07.12.2012 Views

Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

2 <strong>Computer</strong> games and game metrics<br />

<strong>Computer</strong> games are all about experiences and I was fortunate enough to beg<strong>in</strong> my research on<br />

games at a moment where the suits of many game development studios decided that gather<strong>in</strong>g<br />

data about the player would have been both an <strong>in</strong>credibly slick market<strong>in</strong>g stunt and possibly also a<br />

useful tool <strong>in</strong> the hands of game designers. Gather<strong>in</strong>g player data consists of def<strong>in</strong><strong>in</strong>g <strong>in</strong>terest<strong>in</strong>g<br />

variables <strong>in</strong> the behaviour of players <strong>in</strong> game worlds and <strong>in</strong>clud<strong>in</strong>g <strong>in</strong> the released game a piece of<br />

software that monitors these variables by send<strong>in</strong>g a record of player-activity back to the<br />

developers. The content of this record is also addressed as game metrics. As example of an<br />

<strong>in</strong>terest<strong>in</strong>g variable we could look at the death of the player (<strong>in</strong> the game world of course): where<br />

does it happen? The result<strong>in</strong>g outcome of this type of enquiry is a heatmap (fig. 1).<br />

Fig. 1: Heatmap from the game Halo 3 (www.bungie.net /Onl<strong>in</strong>e/HeatMaps.aspx)<br />

Figure 1 shows a map of the game Halo 3 seen from above, areas t<strong>in</strong>ted <strong>in</strong> red identify places<br />

where players die a lot, yellow a bit less and blue very little. Heatmaps look great on game<br />

community websites and are also precious tools <strong>in</strong> the capable hands of level designers because<br />

with few changes they can balance a map and solve potentially critical problems such as players<br />

dy<strong>in</strong>g several times <strong>in</strong> the same spot, provid<strong>in</strong>g a very frustrat<strong>in</strong>g experience. Inebriated by this<br />

<strong>in</strong>credibly successful story, the suits wanted more: who killed the player? With which weapon?<br />

When did the player die and what was he/she do<strong>in</strong>g at the time?<br />

What they didn’t realize was that the data gathered from players, or game metrics, looked<br />

someth<strong>in</strong>g like this:<br />

118

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!