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That doesn't work at all man, come on. People abuse the tag system for any reason. Player abuse it, Devs abuse it, a group of reddit users abusing the tag system, is a pointless tag system.
FPS tag for games that don't even have game gameplay logic, some name this kind of game as "walking simulator" LOL don't even work as a game demo, in any case is not for me and is not a "first-person SHOOTER"
Every game have the puzzle or logic tag, but the game is an action game and the puzzle inside that game, if had any, barely can call it a puzzle.
Lot of people abusing the Souls-like, Rogue-like, Metroidvania (Metroid/Castlevania) tags endless for any game. The game developer not using the Rogue-like or Soul-like in their description because their game is not like that, however ignorant users tag it like that affecting everything else.
A first good step, block users tags from the account/preferences/Tags to exclude.
A good second step, allow me to fix the game devs tags (add/remove) for my account to not see that game again, when I'm searching for other games. This happens because devs abuse it to have more potential buyers.
Or if anyone has a better idea to fix this?
Genre's don't define a game much anymore. They're merely ingredients.
Well that's wrong, that's why a definition exist. If that the case, the tag system should remove it and change it for some like game mechanics, maybe just allowing two or three tags per game to define the main game genre.
Main game genre: Role-playing (RPG)
Perspective: Top-down
Theme: Fantasy
Narrative: Horror
Other ideas?
For example tags like Roguelike and RPG are used for genres and mechanics. Racing is such an example as well, open world games like Sleeping Dogs have races in them, so the racing tag got applied as it's a mechanic in the game.
Personally I disagree that less tags applied is a good idea, as it doesn't provide the possibility to fine tune searching.
As said. Mo5re so than any media games allow the mixing of genre conventions. In fact the media has evolved to defy genre conventions.
WHat if it switches to a Side scrolling or FPS peerspective during regular segments.
Theme. Fantasy, Urban? High? Low? Sci? Cosmic?
Narrative: What of games that have no actual narrative. And again What happens when the narrative has multiple themes. Horror, Fantasy, Mystery, COmedy is a thing.
And then you get to where a game has multiple mechanical things.
As said. Games may very well defy typical categorization and rather than try to apply things in the same waty, we mayhaps should adapt to how we parse them. I myself see it in the same way I see an ingredient list.
For the perspective, theme or narrative, the terms are straightforward unless you want to change the definition, something that lately people do -_- for some stupid reason. A game where the focus is "horror" with "Thriller" the main theme is horror. If the game don't have actual narrative, just use "N/A" I play a lot of games with zero plot.
Game genre, don't work as ingredients, the ingredients make a game genre. If you want to use "ingredients" to discover a game, use the game mechanics, perspective or the theme.
How about using the actual definition, and not allowing players and devs make their own definition?
Take as example FPS genre, by definition implicit in the name "first-person shooter". I expect the game is in first-person perspective and I can shoot enemies. It is not difficult to understand.
If you or any other player disagree with that definition for some reason and want to have your own definition. That is "user custom tag", tag the game ONLY for you. Not for everyone. I want to hide user tags.
You can't mix FPS with Platformer unless of course the game fulfill the expected "ingredients": First-person perspective, shoot at enemies, jump over platform with a side-scroller perspective. See, is not really difficult?
I'm not an expert. But it is easy to see the screwed tags system and how Devs abuse it to try to sell their game. Devs using like 6 game genres just to hit everywhere in the store. I think it is important to fix it.
Query.: What defines a game as 'Horror'?
Genres function as both ingredients and shorthand for specific combinations. Example Metroidvania . Short hand. "2D, action adventure puzzle platformer RPG"
See how that works?
Did it occur to you that there is little to know actual definition which is why people have differing ideas as to what tags apply?
What somepeople consider horror another may consider comedy.
What some people consider comedy may be considered drama for others, or at least not comedy. I dunno what adam sandler films are supposed to be but they ain't comedies.
And what if the game alternates between 3rd and FPS. I remember one game where the perspective depended on the class you chose. Pick a melee type and it was akin to a third person hack'nslash, Pick a ranged character and it became an FPS.
What would you call that game? You couldn't say it's only one or the other could you? You'd have to list both. See what I mean about games being hard to break into a single genre? As said. Better to treat it as ingredients gives a broader picture of the total experience provided by the game.
Because even in FPS there is a wealth of difference. DOom, Doom 2016, Skyrim, System SHock, SUper Hot, Serious Sam, Half Life, l4D, Thief...these are all FPS's and yet they are Vaaaastly different game experiences
You can do that if you want. Not hard to mod the skin to blank out that block.
