Why Tetris isn't a puzzle game
It's weird how bad people are at looking even a tiny bit below the surface. All you have to do is quietly mention in passing somewhere that Tetris, Columns, Bejeweled or any of their millions of clones and derivatives aren't actually "puzzle games", and all hell breaks loose.
Even nowadays, with a resurgence in indie games making abstract graphics (relatively) popular again, most gamers angrily insist that if something doesn't look like a traditional spaceship, it can't be a spaceship.
(And no, Tetris ISN'T a puzzle. It's an arcade action game that happens to have abstract graphics. Stuff falls down the screen and you have to quickly react to it by manipulating left, right and fire controls. It's primarily about threat prioritisation and hand-eye co-ordination rather than the application of reasoning or logic. If it's a puzzle game, then so is Space Invaders.)
Obviously the mislabelling of videogame genres doesn't matter in the context of world hunger or anything, but there's no point in having words at all if they have no reliable communicative meaning.
Anyway, a while back I explored this concept at some length for Retro Gamer, and then expanded on it even further for WoS subscribers, culminating in a tremendously perceptive and insightful section where I explain why veteran Boulder Dash lookalike The Pit (pictured below) is in fact an ancestor of Gran Turismo 5, and in which I'm not even joking.
Now the full extended version of the piece is available to all.