Skip to main content

Design and Evaluation of Parametrizable Multi-genre Game Mechanics

  • Conference paper
  • 3397 Accesses

Part of the Lecture Notes in Computer Science book series (LNISA,volume 7522)

Abstract

Designing digital games is primarily interaction design. This interaction manifests as a meaningful change in the game world. An aspect of a game can only change dynamically with a parametric model of this aspect available. One aspect of digital games is yet missing such a systematic description: the genre of a game is currently only determined by its designer. This paper introduces a new approach that allows for dynamic blending between genres. We describe a set of game mechanics that express the characteristics of different game genres. We extract a parametric model from these mechanics to allow dynamic blending. The paper illustrates the possibilities of this approach with an implementation of a multi-genre-game. It also provides empiric evidence that the described model successfully generates different game genres.

Keywords

  • multi-genre games
  • genre blending
  • parametrizable game mechanics
  • game mashups

References

  1. Bjork, S.: Patterns in Game Design, 1st edn. Charles River Media, Hingham Mass (2005)

    Google Scholar 

  2. Compton, K., Mateas, M.: Procedural level design for platform games. In: Proc. AIIDE 2006, pp. 109–111 (2006)

    Google Scholar 

  3. Handy, A.: Markus ‘Notch’ Persson talks making Minecraft (2010), http://www.gamasutra.com/view/news/27719/Interview_Markus_Notch_Persson_Talks_Making_Minecraft.php (last accessed: April 20, 2012)

  4. Lopes, R., Bidarra, R.: Adaptivity challenges in games and simulations: A survey. IEEE Transactions on Computational Intelligence and AI in Games 3(2), 85–99 (2011)

    CrossRef  Google Scholar 

  5. Mateas, M., Stern, A.: Facade: An experiment in building a fully-realized interactive drama. In: Proc. GDC 2003, San Jose, CA (2003)

    Google Scholar 

  6. Perlin, K.: Improving noise. In: Proc. SIGGRAPH 2002, pp. 681–682. ACM, New York (2002)

    Google Scholar 

  7. Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals. MIT Press, Cambridge Mass (2003)

    Google Scholar 

  8. Schell, J.: The Art of Game Design: A Book of Lenses. Elsevier/Morgan Kaufmann, Amsterdam (2008)

    Google Scholar 

  9. Smith, G., Cha, M., Whitehead, J.: A framework for analysis of 2d platformer levels. In: Proc. SIGGRAPH 2008 Symposium on Video Games, pp. 75–80. ACM, New York (2008)

    Google Scholar 

  10. Sorenson, N., Pasquier, P., DiPaola, S.: A generic approach to challenge modeling for the procedural creation of video game levels. IEEE Transactions on Computational Intelligence and AI in Games 3(3), 229–244 (2011)

    CrossRef  Google Scholar 

  11. Togelius, J., Yannakakis, G., Stanley, K., Browne, C.: Search-based procedural content generation: A taxonomy and survey. IEEE Transactions on Computational Intelligence and AI in Games 3(3), 172–186 (2011)

    CrossRef  Google Scholar 

  12. Toy, M., Wichman, G., Arnold, K., Lane, J.: Rogue by artificial intelligence design (1983)

    Google Scholar 

  13. Watson, B., Muller, P., Wonka, P., Sexton, C., Veryovka, O., Fuller, A.: Procedural urban modeling in practice. IEEE Computer Graphics and Applications 28(3), 18–26 (2008)

    CrossRef  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and Permissions

Copyright information

© 2012 IFIP International Federation for Information Processing

About this paper

Cite this paper

Apken, D., Landwehr, H., Herrlich, M., Krause, M., Paul, D., Malaka, R. (2012). Design and Evaluation of Parametrizable Multi-genre Game Mechanics. In: Herrlich, M., Malaka, R., Masuch, M. (eds) Entertainment Computing - ICEC 2012. ICEC 2012. Lecture Notes in Computer Science, vol 7522. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-33542-6_4

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-33542-6_4

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-33541-9

  • Online ISBN: 978-3-642-33542-6

  • eBook Packages: Computer ScienceComputer Science (R0)