The GameType Indicator (GTI)
A framework for understanding video games based on what it feels like to play them.
The Problem with Genre
Most gaming libraries span a vast range of experiences. One day you're saving the galaxy in a sprawling RPG, the next you're meticulously organizing a virtual farm.
The traditional language we use—genre tags like "Action-Adventure" or "Simulator"—has become too broad to be useful. What does it mean to "like RPGs" when that label applies equally to Pokémon Yellow and Cyberpunk 2077? The experiences are fundamentally different.
User-generated tags on platforms like Steam offer more detail but introduce their own chaos. They are an inconsistent mix of mechanics ("Open World"), themes ("Cats"), aesthetics ("Cartoony"), and community inside jokes ("Memes"). While helpful, the system lacks a standardized framework for comparing the core feel of a game.
The GameType Indicator (GTI) is an attempt to create that framework. It intentionally ignores genre, theme, and aesthetics to focus on the experiential qualities that define play.
The Six Dimensions of Experience
The GTI model is built on six fundamental dimensions, each representing a core aspect of the player experience. By identifying a game's position on each spectrum, we can generate a six-letter code that describes its experiential profile.
1. Focus (N/M)
Describes the game's primary source of engagement and its foundational pillar.
(N) Narrative-first: The core experience is built around an unfolding story. Gameplay mechanics, however deep, exist primarily to serve, deliver, or allow interaction with the narrative. (e.g., The Last of Us)
(M) Mechanics-first: The core experience is built around mastering the game's systems and rules. The narrative, however rich, exists to contextualize or motivate the gameplay. (e.g., Street Fighter)
2. Stance (A/D)
Describes the player's primary perspective and mode of agency.
(A) Actor: The player's primary experience involves embodying and directly controlling a singular character or entity from within the game world. (e.g., God of War)
(D) Director: The player's primary experience involves overseeing, managing, or strategically controlling game elements from a more removed or external perspective. (e.g., Civilization VI)
3. Progression (E/S)
Describes how the game's experience and challenges unfold.
(E) Emergent: Player actions and interlocking game systems lead to unpredictable, unscripted outcomes. Player agency significantly shapes how the game unfolds. (e.g., Breath of the Wild)
(S) Structured: The game's environment, objectives, and challenges are largely predefined and sequenced by the designers to deliver a specific, crafted experience. (e.g., Super Mario Bros.)
4. Complexity (L/H)
Describes the cognitive load and learning curve of the game's systems.
(L) Low-Complexity: Core systems are straightforward and intuitive. Mastery relies less on navigating intricate, interconnected rule sets. (e.g., Minecraft)
(H) High-Complexity: The game involves multifaceted, deeply interconnected systems that demand significant learning, strategic planning, or foresight to master. (e.g., Crusader Kings III)
5. Pacing (R/T)
Describes the general experiential rhythm and pressure of gameplay.
(R) Relaxed: The game offers a generally low-stress experience, characterized by a player-set tempo and self-paced engagement. (e.g., Stardew Valley)
(T) Tense: The game imposes a demanding tempo or high-pressure situations that require focus, quick reflexes, or deep thought under duress. (e.g., ELDEN RING)
6. Encounters (P/O)
Describes the designed social environment.
(P) Private Scope: The game is designed for a single player or for multiplayer within a closed, curated group (e.g., invite-only sessions with friends). (e.g., Baldur's Gate 3)
(O) Open Scope: The game's design inherently facilitates or defaults to interactions with a wider, often anonymous, public player base via matchmaking or persistent shared worlds. (e.g., World of Warcraft)
How to Use the GTI
The GTI is more than a classification system; it's a tool for discovery.
1. Spot Broad Patterns
Start by classifying your ten favorite games. You might have an "aha!" moment: "Wow, eight of them are Director (D) games!" This single data point reveals a fundamental preference for strategic oversight, a trait that no genre tag could describe so well.
2. Identify Experiential Clusters
Look for recurring combinations of two or three letters. You might find you consistently gravitate towards N-A-E games—those with Narrative-first focus, an Actor stance, and Emergent progression. This identifies a specific vibe you enjoy: being the protagonist in a story-driven world where your actions have unpredictable consequences. You can now seek out that vibe, regardless of whether the game is a western, a sci-fi mystery, or a fantasy epic.
3. Discover Hidden Connections
The model's real strength is in uncovering a shared experiential core between seemingly unrelated games. Consider Baldur's Gate 3, with a GTI code of N-A-E-H-T-P. While many are drawn to its epic narrative, perhaps what truly resonated with you was its E-H-T core: an Emergent world creating chaos, High-Complexity systems to master, and Tense, high-stakes outcomes.
You might realize that the same E-H-T core exists in FTL: Faster Than Light (M-D-E-H-T-P). Though one is a fantasy RPG and the other a sci-fi roguelike, they share a fundamental loop of emergent, complex, and tense decision-making. The GTI provides the language to find that hidden connection.
A Tool for Understanding
Ultimately, the GTI is a lens. It helps articulate why we connect with certain games and provides a map to find new experiences that we'll enjoy. By shifting the focus from genre to feeling, we can develop a deeper, more personal understanding of the games we play and the reasons we play them.