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Play-Persona: Modeling Player Behaviour in Computer Games

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Table 1: A model of the full range of elements that player-controlled characters can feature <strong>in</strong> character-based games.<br />

Included are examples of the associated game metrics that can be tracked and recorded for each type of feature<br />

(character model modified from [22]).<br />

propell<strong>in</strong>g players forward <strong>in</strong> the game storyl<strong>in</strong>e, e.g. via quest- or mission<br />

provision.<br />

Category The term category should be <strong>in</strong>terpreted <strong>in</strong> a broad sense, e.g. more than just<br />

character classes <strong>in</strong> RPGs. Classes are not the only way to approach<br />

categorization: <strong>Games</strong> such as Morrow<strong>in</strong>d develop stats/skills based on character<br />

actions. Categorizations can be used to help develop the vision of the character<br />

and anchor it.<br />

Background Details of where the character comes from, the events that have brought it to<br />

the specific po<strong>in</strong>t <strong>in</strong> its life where the game beg<strong>in</strong>s, and the history of the<br />

character developed dur<strong>in</strong>g game time. It can be hard def<strong>in</strong><strong>in</strong>g background <strong>in</strong><br />

terms of metrics, as it is usually a given at game start: Mass Effect, Neverw<strong>in</strong>ter<br />

Nights 2.<br />

Appearance Details of the physical/aesthetical aspect of a character. It complements the<br />

<strong>in</strong>tegration of the character <strong>in</strong> the world, anchor<strong>in</strong>g it <strong>in</strong> the overall theme and<br />

style of the game world, and it is a vital visual l<strong>in</strong>k between the player and the<br />

character. Appearance can be modifiable (World of Warcraft) or static (The<br />

Longest Journey).<br />

3.2 Metrics associated with player characters<br />

The potential range of metrics that can be tracked <strong>in</strong> relation to player-characters is substantial,<br />

even <strong>in</strong> games where the <strong>Persona</strong>lity and Game world <strong>in</strong>tegration elements are more or less<br />

ignored, e.g. Unreal Tournament (Table 1). Metrics related to characters can generally be grouped<br />

<strong>in</strong> four categories. As noted <strong>in</strong> the above, the actual data recorded for frequency based metrics<br />

usually conta<strong>in</strong> a time stamp, coord<strong>in</strong>ates <strong>in</strong> three dimensions, as well as a code for the actual<br />

metric, e.g. “(w)” for “walk<strong>in</strong>g”, as well as an orig<strong>in</strong>ator of the metric, e.g. the PC or an NPC.<br />

1) Navigation metrics: Navigation can generally be recorded as frequency metrics, but some are<br />

also triggered. For visualization, these can be overla<strong>in</strong> on a map of a game level (Figures 3,4). A<br />

range of navigation metrics can be def<strong>in</strong>ed, <strong>in</strong>clud<strong>in</strong>g movement as a function of time, movement<br />

modifiers (different types of movement), speed and direction. Movement can be tracked <strong>in</strong> three<br />

dimensions as a function of time; either cont<strong>in</strong>uously or with a given frequency count (sampled<br />

every five seconds). Movement modifiers depend on the game <strong>in</strong> question, for example: “Still”,<br />

“crouch”, “lie down”, “run”, “walk”, “teleport” or “fly” <strong>in</strong> the MMORPG World of Warcraft. Navigation<br />

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