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Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

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Crew actions schemas are:<br />

• Squad command (shoot at, go there, follow me) directly <strong>in</strong>fluenced by both FPV2 and 3<br />

• Individual command (ammo request, heal, select, shoot at, go there, follow me) clearly the<br />

outcome of NPV1 and FPV3<br />

Schemas, <strong>in</strong> this game, are layered as “basic” and “advanced”, mean<strong>in</strong>g that beg<strong>in</strong>ners choos<strong>in</strong>g a<br />

low level of difficulty can successfully accomplish the missions mak<strong>in</strong>g use solely of basic schemas.<br />

Once players have acquired a sufficient level of familiarity with the game, they can start<br />

experiment<strong>in</strong>g with the different options they are given and eventually develop a favorite set of<br />

play-gestalts to face the various game encounters and challenges. <strong>Play</strong>-gestalts are dynamically<br />

def<strong>in</strong>ed every time a player selects among play-modes the actions that will guarantee his/her<br />

progress <strong>in</strong> the game, for example:<br />

• hold back the team <strong>in</strong> a covert position,<br />

• sneak and flank the enemy,<br />

• order a squad attack,<br />

• attack from covert position <strong>in</strong> “over the shoulder” mode.<br />

5 PLAY-STYLES<br />

If players chose to negotiate game encounters through consistent, isotopic play-gestalts, they start<br />

express<strong>in</strong>g a peculiar play-style. In the physical world the variations available to execute a task or<br />

tell a story are nearly countless as shown for example by Queneau <strong>in</strong> “Zazie dans le metro” or<br />

“Hundred Thousand Billion Poems” [9]. On the other hand <strong>in</strong> the game environment, even<br />

account<strong>in</strong>g for the phenomenon of “emergence”, the possible <strong>in</strong>teractions are much more limited<br />

because game designers only <strong>in</strong>clude very small subsets of all the possible actions. Chomsky<br />

acknowledged the importance of “<strong>in</strong>f<strong>in</strong>ite use of f<strong>in</strong>ite means” <strong>in</strong> his works on generative grammar<br />

[2] and it shows how the expressive potential of the limited <strong>in</strong>put is vital to ga<strong>in</strong> a glimpse <strong>in</strong> the<br />

player’s state of m<strong>in</strong>d. It is possible then to read each action started by the player <strong>in</strong> the game<br />

environment as the semiotic “un<strong>in</strong>tentional sign” def<strong>in</strong>ed by Eco: “actions of an emitter, perceived<br />

by a receiver as signify<strong>in</strong>g artefacts” [3]. Due to the connotative layer, these signify<strong>in</strong>g artefacts<br />

may unconsciously reveal properties of the mental state and behaviour of the emitter. It pays off to<br />

understand player’s actions as semiotics acts (un<strong>in</strong>tentional signs) because play-styles po<strong>in</strong>t<br />

towards more than just strategies to successfully complete the game. For example the functional<br />

attributes of “bare handed close combat” (basic schema) and “armed close combat” (advanced<br />

111

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