Why Traditional Retail Fails Video Game Stores
Video game store discovery fails when games are treated like retail products. Explore why traditional genres and categories break modern game discovery.
Aleksander Kjeserud
Director of Strategic Research and Business Development
@Gameopedia
Outdated retail classification systems fail to capture the way players search for games today. A new approach to organizing video game stores is necessary for better discovery.
It’s 2026. You log in to a video game store after work and type: “relaxing co-op game for weeknights.”
The results make no sense.
You see a competitive shooter game, a massive role playing game that demands 100+ hours to finish the tutorial, and a battle royale game built around voice chat and constant pressure.
This isn’t a UX problem. It isn’t an algorithm problem. It’s a classification problem.
Most video game stores are still organized using traditional retail taxonomies, the same logic once used to sort books, DVDs, and boxed electronics. That structure fundamentally cannot describe how video games actually work.
Video game genres are not usually defined by the setting or story of the game but by the way the player interacts with the game. Video game genres are defined primarily by gameplay mechanics rather than by story, theme, or setting. Video game genres, such as action, shooter, platformer, RPG, and sandbox, are one of many ways players discover and select games, and a simplistic classification of titles will lead to poor recommendations and missed opportunities of game discovery.
Until that changes, discovery will keep feeling broken no matter how polished the storefront looks.
How Players Actually Search in a Video Game Store
Experience-Driven Queries
Players rarely browse a video game store by title unless they already know what they want. Instead, they search by intent.
They look for:
Low time commitment strategy games: strategy games with low time commitment
Casual multiplayer: multiplayer games that don’t require constant coordination
Puzzle-focused gameplay: puzzle games focused on solving puzzles rather than reflexes
Relaxing simulation: simulation games that feel relaxing, not demanding
Narrative-driven action adventure: action adventure games with strong narrative but minimal combat
These are experience-driven queries. Players are describing how a game feels to play, not its shelf label. They are interested in the unique features and experiences that different games offer, such as immersive gameplay, innovative mechanics, or distinctive visual styles. In other words, they are seeking specific gaming experiences tailored to their preferences.
Limitations of Current Search Systems
Most video game store search systems can’t handle this. They understand game genre, platform, price, popularity, and release date. A player searching for “low-stress strategy” gets results tagged “Strategy” that include real time strategy games, turn based strategy titles, and multiplayer online battle arena games. All technically correct, but experientiallywrong.
The store hears keywords. The player is describing a gaming experience. Game taxonomy is crucial for developers, sellers, and gamers because they drive game discovery and influence market fit.
When a video game store can’t answer these questions, players route around it. They open YouTube, Reddit, or wikis to figure out what the store should have told them. Discovery moves everywhere except the store itself.
Video Game Stores in 2026 Are Organized Like It's The 90s
Open any major video game store and the structure is familiar.
Top-level categories like Action, Adventure, RPG, Shooter, Sports Games, Racing Games, Puzzle Games, Simulation Games, representing various genres that highlight the diversity of game types available. Filters for platform, price, discount status, multiplayer, and popularity. Collections built around trends and promotions.
This structure comes directly from physical retail. In the 1990s and early 2000s, video games sat on shelves and needed to be grouped in broad, easily scannable buckets. Action games went together. Sports games went together. Role playing game titles lived on their own shelf.
When digital distribution arrived, stores copied this logic almost verbatim. It was simple, familiar, and already wired into industry tooling.
What changed was the scale. What didn’t change was the structure. The gaming industry has rapidly evolved and diversified, with new genres and trends emerging, but store organization has not kept pace with these changes. Current genre definitions are often too broad, which leads to confusion and misclassification of games.
Modern video game stores are expected to support tens of thousands of games using a system designed for limited shelf space and static inventory.
Why Retail Taxonomies Fail for Video Games Genres
Retail taxonomies work for static products.
A book has a fixed length. A film has a fixed runtime. A pair of headphones has fixed specifications.
Video games are different. They’re interactive experiences.
