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Play-Persona: Modeling Player Behaviour in Computer Games

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6 PLAY-PERSONAS<br />

When a player behaves consistently <strong>in</strong> the game and ma<strong>in</strong>ta<strong>in</strong>s a def<strong>in</strong>ed play-style for longer<br />

periods (if not for the whole game altogether) then he/she identifies completely with a certa<strong>in</strong><br />

profile. I am go<strong>in</strong>g to call these consistent profiles “play<strong>in</strong>g personas”. In spite of the fact that<br />

players tend to switch styles extremely easily, it is clear that the designers themselves acknowledge<br />

the possibility to play out personas. For example <strong>in</strong> the game “Hitman: Blood Money” [4] players<br />

are given special rewards for complet<strong>in</strong>g missions follow<strong>in</strong>g certa<strong>in</strong> set rules (only kill<strong>in</strong>g the<br />

assigned targets and gett<strong>in</strong>g out with the suit). Those rules restra<strong>in</strong> the <strong>in</strong>-game behaviour to a<br />

specific style that ma<strong>in</strong>ta<strong>in</strong>ed long enough gives birth to the play-persona called “Silent Assass<strong>in</strong>”.<br />

<strong>Play</strong>-personas are constructs that share many similarities with Weber’s ideal types.<br />

“An ideal type is formed by the one-sided accentuation of one or more po<strong>in</strong>ts of view and by the<br />

synthesis of a great many diffuse, discrete, more or less present and occasionally absent concrete<br />

<strong>in</strong>dividual phenomena, which are arranged accord<strong>in</strong>g to those one-sidedly emphasized viewpo<strong>in</strong>ts<br />

<strong>in</strong>to a unified analytical construct”. [12].<br />

For Weber the ideal type is a conceptually pure mental construct used to monitor the behaviour of<br />

social groups. It is totally theoretic, almost fictitious and generally not empirically found anywhere<br />

<strong>in</strong> reality, but <strong>in</strong> our case it can prove to be a priceless tool to measure play-behaviours. Ideal types<br />

are used as some sort of unit of measure, standards much like "meter", "second" or "kilogram" not<br />

really found <strong>in</strong> nature, but useful to measure it.<br />

Ultimately are those mental models that players refer to when they report “I totally pulled a Rambo<br />

there to pass through the blockade” and it is up to the designers to plan and provide diverse,<br />

engag<strong>in</strong>g, satisfactory and at the same time consistent play-personas.<br />

7 CONCLUSIONS<br />

Each one of the four stages of the “scaffold<strong>in</strong>g for experienc<strong>in</strong>g” can lead to <strong>in</strong>creased player<br />

satisfaction and more focused and consistent design. Although the designers were almost always<br />

aware of the concepts and cognizant of their mean<strong>in</strong>g, they were only occasionally found <strong>in</strong> the<br />

documentation or utilized <strong>in</strong> <strong>in</strong>ternal communications. Nevertheless their existence and relevance<br />

has been proven dur<strong>in</strong>g direct <strong>in</strong>terviews with testers.<br />

Clear improvement can be ga<strong>in</strong>ed just by becom<strong>in</strong>g aware of mechanisms that already are present<br />

<strong>in</strong> the back of the m<strong>in</strong>d of the designers, artists and scripters.<br />

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