Does the hierarchy need to be enforced from the outside, or can it grow organically?
A game could have a list of attributes that include direct predecessor games, direct descendent games, indirect predecessor and descendent games, and generation (or non-generational) peers, as well as earliest known creation date, and one or more date ranges for the height of its popularity.
That leaves the game the first class concept, and the relationships of a lesser class, at least structurally. You can than run a spider across the network to build it up as a graph (in the mathematical sense), and have it figure out how the hierarchy should look. (which, admittedly, moves some of the problem to how to write a algorithm to display the resulting graph, but that is, presumably, a problem with existing solutions.)
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A game could have a list of attributes that include direct predecessor games, direct descendent games, indirect predecessor and descendent games, and generation (or non-generational) peers, as well as earliest known creation date, and one or more date ranges for the height of its popularity.
That leaves the game the first class concept, and the relationships of a lesser class, at least structurally. You can than run a spider across the network to build it up as a graph (in the mathematical sense), and have it figure out how the hierarchy should look. (which, admittedly, moves some of the problem to how to write a algorithm to display the resulting graph, but that is, presumably, a problem with existing solutions.)