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Play-Persona: Modeling Player Behaviour in Computer Games

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ARTICLE 3 - WAVING EXPERIENCES: PLAY VALUES, PLAY MODES<br />

AND PLAY PERSONAS<br />

Article accepted by the Australasian conference Interactive Enterta<strong>in</strong>ment 2007, due to lack of<br />

fund<strong>in</strong>g I could not participate.<br />

Abstract<br />

This paper proposes basic procedures and core concepts with the <strong>in</strong>tent of design<strong>in</strong>g s<strong>in</strong>gle player<br />

action games that without necessitat<strong>in</strong>g expensive adaptive technologies allow players to express<br />

themselves.<br />

The method applied is partly <strong>in</strong>ductive, lean<strong>in</strong>g on empirical observations <strong>in</strong> the QA department of a<br />

game developer studio and partly deductive, deriv<strong>in</strong>g concepts, frameworks and core ideas from<br />

established research <strong>in</strong> user-generated content and player-enjoyment.<br />

The purpose of this research is to draft guidel<strong>in</strong>es and possible pre-production pipel<strong>in</strong>es for level<br />

designers <strong>in</strong> order to achieve maximum consistency <strong>in</strong> scope, production values and artistic<br />

expression, and at the same time provide a focused yet diversified players’ experience.<br />

The ideas presented here stem from a co-operation between the renowned game development<br />

studio, IO Interactive, and the design-oriented research <strong>in</strong>stitute, Denmark's School of Design.<br />

Keywords<br />

Game worlds, level design, play-values, play-modes, play-personas, player experience.<br />

1 INTRODUCTION<br />

As Sanders correctly po<strong>in</strong>ted out [10] all efforts aimed at engender<strong>in</strong>g def<strong>in</strong>ed experiences are<br />

doomed to failure s<strong>in</strong>ce experiences and emotional responses alike are too <strong>in</strong>dividual, subjective<br />

and rooted <strong>in</strong> people’s past to be able to scientifically aim at re-produc<strong>in</strong>g them. Yet today’s<br />

tendency towards mass customization, as shown by Bozek [1] cannot be disregarded by game<br />

creators. A failure to <strong>in</strong>corporate means for mass customization could risk alienat<strong>in</strong>g the large<br />

majority of people that, thanks to the developments <strong>in</strong>troduced by Web 2.0 [14], are becom<strong>in</strong>g<br />

more and more acqua<strong>in</strong>ted with the practice of express<strong>in</strong>g themselves at almost every occasion:<br />

from Myspace to Wikipedia.<br />

105

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