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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L<strong>in</strong>dley def<strong>in</strong>es play-gestalts as patterns of <strong>in</strong>teraction between a player and the game, they are<br />
usable subsets of all the game rules and features; they represent a possible m<strong>in</strong>imum set of rules<br />
that are necessary to successfully support a particular play<strong>in</strong>g style [7] and progress <strong>in</strong> the game.<br />
When presented with these concepts the designers recognized only play-modes and expla<strong>in</strong>ed that<br />
they are addressed <strong>in</strong>ternally as “mechanics” or “features”. Read<strong>in</strong>g the game design documents I<br />
discovered two dist<strong>in</strong>ct groups of play-modes: actions performed by the player on the game world<br />
(the avatar, the environment and other NPC) and actions performed by the player on the crew of<br />
mercenaries that follow the avatar.<br />
World play-modes: Shoot<strong>in</strong>g play-modes: Crew play-modes<br />
Walk Select<strong>in</strong>g weapons Ammo request<br />
Run Bl<strong>in</strong>d fire mode Shoot at<br />
Spr<strong>in</strong>t 3rd person mode Go there<br />
Crouch S<strong>in</strong>gle shot Follow me<br />
Sneak Full auto Crew member heal<br />
Climb Snip<strong>in</strong>g Crew member select<br />
Rappel Bare hands combat<br />
Cover Push-blade combat<br />
Pick up Throw<strong>in</strong>g grenades<br />
Heal<strong>in</strong>g<br />
Context-sensitive actions<br />
Observ<strong>in</strong>g testers play<strong>in</strong>g, talk<strong>in</strong>g to each other and conduct<strong>in</strong>g direct <strong>in</strong>terviews allowed me to<br />
group these play modes <strong>in</strong> schemas, here are the <strong>in</strong>dividuated schemas for player actions:<br />
• Movement (walk, run, crouch, pick up) design affected by FPV2<br />
• Action movement (climb, sneak, spr<strong>in</strong>t, rappel, cover, context sensitive actions, heal<strong>in</strong>g,<br />
us<strong>in</strong>g equipment) design affected by FPV1<br />
• Basic ranged combat (3rd person mode, s<strong>in</strong>gle shot, select<strong>in</strong>g weapons) design affected by<br />
FPV2<br />
• Advanced ranged combat (over the shoulder mode, full auto, throw<strong>in</strong>g grenades, variable<br />
modal accuracy, snip<strong>in</strong>g, swapp<strong>in</strong>g weapons) design affected by FPV1<br />
• Basic close combat (bare hands) heavily <strong>in</strong>fluenced by both FPV1 and 2<br />
• Advanced close combat (push-blade) heavily <strong>in</strong>fluenced by both FPV1 and 2<br />
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