A game’s experience changes based on mechanics, difficulty curves, vibes, social context, and player skill. The rise of digital adaptations, where traditional puzzle games and tabletop role-playing games are transformed into digital formats, adds further complexity to classification, as these adaptations often blend classic gameplay elements with new interactive features. Two games can share the same video game genre and deliver completely different moment-to-moment play.
Problems with Genre Labels
This is why video game genre labels have stretched to the point of uselessness. The classification of video game genres is often problematic due to overlapping characteristics and catch-all terms.
“Action” can mean third person shooters, platform games, stealth games, sandbox games, or melee combat-focused brawlers. “Multiplayer” covers party games, massively multiplayer online game experiences, competitive shooters, and co-op campaigns. “Survival” includes cozy farming simulations and survival horror titles filled with jump scares.
Retail categories describe what a product is. Players care about what playing it is like.
Same Genre, Completely Different Experience
Consider two games labeled “Action RPG” in a video game store.
One emphasizes precision timing, punishing failure, and slow exploration across a hostile game world. The other focuses on fast real time combat, frequent rewards, and short session loops.
To the store, they look similar. To the player, they feel worlds apart.
Genre Diversity in Practice
Platform games: Platform games like Super Mario Bros and other popular examples demand entirely different skill levels. Early popular examples of platformers, such as Donkey Kong, set the foundation for the genre. These games feature climbing and jumping mechanics that became defining elements of platform games.
Action games: Action games emphasize physical challenges that require hand-eye coordination and motor skill to overcome.
Survival games: Survival games range from cozy resource management to hostile PvP sandboxes.
Shooter games: Shooter games span tactical shooters, first person shooter chaos, and battle royale games with entirely different pacing. These games feature unique gameplay elements, such as survival mechanics or strategic team play, that distinguish them within the same genre.
A player who enjoys one is not necessarily interested in the other. But the store can’t tell the difference.
When Filters Hide More Than They Reveal
Filter Limitations
Filters are supposed to help discovery. In practice, they often make it worse.
Multiplayer grouping: Multiplayer collapses party games, fighting games, and massively multiplayer online formats into a single toggle, grouping together many games with different gameplay styles and features.
Shooter category: “Shooter” lumps together most shooters (including first person perspective shooters, third person shooters, tactical shooters, and shoot em ups) into one broad category. The shooter genre regularly tops the charts in player spending, especially in the US market, making it one of the most popular video game genres.
Strategy grouping: “Strategy” groups real time strategy games, turn based strategy, tactical role playing game hybrids, and MOBA games.
Price and popularity filters: Price and popularity filters further distort discovery. Extremely popular titles dominate visibility, while niche games that might perfectly match a specific intent remain buried.
Filters built for inventory slicing can’t express experiential nuance. Many games today are classified into multiple genres, which can lead to confusion in genre identification. They tell you where a game lives in a database. They don’t tell you how it feels to play.
Why Algorithms Can’t Fix Broken Structure
Modern video game stores lean heavily on recommendation systems to compensate for weak classification.
But algorithms can only work with the data they’re given.
If the metadata says “Action, Multiplayer, 2024,” no system can infer that a game is low-stress, cooperative, short-session, or focused on strategic gameplay instead of reflexes. This is why recommendation loops often feel noisy or repetitive.
Popularity-based systems reinforce what’s already extremely popular, while games from other genres and unique categories are often overlooked. New games struggle. Niche experiences disappear. A good, but poorly marketed game is likely to sell eight times fewer copies than a mid and well-marketed game. Players with specific needs such as limited time, low tolerance for stress, preference for certain mechanics are poorly served. Marketing strategy is a critical factor that can help overcome these challenges.
This isn’t an intelligence failure. It’s an input failure.
What Video Games Actually Need to Be Described Properly
Discovery improves when a video game store describes games the way players already think about them.
Key Descriptive Dimensions
That means going beyond retail labels and modeling dimensions such as:
Core mechanics: shooting, stealth, resource management, solving puzzles, RTS games (which involve resource management and tactical decision-making)
Structure: open world vs. linear, sandbox vs. mission-based
Sub genre: puzzle, hidden object, survival horror, action-adventure—capturing specific gameplay experiences within broader genres
Session length: short bursts vs. long-form progression
Difficulty and commitment: tactical thinking vs. reflex mastery
Social structure: solo, co-op, competitive, drop-in, scheduled play
Vibes: relaxing, intense, narrative-driven, atmospheric
Real-Time Strategy (RTS) games like StarCraft II and Age of Empires require players to manage resources and make tactical decisions in real-time.
