Play-Persona: Modeling Player Behaviour in Computer Games
Play-Persona: Modeling Player Behaviour in Computer Games
Play-Persona: Modeling Player Behaviour in Computer Games
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esults <strong>in</strong> the relatively easy task of confirm<strong>in</strong>g whether these values are transferred to the<br />
successive layers of the scaffold<strong>in</strong>g for experienc<strong>in</strong>g.<br />
The Narrative <strong>Play</strong>-Values (NPV) identified are:<br />
• NPV1: the revenge of an underdog fac<strong>in</strong>g overwhelm<strong>in</strong>g odds forced <strong>in</strong>to trust<strong>in</strong>g<br />
untrustworthy allies. Importance of the “fragile alliance” 5 .<br />
• NPV2: a highly moral man cast by misfortune <strong>in</strong> a highly immoral environment, try<strong>in</strong>g to do<br />
right by do<strong>in</strong>g wrong.<br />
• NPV3: the ma<strong>in</strong> hero is a man that loves his daughter, a legendary mercenary and possibly<br />
a traitor.<br />
Functional <strong>Play</strong>-Values (FPV) are:<br />
• FPV1: action, emphasis on fight<strong>in</strong>g rather than open<strong>in</strong>g doors or operat<strong>in</strong>g equipment.<br />
• FPV2: simplicity, to support a fast paced game play and to <strong>in</strong>crease the appeal to console<br />
gamers commands need to be very simple.<br />
• FPV3: creativity, players should have the freedom to creatively use tactics <strong>in</strong> varied ways to<br />
engage the enemy<br />
As expected, narrative play-values ma<strong>in</strong>ly <strong>in</strong>formed the flow of the action and the structure of the<br />
tasks and missions of the different levels <strong>in</strong> the game, while functional play-values dictated the<br />
choices made by the designers while def<strong>in</strong><strong>in</strong>g play-modes, so far confirm<strong>in</strong>g the hypotheses laid out<br />
<strong>in</strong> the scaffold<strong>in</strong>g theory.<br />
4 PLAY- MODES, SCHEMAS AND GESTALTS<br />
As mentioned earlier play-modes are each and every one of the rules of the game, all the actions<br />
available to the player while play<strong>in</strong>g a game.<br />
<strong>Play</strong>-schemas are the mental models that players utilize to understand the context and represent<br />
their actions. Accord<strong>in</strong>g to L<strong>in</strong>dley, they are “cognitive structures that l<strong>in</strong>k declarative (or factual)<br />
and procedural (or performative) knowledge together with other cognitive resources (such as<br />
memory, attention, perception, etc.) <strong>in</strong> patterns that facilitate the manifestation of appropriate<br />
actions” [8].<br />
5 Fragile alliance is a multiplayer mode that sees several players cooperat<strong>in</strong>g to pull off a bank heist, with the<br />
possibility at any po<strong>in</strong>t <strong>in</strong> time, to betray partners for a bigger share of the stash.<br />
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