quote: there is no light AND dark, they are opposites. dark is the absense of light. you cannot have both.
So you''d be looking at it not as "light and dark", but rather, "The presence or lack of light". You could probably shorten that up to "Brightness". From there, having identified it as a singular entity, rather than two individual seperate concepts, it would be possible to ascertain a direct oposite to the entity "Brightness", which would, obviously, be... er... eh... "Cheese and blunts". Or anything else completely unreleated to brightness, of which there are an infinite number of possible candidates.
The majority of this thread seems to be essentially pointless abstract ideas without meaning placed underneath a facade of scientific analysis. I don''t mean that in a bad way, of course.
It sounds like the original poster is saying that, through studying the opposites of various game genres, it would be possible to derive entirely new genres. That is an interesting idea, but (unless I am reading it wrong), cannot be successful for the simple reason that not everything has an opposite.
With paint, green is the opposite of red.
Why?
Not because of some deep philosophical truth that causes green and red to be at opposite ends of the chi-void in the parallel planes of consciousness. It''s because green is made of yellow and blue, which are the two remaining primary colors. There is a logical rule for the existance of "opposites" within this color spectrum.
Attempting to apply the concept of the opposite to, say, "Tree", will not render any meaningful result. What is the opposite of "Tree"? Is it "Root"? "Ashes"? "Empty Air"? "Vacuum"?
For the same reasons that it is not possible to determine an opposite to "Tree", it is not possible to determine an opposite to "Real-Time Strategy".
However, this does not mean that this vein of thought is worthless - it could be a useful mental vice when attempting to envision a new game concept. Just like imagining the "sound of one hand clapping" can throw your thought processes for a loop, imagining the "opposite of a third-person shooter" might be a catalyst that would force you to rethink your previous creative limitations.
I do, however, agree with Krez that this is pretty much just an attempt to model something that doesn''t exist under the guise of creativity.