These are not marketing tags. They’re structural descriptors. Precise genre definitions can help game retailers provide better recommendations and assist developers in making informed design choices. They belong at the same level as price or platform in a store’s data model.
Without them, discovery will always be approximate.
Mechanics and Strategic Gameplay Matter More Than Genre
The Role of Mechanics
Two role playing games can feel completely different depending on mechanics. In these games, players typically assume the role of a player character, whose abilities, stats, and progression are central to the experience. A standard RPG focused on completing quests and character development plays very differently from an action RPG built around real time combat. Role-playing games (RPGs) allow players to assume the roles of characters in a fictional setting, often involving character development and narrative progression. RPGs also allow players to control characters that grow in strength and experience over time through gameplay.
Metroidvania games are a great example of how specific mechanics define a subgenre. These games emphasize non-linear exploration, backtracking, and gradual access to new areas through acquired abilities, drawing on the legacy of classic Metroid and Castlevania franchises.
Final Fantasy titles and modern action RPGs may share a label, but their core loop, pacing, and player demands differ drastically. The same applies across strategy games, adventure game titles, and simulation games.
Mechanics describe what the player actually does. They are the verbs of play. Any video game store that hides mechanics behind a single genre label is hiding the most important information.
Social Structure Changes Everything
Social Experience Variations
Binary labels like Single-player and Multiplayer flatten complex social experiences.
A massively multiplayer online game demands different commitment than a short co-op puzzle game. Multiplayer online battle arena formats require coordination with strangers and often involve managing multiple units or characters simultaneously. Party games emphasize casual, low-stakes interaction. Competitive fighting games like Mortal Kombat reward mastery and precision. In addition, other games, such as sandbox titles, hero shooters, and action-based sub-genres, blend multiplayer elements in unique ways, further diversifying player experiences.
Massively multiplayer online role-playing games (MMORPGs) like World of Warcraft offer vast, persistent worlds filled with quests and social interactions. These games provide players with ongoing opportunities for collaboration, exploration, and community building within a living game world.
These distinctions matter more to players than the headline genre. A store that can’t express them forces players to guess.
Tone and Emotional Vibe Are Central to Choice
Emotional Language in Game Discovery
Players often search using emotional language: cozy, intense, grim, playful, meditative, chaotic. These aren’t vague preferences. They’re central to how people choose what to play.
Horror games alone span survival horror with jump scares, psychological horror, and action-heavy hybrids. Each of these is a distinct sub genre within horror, offering unique mechanics, themes, and gameplay experiences. The design of the playing field, whether a claustrophobic corridor, an open dungeon, or a maze-like grid, shapes the emotional tone and tension players feel. Games like Resident Evil evolved dramatically over time, yet often sit under a single label.
Tone defines how an experience feels moment to moment. Ignoring it guarantees mismatched recommendations. Open-world games provide players with vast, explorable environments where they can follow their path and make meaningful choices.
Better Discovery Starts With Structure, Not Surface
When discovery fails in a video game store, the instinct is to redesign the UI or tweak the algorithm. Those changes help at the margins.
The real problem sits deeper: how games are classified, especially in terms of video game genres.
The classification of video game genres is essential for game discovery and marketing strategies.
As long as video games are organized like static retail products, discovery will continue to feel frustrating. No amount of UX polish can compensate for a structure that doesn’t match the medium. The classification of video game genres is essential for game discovery and marketing strategies.
The stores that succeed going forward will be the ones that rethink classification from the foundation up, modeling games as multi-dimensional experiences rather than shelf items.
That shift, away from traditional retail taxonomies and toward gaming-native structure, is what finally makes discovery feel intuitive instead of exhausting.
Aleksander Kjeserud
Director of Strategic Research and Business Development
@Gameopedia

