From Thomas Aquinas to now we must consider the one, the good, and the beautiful even in modern video game design. Good game design follows the ratio fun = meaningful decisions / time but if we subtract from that the elements of bad game design we end up with implementations of classic board games, because RNG is also bad. Some genres mentioned before like platformers and fighting games tend to avoid the problem, as do some MOBAs and first person shooters. I will be writing and designing RPG battle systems that avoid RNG and grinding. So then fun = meaningful decisions / time - bullshit so f = (d/t) - b
Turn based systems will be judged by the permutation (actually a multiset (actually that might need some clarifying)) of the moves done like the marks in SGF (for Go) or Chess notation. An action game is thus only the string of inputs.
So then what happens in the genres? Has there been little innovation? Are new genres forming? Did genres not get recognized correctly before? What even is Qix and Quadrun?