Design and Evaluation of Parametrizable Multi-genre Game Mechanics

  • Daniel Apken
  • Hendrik Landwehr
  • Marc Herrlich
  • Markus Krause
  • Dennis Paul
  • Rainer Malaka
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7522)


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.


multi-genre games genre blending parametrizable game mechanics game mashups 


  1. 1.
    Bjork, S.: Patterns in Game Design, 1st edn. Charles River Media, Hingham Mass (2005)Google Scholar
  2. 2.
    Compton, K., Mateas, M.: Procedural level design for platform games. In: Proc. AIIDE 2006, pp. 109–111 (2006)Google Scholar
  3. 3.
    Handy, A.: Markus ‘Notch’ Persson talks making Minecraft (2010), (last accessed: April 20, 2012)
  4. 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)CrossRefGoogle Scholar
  5. 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. 6.
    Perlin, K.: Improving noise. In: Proc. SIGGRAPH 2002, pp. 681–682. ACM, New York (2002)Google Scholar
  7. 7.
    Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals. MIT Press, Cambridge Mass (2003)Google Scholar
  8. 8.
    Schell, J.: The Art of Game Design: A Book of Lenses. Elsevier/Morgan Kaufmann, Amsterdam (2008)Google Scholar
  9. 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. 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)CrossRefGoogle Scholar
  11. 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)CrossRefGoogle Scholar
  12. 12.
    Toy, M., Wichman, G., Arnold, K., Lane, J.: Rogue by artificial intelligence design (1983)Google Scholar
  13. 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)CrossRefGoogle Scholar

Copyright information

© IFIP International Federation for Information Processing 2012

Authors and Affiliations

  • Daniel Apken
    • 1
  • Hendrik Landwehr
    • 1
  • Marc Herrlich
    • 1
  • Markus Krause
    • 1
  • Dennis Paul
    • 2
  • Rainer Malaka
    • 1
  1. 1.Research Group Digital Media, TZIUniversity of BremenGermany
  2. 2.Interaction and SpaceUniversity of the Arts BremenGermany

Personalised recommendations