Hdl Handle:
http://hdl.handle.net/10545/620823
Title:
From DOOM to duty: The evolution of design patterns in first person shooters
Authors:
Voorhis, Dave; Thompson, Tommy
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.
Affiliation:
University of Derby; Anglia Ruskin University
Citation:
Voorhis, D. and Thompson, T. (2016) 'From DOOM to duty: The evolution of design patterns in first person shooters' International Joint Conference of Digital Games Research Association (DiGRA) and Foundations of Digital Games (FDG), Dundee, Scotland, August 1-6
Publisher:
Digital Games Research Association
Journal:
Foundation of Digital Games Conference 2016
Issue Date:
1-Aug-2016
URI:
http://hdl.handle.net/10545/620823
Additional Links:
http://www.foundationsofdigitalgames.org/
Type:
Presentation
Language:
en
Appears in Collections:
Department of Electronics, Computing & Maths

Full metadata record

DC FieldValue Language
dc.contributor.authorVoorhis, Daveen
dc.contributor.authorThompson, Tommyen
dc.date.accessioned2016-11-14T10:59:54Z-
dc.date.available2016-11-14T10:59:54Z-
dc.date.issued2016-08-01-
dc.identifier.citationVoorhis, D. and Thompson, T. (2016) 'From DOOM to duty: The evolution of design patterns in first person shooters' International Joint Conference of Digital Games Research Association (DiGRA) and Foundations of Digital Games (FDG), Dundee, Scotland, August 1-6en
dc.identifier.urihttp://hdl.handle.net/10545/620823-
dc.description.abstractThis 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.en
dc.language.isoenen
dc.publisherDigital Games Research Associationen
dc.relation.urlhttp://www.foundationsofdigitalgames.org/en
dc.subjectArtificial intelligenceen
dc.subjectDesign patternsen
dc.subjectProcedural generationen
dc.subjectVideo gamesen
dc.subjectGame designen
dc.titleFrom DOOM to duty: The evolution of design patterns in first person shootersen
dc.typePresentationen
dc.contributor.departmentUniversity of Derbyen
dc.contributor.departmentAnglia Ruskin Universityen
dc.identifier.journalFoundation of Digital Games Conference 2016en
All Items in UDORA are protected by copyright, with all rights reserved, unless otherwise indicated.