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Play-Persona: Modeling Player Behaviour in Computer Games

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types" [12]. <strong>Persona</strong>s are constructs that players build to unify their own actions and to make<br />

sense of them. It is the player’s implied narrative tool. When a player refers his/her own<br />

adventures dur<strong>in</strong>g a game encounter it often reads: “… and then I did this and then this<br />

happened”, etc… it is clear that this “I” is not the player him/herself but a role that he/she is<br />

play<strong>in</strong>g. If players tell themselves these stories, why can’t designers plan and create games that<br />

accommodate for a (consistent) variety of them?<br />

Summariz<strong>in</strong>g the four-layered structure of the game-scaffold<strong>in</strong>g: play-values, the first layer, <strong>in</strong>form<br />

and <strong>in</strong>spire the <strong>in</strong>ception of the second layer (gestalts, schemas and modes), the second layer<br />

articulates <strong>in</strong>to play-styles (third layer) and, if ma<strong>in</strong>ta<strong>in</strong>ed consistently enough, they eventually<br />

coalesce as play-personas (fourth layer). It is my purpose to show how design<strong>in</strong>g around play-<br />

personas allows players to express themselves, their <strong>in</strong>dividuality and their personality even with<strong>in</strong><br />

the boundaries of fairly l<strong>in</strong>ear games, hence negat<strong>in</strong>g the necessity of asset redundancy, multiple<br />

paths, branch<strong>in</strong>g or resource-<strong>in</strong>tensive adaptive technology.<br />

2 PRACTICAL APPLICATIONS<br />

The <strong>in</strong>itial step of the research was to <strong>in</strong>vestigate whether the developers at IO Interactive<br />

responsible for the game and level design were already mak<strong>in</strong>g use of the concepts listed above,<br />

even unconsciously. Obviously the ma<strong>in</strong> goal was to check if these terms (or synonyms of the<br />

terms) were play<strong>in</strong>g a significant role <strong>in</strong> the communication between designers, artists,<br />

programmers and level-scripters. In order to gather this k<strong>in</strong>d of <strong>in</strong>formation, I utilized written game<br />

design documentation, direct <strong>in</strong>terviews (DI), and audio record<strong>in</strong>gs of <strong>in</strong>ternal review meet<strong>in</strong>gs.<br />

Armed with this data, I could make assumptions regard<strong>in</strong>g the overall design of the game as a<br />

system, and on a smaller scale, to see if they <strong>in</strong>fluenced the functional and artistic development of<br />

the game levels.<br />

Secondly it was very <strong>in</strong>terest<strong>in</strong>g for me to try to identify the four layers of the scaffold<strong>in</strong>g <strong>in</strong> a game<br />

currently under development at IOI, <strong>in</strong>dependently of whether the designers made conscious use of<br />

the terms or not. I reviewed material at very different stages: from the earliest game concept to<br />

the f<strong>in</strong>ished documentation, from first playable prototypes to the f<strong>in</strong>ished game with the purpose of<br />

chart<strong>in</strong>g the evolution of the scaffold<strong>in</strong>g and its implications for the f<strong>in</strong>al product.<br />

The game I chose to <strong>in</strong>vestigate was Kane & Lynch [5]; a team-based third person action game<br />

with strong narrative elements <strong>in</strong>volv<strong>in</strong>g a flawed mercenary and a medicated psychopath. It is<br />

go<strong>in</strong>g to be released <strong>in</strong> the fourth quarter of 2007; this implies that the tim<strong>in</strong>g for this research is<br />

107

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