From DOOM to Duty: The Evolution of Design Patterns in First Person Shooters

Thompson, Tommy and Voorhis, Dave (2016) From DOOM to Duty: The Evolution of Design Patterns in First Person Shooters. In: Digital Games Research Association / Foundation of Digital Games Conference 2016, 1-6 August 2016, Abertay University, Scotland.

Accepted Version
Available under the following license: Creative Commons Attribution Non-commercial No Derivatives.

Download (702kB) | Preview
[img] Other (Correspondence)
Restricted to Repository staff only

Download (198kB) | Request a copy
Official URL:


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.

Item Type: Conference or Workshop Item (Poster)
Keywords: artificial intelligence, design patterns, procedural generation
Faculty: ARCHIVED Faculty of Science & Technology (until September 2018)
Depositing User: Tommy Thompson
Date Deposited: 27 Sep 2016 08:00
Last Modified: 09 Sep 2021 19:00

Actions (login required)

Edit Item Edit Item