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Weapon design patterns in shooter games
| Content Provider | ACM Digital Library |
|---|---|
| Author | Giusti, Robert Hullett, Kenneth Whitehead, Jim |
| Abstract | With the increasing complexity of interactive games, the need for a common vocabulary to describe patterns grows. Action-oriented games focus heavily on players using weapons, but categorizations used for weapons are borrowed from real-world patterns, classifying them according to the physical inner-workings of the weapons rather than their gameplay effects. This terminology draws lines between similar weapons that elicit similar gameplay and creates unnecessary distinctions between fictional and non-fictional weapons. We aim to classify weapons in a way that defines weapons by the gameplay behaviors they elicit using a language of common weapon design patterns. This paper expands the taxonomy of game design patterns to better describe how weapons can be used to influence gameplay. These patterns act as a language for communicating game design concepts. |
| Starting Page | 1 |
| Ending Page | 7 |
| Page Count | 7 |
| File Format | |
| ISBN | 9781450318549 |
| DOI | 10.1145/2427116.2427119 |
| Language | English |
| Publisher | Association for Computing Machinery (ACM) |
| Publisher Date | 2012-05-29 |
| Publisher Place | New York |
| Access Restriction | Subscribed |
| Subject Keyword | Game design Design patterns |
| Content Type | Text |
| Resource Type | Article |