thought, we conclude that each genre exists on its own diagram (or plane), In the event of play, genres are actualized in the
The different diagramming of components during a play event gives rise to different genres, expressing an atmosphere, experienced by players attuned to the event. Genres are therefore not stable, objective entities, existing “out there,” but always actualizations of potentials. Discussing processes of actualization from virtual fields of potentiality, Brian Massumi (2002, 77) writes that change is emergent in relation, the becoming sensible in empirical conditions of mixture, of a modulation of potential. Post-emergence, there is capture and containment. Rules are codified and applied. The intermixing of bodies, objects and signs is standardized and regulated. Becoming becomes reviewable and writable: becoming becomes history.
Only retroactively may a videogame be assigned to a genre, which must first emerge in the actualized unfolding of the event.
Different Assemblages, Same Diagram
I expand upon these points by looking at the concrete case of the soulsborne, roguelike and metroidvania genres. Kunzelman (2020) develops his diagrammatic understanding of genres through an analysis of the “soulsborne” genre, a composite derived from the name of two games, a focus on combat, being unable to cancel animations and being forced to ‘go through’ with every input, interconnected level design, a third-person perspective, and a general design that is focused on completing sections of the game and defeating large bosses at the ends of those sections. All of this has a somber tone and an oblique story that needs to be put together by the player community. (Kunzelman 2020, 189).
These design features are hardly novel. Indeed, much of
With the
While the above titles share many similarities, they are also noticeable differences. Kunzelman (2020, 187) writes that “these games
While I agree, rather than on subject formation, I wish to focus on player experience. Kunzelman (2020, 188) writes that a genre becomes an aesthetic category “when a person experiences and performs certain affects,” yet he does not specify which affects are we dealing with here exactly. I argue the soulsborne diagram actualizes play events presenting a recognizable atmosphere across different soulsborne titles. The soulsborne’s atmosphere is hectic, tense, unforgiving. Players must be precise, patient and meticulous, as the smallest misstep may be game-ending. The visual and sound aesthetics of most soulsborne titles reinforce these affects, with a dark, moody tone, horrific enemy designs, and dramatic soundtracks. However, even when certain assemblage components change, the soulsborne diagram remains recognizable by the player as an overall experiential atmosphere.
We see the same dynamic at play in other genres which become recognized as such only retrospectively. One example is the roguelike, a genre taking its name from
In both the roguelike and the metroidvania we recognize specific experiential atmospheres. In the case of the roguelike, we find a tense, unforgiving atmosphere, not dissimilar from that of the soulsborne, though the former’s permadeath mechanic admittedly “ups the stakes” even more. Furthermore, the minimalist graphics contribute to an aesthetic of nostalgia (Johnson 2017, 117) which also “colors” the experience. The metroidvania, on the other hand, constructs an atmosphere heavily reliant on spatial navigation revolving around the unlocking of skills. The way the mazes of metroidvania videogames are navigated and “conquered” (Carr 2006) following increases in avatar capacities evokes feelings of growth and power. For example, as Samus we quickly dispatch of some enemies who previously were making progressing through a specific room in
New Atmosphere, New Genre?
Finally, we may also observe those cases in which different actualizations of a diagram fail to evoke recognizable atmospheres. In late 2021, the browser videogame
In January 2021, the
While it is true that atmospheres are more than the sum of their parts, and that it is consequently possible to change assemblage components without altering the atmosphere so much as to actualize a different genre, it is also possible to make minimal changes to the assemblage composition and end with quite a different atmosphere. While most of the
With a major news outlet as publisher now part of the
Conclusion
In this essay I adopted atmosphere as a lens through which to understand videogame genre. By doing so, I intervened in some critical debates on the relation between videogame and genre. To reiterate, atmospheres are here understood in their experiential and phenomenological sense, as a wholistic affective and embodied phenomenon arising in-between subject and object (or player and videogame), giving rise to patterns of “looking-moving-feeling.” I argued that atmospheres thus understood provide a basis for an affective and phenomenological understanding of genre. In other words, I claim that players understand and differentiate between genres not based on narrative structures, rules and mechanics, or modes of interaction, but rather on the types of atmospheres they experience.
Such an understanding moves us beyond foundational debates in game studies regarding genre and refocuses our analysis on player experience, while at the same time bringing the scholarship on videogame genre in conversation with that already begun in fields such as film studies and literature studies attentive to the importance of atmosphere for genre.
I further extended my discussion of videogame genre as atmosphere by adopting an assemblage perspective. In such a perspective, genres are understood as spatiotemporally contingent events taking place through the coalescing of bodies. Such events present distinct affective intensities, or atmospheres, to which players attune. Through an assemblage perspective I showed how different videogames belonging to the same genre present similar atmosphere despite noticeable formal differences between them. At the same time, I explained how even minimal differences between otherwise very similar assemblage configurations can give rise to distinct experiential atmospheres.
Atmospheres and assemblages thus provide a novel and effective way to understanding and theorizing genre that may be applied to other media apart from videogames, such as television and film.
