Weapon design patterns in shooter games

Robert Giusti, Kenneth Hullett, Jim Whitehead
2012 Proceedings of the First Workshop on Design Patterns in Games - DPG '12  
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 innerworkings 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
more » ... etween 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.
doi:10.1145/2427116.2427119 fatcat:dlkiyvgfszc3bbb2izzqwjolcy