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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 fictionaldoi:10.1145/2427116.2427119 fatcat:dlkiyvgfszc3bbb2izzqwjolcy