--- title: "Game Types Reference" --- BMGD supports 24 game type templates. Each adds genre-specific sections to your GDD. ## Game Types ### Action & Combat #### Action Platformer Side-scrolling or 3D platforming with combat mechanics. **Examples:** Hollow Knight, Mega Man, Celeste **GDD sections:** - Movement systems (jumps, dashes, wall mechanics) - Combat mechanics (melee/ranged, combos) - Level design patterns - Boss design #### Shooter Projectile combat with aiming mechanics. **Examples:** Doom, Call of Duty, Splatoon **GDD sections:** - Weapon systems - Aiming and accuracy - Enemy AI patterns - Level/arena design - Multiplayer considerations #### Fighting 1v1 combat with combos and frame data. **Examples:** Street Fighter, Tekken, Super Smash Bros. **GDD sections:** - Frame data systems - Combo mechanics - Character movesets - Competitive balance - Netcode requirements ### Strategy & Tactics #### Strategy Resource management with tactical decisions. **Examples:** StarCraft, Civilization, Europa Universalis **GDD sections:** - Resource systems - Unit/building design - AI opponent behavior - Map/scenario design - Victory conditions #### Turn-Based Tactics Grid-based movement with turn order. **Examples:** XCOM, Fire Emblem, Into the Breach **GDD sections:** - Grid and movement systems - Turn order mechanics - Cover and positioning - Unit progression - Procedural mission generation #### Tower Defense Wave-based defense with tower placement. **Examples:** Bloons TD, Kingdom Rush, Plants vs. Zombies **GDD sections:** - Tower types and upgrades - Wave design and pacing - Economy systems - Map design patterns - Meta-progression ### RPG & Progression #### RPG Character progression with stats, inventory, and quests. **Examples:** Final Fantasy, The Witcher, Baldur's Gate **GDD sections:** - Character stats and leveling - Inventory and equipment - Quest system design - Combat system (action/turn-based) - Skill trees and builds #### Roguelike Procedural generation with permadeath and run-based progression. **Examples:** Hades, Dead Cells, Spelunky **GDD sections:** - Procedural generation rules - Permadeath and persistence - Run structure and pacing - Item/ability synergies - Meta-progression systems #### Metroidvania Interconnected world with ability gating. **Examples:** Metroid, Castlevania: Symphony of the Night, Ori **GDD sections:** - World map connectivity - Ability gating design - Backtracking flow - Secret and collectible placement - Power-up progression ### Narrative & Story #### Adventure Story-driven exploration with puzzle elements. **Examples:** Monkey Island, Myst, Life is Strange **GDD sections:** - Puzzle design - Narrative delivery - Exploration mechanics - Dialogue systems - Story branching #### Visual Novel Narrative choices with branching story. **Examples:** Doki Doki Literature Club, Phoenix Wright, Steins;Gate **GDD sections:** - Branching narrative structure - Choice and consequence - Character routes - UI/presentation - Save/load states #### Text-Based Text input/output games with parser or choice mechanics. **Examples:** Zork, 80 Days, Dwarf Fortress (adventure mode) **GDD sections:** - Parser or choice systems - World model - Narrative structure - Text presentation - Save state management ### Simulation & Management #### Simulation Realistic systems with management and building. **Examples:** SimCity, RollerCoaster Tycoon, The Sims **GDD sections:** - Core simulation loops - Economy modeling - AI agents/citizens - Building/construction - Failure states #### Sandbox Creative freedom with building and minimal objectives. **Examples:** Minecraft, Terraria, Garry's Mod **GDD sections:** - Creation tools - Physics/interaction systems - Persistence and saving - Sharing/community features - Optional objectives ### Sports & Racing #### Racing Vehicle control with tracks and lap times. **Examples:** Mario Kart, Forza, Need for Speed **GDD sections:** - Vehicle physics model - Track design - AI opponents - Progression/career mode - Multiplayer racing #### Sports Team-based or individual sports simulation. **Examples:** FIFA, NBA 2K, Tony Hawk's Pro Skater **GDD sections:** - Sport-specific rules - Player/team management - AI opponent behavior - Season/career modes - Multiplayer modes ### Multiplayer #### MOBA Multiplayer team battles with hero selection. **Examples:** League of Legends, Dota 2, Smite **GDD sections:** - Hero/champion design - Lane and map design - Team composition - Matchmaking - Economy (gold/items) #### Party Game Local multiplayer with minigames. **Examples:** Mario Party, Jackbox, Overcooked **GDD sections:** - Minigame design patterns - Controller support - Round/game structure - Scoring systems - Player count flexibility ### Horror & Survival #### Survival Resource gathering with crafting and persistent threats. **Examples:** Don't Starve, Subnautica, The Forest **GDD sections:** - Resource gathering - Crafting systems - Hunger/health/needs - Threat systems - Base building #### Horror Atmosphere and tension with limited resources. **Examples:** Resident Evil, Silent Hill, Amnesia **GDD sections:** - Fear mechanics - Resource scarcity - Sound design - Lighting and visibility - Enemy/threat design ### Casual & Progression #### Puzzle Logic-based challenges and problem-solving. **Examples:** Tetris, Portal, The Witness **GDD sections:** - Puzzle mechanics - Difficulty progression - Hint systems - Level structure - Scoring/rating #### Idle/Incremental Passive progression with upgrades and automation. **Examples:** Cookie Clicker, Adventure Capitalist, Clicker Heroes **GDD sections:** - Core loop design - Prestige systems - Automation unlocks - Number scaling - Offline progress #### Card Game Deck building with card mechanics. **Examples:** Slay the Spire, Hearthstone, Magic: The Gathering Arena **GDD sections:** - Card design framework - Deck building rules - Mana/resource systems - Rarity and collection - Competitive balance ### Rhythm #### Rhythm Music synchronization with timing-based gameplay. **Examples:** Guitar Hero, Beat Saber, Crypt of the NecroDancer **GDD sections:** - Note/beat mapping - Scoring systems - Difficulty levels - Music licensing - Input methods ## Hybrid Types Multiple game types can be combined. GDD sections from all selected types are included. | Hybrid | Components | Combined Sections | |--------|------------|-------------------| | Action RPG | Action Platformer + RPG | Movement, combat, stats, inventory | | Survival Horror | Survival + Horror | Resources, crafting, atmosphere, fear | | Roguelike Deckbuilder | Roguelike + Card Game | Run structure, procedural gen, cards | | Tactical RPG | Turn-Based Tactics + RPG | Grid movement, stats, progression | | Open World Survival | Sandbox + Survival | Building, crafting, exploration |