From DOOM to duty: The evolution of design patterns in first person shooters
Conference Presentation
Authors | Voorhis, Dave and Thompson, Tommy |
---|---|
Type | Conference Presentation |
Abstract | This paper presents preliminary work in analysis of first-person shooter (FPS) games through use of design patterns. This work adopts existing taxonomies in an effort to establish whether new models are required and how well existing literature holds across the FPS genre. Motivation for the research is driven by a need to further understand patterns of FPS play and the constraints applied to them. This in-turn would allow not only for continued research in automated game design (and notably procedural content generation) of FPS games, but also establish whether existing research in other genres would prove useful for this domain. |
This paper presents preliminary work in analysis of first-person shooter (FPS) games through | |
Keywords | Artificial intelligence; Design patterns; Procedural generation; Video games; Game design |
Year | 2016 |
Journal | Foundation of Digital Games Conference 2016 |
Publisher | Digital Games Research Association |
Web address (URL) | http://hdl.handle.net/10545/620823 |
hdl:10545/620823 | |
File | File Access Level Open |
Publication dates | 01 Aug 2016 |
Publication process dates | |
Deposited | 14 Nov 2016, 10:59 |
Contributors | University of Derby and Anglia Ruskin University |
https://repository.derby.ac.uk/item/93wv8/from-doom-to-duty-the-evolution-of-design-patterns-in-first-person-shooters
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