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

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

software is however limited <strong>in</strong> that it can only track player actions, not e.g. the quality of the<br />

experience ga<strong>in</strong>ed from play<strong>in</strong>g the game <strong>in</strong> question.<br />

In this paper, the potential of us<strong>in</strong>g metrics to def<strong>in</strong>e patterns of play, or more precisely play-<br />

personas and evaluat<strong>in</strong>g whether a game design facilitates these patterns, are discussed <strong>in</strong> the<br />

specific case of character-based games. These are games where the player controls a s<strong>in</strong>gle avatar<br />

or character, the player-character (PC), generally the ma<strong>in</strong> protagonist around whom the gameplay<br />

and story evolves, i.e. most FPS’, RPGs’, MMOGs/MMORPGs and adventure games.<br />

The primary research question centers on def<strong>in</strong><strong>in</strong>g the various components of player-characters and<br />

deconstruct<strong>in</strong>g these <strong>in</strong>to measurable elements, whose use by a player can be tracked by metrical<br />

software. Conversely, how these data can be utilized to def<strong>in</strong>e patterns of play, or personas. In this<br />

paper, the FPS´ Hitman: Blood Money is presented as a case study <strong>in</strong> def<strong>in</strong><strong>in</strong>g character-bound<br />

metrics, and these utilized to discover or plan different play-personas.<br />

2 METRICS: PREVIOUS WORK<br />

This section presents a few basic properties of metrical data as well as examples of analysis<br />

performed on metrics relevant to character-based games.<br />

Automatically logg<strong>in</strong>g and analyz<strong>in</strong>g <strong>in</strong>strumentation data is a well-known procedure with<strong>in</strong> the<br />

general HCI field [18], but has only <strong>in</strong> recent years been widely adapted to digital games, where it<br />

has been shown to hold substantial promise to user experience research and game test<strong>in</strong>g. For<br />

example, Mellon [15] presented data from automated test<strong>in</strong>g of MMOG development and<br />

operations <strong>in</strong> The Sims Onl<strong>in</strong>e. Microsoft Game Labs performed extensive user test<strong>in</strong>g of Halo 3,<br />

generat<strong>in</strong>g metrics-based analyses of player progression and heatmaps [21]. Goetz [8] considered<br />

<strong>in</strong>terface-based metrics <strong>in</strong> e.g. Civilization IV. DeRosa [3] reported on the work of Bioware to<br />

<strong>in</strong>tegrate game metrics <strong>in</strong> the form of time-spent reports. Similarly, Ducheneaut et al. [4] used logs<br />

of player chat <strong>in</strong> Star Wars Galaxies to <strong>in</strong>fer patterns <strong>in</strong> social behavior. The <strong>Play</strong>On project runn<strong>in</strong>g<br />

from the Palo Alto Research Center has explored the social dimension of virtual worlds through data<br />

from five World of Warcraft servers, <strong>in</strong>vestigat<strong>in</strong>g subjects such as level<strong>in</strong>g as a function of class<br />

from a top-down perspective. Swa<strong>in</strong> [20] reported metrical data be<strong>in</strong>g utilized <strong>in</strong> a variety of<br />

contexts with<strong>in</strong> the game <strong>in</strong>dustry to def<strong>in</strong>e and measure what play is and conversely how to apply<br />

this knowledge to create better games. The term “metric” denotes a standard unit of measure, e.g.<br />

a second or an hour. Metrics are generally organized <strong>in</strong> systems of measurement, utilized for<br />

quantitatively measur<strong>in</strong>g and evaluat<strong>in</strong>g processes, events etc. Systems of metrics are generally<br />

127

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

Saved successfully!

Ooh no, something went wrong!