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Play-Persona: Modeling Player Behaviour in Computer Games

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As a possible way out from this impasse, Sanders suggests that “Designers will transform from<br />

be<strong>in</strong>g designers of “stuff” (e.g., products, communication pieces, etc.) to be<strong>in</strong>g the builders of<br />

scaffolds for experienc<strong>in</strong>g.” [11]. She understands scaffold<strong>in</strong>gs as “temporary and moveable<br />

structures for build<strong>in</strong>g enormous new th<strong>in</strong>gs, but also for protect<strong>in</strong>g the surround<strong>in</strong>g area from the<br />

new construction. Scaffolds provide support for the workers and their tools and materials”.<br />

Translat<strong>in</strong>g this concept to the field of game design, I <strong>in</strong>tend to expand, <strong>in</strong>troduce granularity and<br />

flesh out the “scaffold<strong>in</strong>g” by sub-divid<strong>in</strong>g it <strong>in</strong> four phases and renam<strong>in</strong>g them aptly to fit the<br />

process they are meant to describe: the facilitation of player expression with<strong>in</strong> the framework of a<br />

game that is not necessarily open-ended.<br />

The four phases I suggest are: play-values, play-modes, play-styles and play-personas (see figure<br />

1).<br />

Fig. 1 <strong>Play</strong>-values, schemas, styles and personas<br />

The start<strong>in</strong>g po<strong>in</strong>t <strong>in</strong> def<strong>in</strong><strong>in</strong>g the scaffold<strong>in</strong>g is represented by what Zimmerman calls “<strong>Play</strong>-values”:<br />

the abstract pr<strong>in</strong>ciples that the game’s design, both aesthetic and functional, should embody [13].<br />

These play-values will consequently <strong>in</strong>form the <strong>in</strong>ception of game play modes, gestalts and<br />

schemas. L<strong>in</strong>dley <strong>in</strong>dividuated gestalts and schemas dur<strong>in</strong>g his quest for <strong>in</strong>teractive storytell<strong>in</strong>g [6,<br />

7]. He understands game play gestalts as patterns of <strong>in</strong>teraction between player and game. He<br />

then goes on to def<strong>in</strong>e game play schemas as cognitive structures that underlie and facilitate the<br />

above mentioned <strong>in</strong>teraction.<br />

<strong>Play</strong>-modes are the result<strong>in</strong>g sets of all possible navigation and <strong>in</strong>teraction attitudes that players<br />

can utilize to negotiate any given situation. All the game features that motivate, facilitate and<br />

constra<strong>in</strong> player action, offer the players a certa<strong>in</strong> set of methods of operation with<strong>in</strong> the game.<br />

<strong>Play</strong>-styles are consistent sets of isotopic play-modes which signify, unify or dist<strong>in</strong>guish players<br />

from each other. Styles need not to be consistent, imply<strong>in</strong>g that players can change style at a whim<br />

and select a radically different set of play-modes. If, on the other hand, a player chooses to<br />

ma<strong>in</strong>ta<strong>in</strong> a certa<strong>in</strong> style, he/she will start identify<strong>in</strong>g with a def<strong>in</strong>ed, implied play-persona.<br />

<strong>Play</strong>-personas are mental constructs that allow the player to identify his/her own behaviour with<br />

prototypical profiles. The logic of these play-personas is the same that governs Max Weber’s "ideal<br />

106

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