Stack · 25 cards
Genre
What kind of game will it be?
Belongs to the term
- Ludic Frame
- A Ludic Frame is an interpretive schema according to which a Ludic Agent reads what happens.
Genre
What it is about
A frame is a schema by which players read what happens in a game. It comes from what they already know and brings expectations with it. The Frame stack has seven sub-decks; the Genre Frames are the one whose knowledge comes not from everyday life but from play culture. A word like “roguelike” or “survival” calls up, for players who know the genre, a whole set of expectations: what one does, how it proceeds, what matters. This is very effective – one word opens up a whole design space – but it can also narrow that space, because genre conventions are powerful.
The 25 cards range from RPG, Adventure and Strategy through Platformer, Shooter and Racing to Deckbuilding, Visual Novel, Tower Defense, Sandbox and Social Deduction. Each names the core expectations of the genre, the activities it suggests, and what follows from it for the design. In addition there are sub-genres, suggestions for breaking the genre, fitting moods and themes, example games and a question for the playtest. For the roguelike, for instance: Hades, Slay the Spire, One Deck Dungeon – and as a break, a roguelike without combat, or one in which the death of one player has consequences for all.
A guide card, a separator card and a blank card belong to the stack.
How to use it
Method: (1) Introduce the Genre Frames as an offer: for those who know game genres, these cards help. (2) Lay out the 25 cards or pre-sort them. (3) Choose no, one or two genres in the team as a frame of reference. (4) Study the back and use the consequences for the design as a checklist. (5) Decide deliberately: which conventions do we adopt, which do we break?
Variant genre fusion: Draw two cards and combine them – a roguelike management game, a horror party game. The combination forces solutions of your own.
Notes for facilitation: Never make Genre Frames mandatory; teams without experience of genres work better with Thematic and Atmospheric Frames. Present the conventions as a toolkit, not as a prescription, and make active use of the suggestions for breaking the genre.
Time: 5 minutes as a quick choice with experienced teams, 10 to 20 minutes as a discussion in a workshop, 20 to 30 minutes with genre fusion and the consequences for the design.
Sequence: optional, in ideation after the Thematic and Atmospheric Frames; for a quick start into the Frame, Thematic and Genre are enough. The stack is particularly useful when the design starts from a mechanism or from the form. In development the conventions serve as a reference.
Relations
Thematic frames come from everyday life, genre frames from play culture; together they give the quickest way into the Frame. Each genre card names moods and themes that fit it – for the roguelike, tension and dread, expedition and temple. A genre suggests activities and mechanisms but regulates nothing: “deckbuilding” leads one to expect acquiring cards and improving one’s deck; how this happens is only determined by the rules. Whether a genre frame takes hold depends on what the players bring with them – this is described by the Habitus stack. Someone who has never played a genre does not read its conventions.
The cards
Genre
Download
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