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dc.contributor.authorVoorhis, Dave
dc.contributor.authorThompson, Tommy
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.
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
html.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.


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