Plenty of FPS games require platforming, heck look at a game like Severed STeel. FPS where you spend as much time wall running, double jumping, and dive sliding around the environment as you do actuall shooting stuff. Many FPS games now make navigation and mobility mastery just as much a part of the game as shooting. Many shooter are such now that if you aren't adept at chaining your wallruuns, swings, double jumps and ledge grappling you might as just press x to bend over and say "take me daddy".
No one said the system was perfect but at some point it uis the user that must adapt to the changing world . At some point you have to realize that the conventional genre system was not designed to handle interactive experiences. And heck they barely handle statice experiences anymore.
You use this as an example. How about what you said: "Roguelike Metroidvaina likewise further refines and narrows in on a specific experience." Rogue-like is a shorthand for specific combinations: turn-based, top-down view, RPG, dungeon crawl, tactic strategy, with some DnD rules, with high randomness and some other game "ingredients" like exploration.
For a Rogue-like game, all the game mechanics should be in the game, not just one. I don't say that, these are the game mechanics by game design books and books of game history. I CAN'T mix Metroidvania a 2D game and still been a Rogue-like, because this game genre are more specific and use a specific combination. It is like making a "Chess-like" game with the rules of "Checkers", is not a game like Chess, is something else.
If I search for Metroidvania I expect to have this specific combination. If I search for a Rogue-like I expect to have this specific combination, not just one. You disagree? Well, use your own custom tag, not mess with everyone else.
Can you give an examople of such a game?
report the ones you think don't fit, but keep in mind those user tags are placed their by otrher users like yourself. WHo's to say your definition is more 'right' than theirs?
Except that Ropgulike doesn'tneed to be turn-based or top-down. DOesn't have to be an RPG. Heck I don't even think the original Rogue was RPG, Nor does it have to be a dungeon crawl. Play ROgue Legacy and tell me that is any less of a ROguelike than FTL, or other such.
See what I mean about differeing definitions.
ROguelikes at their core employ mechanics in such a way as to make mastery/experience irrelevant. EVery play through stgarts from scratch and fore knowledge cannot be applied . Hence why most are either seed generated, or procedurally generated.
That's like saying All wolfenstein games should be Top down stealth adventure games.
Actually there's nothing stopping a metroid vanianna from employing roguelike mechanics, See Rogue Legacy..
This seems to be more about you disagreeing with how other people define tags.
Just before close the discussion with you: _"I don't even think the original Rogue was RPG"_ Actually Rogue was born because RPG and dungeon crawl, and all the descendant games like NetHack and ADOM. All the game you use as example are not Roguelike neither a little. Recent Roguelike are Caves of Qud, Cogmind or Jupiter Hell.
Back on topic.
The main problem with the current tag system is that everyone is abusing it, it's hard to find games correctly, sometimes I need to go through pages and pages full of shovelware and porn games that have no relation to the real tag. This situation happens with almost all game genre.
It seems the main issue are the users that tag with anything the games and then that tag is use for other users, if I can hide the user's custom tag for my account probably the result for looking a game will be better.
Maybe I'm wrong. Anyone knows how the tag system works? Thanks
WHat about it was an RPG?
I'll give you dungeon crawl, but not every dungeon crawl is an RPG.
You're kinda proving my point that it's less about the tags and more you simply having different definitions for the meanings of tags and apparently they go pretty deep.
By your personal definition. No. But here's a thing. Your definition could be wrong, did you consider that?
Nop. While there is some abuse, your big problem seems to be that other people don't share your narrow definitions of things. M'dude. Just as a Metroid Vania doesn't have to have Samus Belmot and Richter Aran explore Castle Zebes, like wise a game doesn't have to be a copy paste of Rogue to be a ROguelike.
Again, considering how narrowly you define things and that other people have shall we say a more open and realistic view of a given tag, I can imagine you would have a problem.
We don't live in the era where games are defined by a single mechanic or gimmick anymore.. those days ended back in the mid-90s. Games can be equal parts multiple tags.
I mean a great example of a modern ROgue Like. is DOn't Starve
+ Permadeath : ☑
+ Randomly Generated environment: ☑
+ No progress carried between deaths: ☑
+ Effect of Master / Experience Limited or otherwise negated: ☑
+ RNG Dependent: ☑
By all accounts it is Roguelike in the experience and engagement.
It is possible to search by developer tags but that's not much better since developers tend to use broad tags to cast a wide net most of the time.
There are no universally agreed definitions. For roguelikes there is the Berlin interpretation, but that one is not universally agreed upon either.
Other than being able to exclude individual tags, not much you can do. You can't exclude tags added by certain groups (either developers or players).