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Play-Persona: Modeling Player Behaviour in Computer Games

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construct, central element of this thesis, represents exactly that: the bridge between the analysis of<br />

exist<strong>in</strong>g data and the design of a desired state.<br />

1.1 Research questions<br />

Level designers are constantly required to simultaneously juggle artistic, technological and design<br />

issues and, after several iterations, ultimately produce a mean<strong>in</strong>gful, consistent and engag<strong>in</strong>g level.<br />

In a situation with dozens of variables <strong>in</strong> the air (story, art, gameplay, technology, market<strong>in</strong>g, etc.)<br />

pull<strong>in</strong>g <strong>in</strong> different directions, it seems necessary to f<strong>in</strong>d a unify<strong>in</strong>g construct. In order to <strong>in</strong>sure a<br />

coherent, isotopic, compell<strong>in</strong>g and <strong>in</strong>ternally consistent design it is required to f<strong>in</strong>d a unify<strong>in</strong>g,<br />

govern<strong>in</strong>g pr<strong>in</strong>ciple to be kept <strong>in</strong> m<strong>in</strong>d both when plann<strong>in</strong>g, design<strong>in</strong>g and produc<strong>in</strong>g a level and<br />

when evaluat<strong>in</strong>g its success rate. In the course of this thesis I will try to <strong>in</strong>dividuate such a pr<strong>in</strong>ciple<br />

and construct around it a framework that is flexible enough to fit most types of s<strong>in</strong>gle player action<br />

games, at the same time it is important that the creators don’t feel that they have to modify<br />

radically their workflows to accommodate for it.<br />

Consider<strong>in</strong>g the fuzz<strong>in</strong>ess of the concept “attractive gameplay” <strong>in</strong>cluded <strong>in</strong> the orig<strong>in</strong>al mandate of<br />

this research, I chose to focus on the centrality of the role of the player. It is the player’s role that<br />

def<strong>in</strong>es the difference between digital games and other cultural products; hence this research is set<br />

on two complementary sides:<br />

• Do designers th<strong>in</strong>k about players when they make games? In which terms? How can<br />

designers build better models of players while design<strong>in</strong>g games, even before any player is<br />

actually engaged with the game?<br />

• How do players th<strong>in</strong>k of their play performance and behaviour? How do players organize<br />

and make sense of their own play experiences? How can actual player behaviour be used to<br />

evaluate the models envisioned by designers?<br />

Initially, because of my background <strong>in</strong> Sciences of Communications (I obta<strong>in</strong>ed an MA from the<br />

University of Tur<strong>in</strong>), <strong>in</strong>st<strong>in</strong>ctively I thought of deal<strong>in</strong>g with the practice of level design as a k<strong>in</strong>d of<br />

language and each game level as double-faced act of communication: the practice of design<strong>in</strong>g<br />

levels can be seen as a communication act <strong>in</strong>itiated by the designer with the player as a receiver; at<br />

the same time the performance of a player experienc<strong>in</strong>g a level of a s<strong>in</strong>gle player game also is an<br />

act of autotelic communication, communication with no receiver or where the receiver is the<br />

sender, where players use the game world to express themselves through behaviours, by the ludic<br />

mise-en-scene.<br />

13

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