Play-Persona: Modeling Player Behaviour in Computer Games
Play-Persona: Modeling Player Behaviour in Computer Games
Play-Persona: Modeling Player Behaviour in Computer Games
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Consider<strong>in</strong>g games as acts of communication entails treat<strong>in</strong>g level design issues as a k<strong>in</strong>d of<br />
language. The purpose of a l<strong>in</strong>guistic and semiotic approach is both read<strong>in</strong>g the behaviour of<br />
players perform<strong>in</strong>g <strong>in</strong> game worlds and evaluat<strong>in</strong>g the practice of designers creat<strong>in</strong>g game worlds.<br />
The ultimate goal is to eviscerate the rules and habits that make this transaction of communication<br />
between designers and players possible.<br />
For both the creative, designer-oriented, side and the performative, player-oriented, side the role of<br />
the player becomes central, either as an idealized model of expected behaviour or as a real subject<br />
of action. And it is from the pivotal role of the player that my research both started (Article 1:<br />
“Towards a Theory of the <strong>Play</strong>er”) and ended (Article 13: “<strong>Play</strong>-<strong>Persona</strong>s <strong>in</strong> User-Centred Game<br />
Development”). It is <strong>in</strong> fact <strong>in</strong> the construct of the play-persona that I found that unify<strong>in</strong>g govern<strong>in</strong>g<br />
pr<strong>in</strong>ciple mentioned earlier.<br />
1.1.1 Game Levels as languages<br />
Language is def<strong>in</strong>ed as a vocabulary of elements (dictionary) and a set of rules (syntax) used to<br />
comb<strong>in</strong>e them <strong>in</strong>to mean<strong>in</strong>gful propositions [62]. Vocabulary and grammar are identified as<br />
essential components of language. Entire discipl<strong>in</strong>es, such as architecture, can be seen, and have<br />
already been studied, as l<strong>in</strong>guistic processes, where the creator / artist selects elements accord<strong>in</strong>g<br />
to their function and comb<strong>in</strong>es them <strong>in</strong> spaces [5].<br />
Other constituent elements of languages are the ability to perform syntagmatic and paradigmatic<br />
operations, the power of each element of the dictionary to have denotative and connotative levels<br />
of signification and the use of rhetorical devices.<br />
Dictionary, syntax, connotation, denotation, syntagmatic and paradigmatic operations are essential<br />
features of language, but as Hjelmslev po<strong>in</strong>ts out [50] they are not sufficient: for a semiotic system<br />
to be properly considered language it must possess creative economy or <strong>in</strong> other words it is<br />
necessary for it to achieve second articulation: the ability to form an <strong>in</strong>f<strong>in</strong>ite number of mean<strong>in</strong>gful<br />
comb<strong>in</strong>ations us<strong>in</strong>g a small number of simple units. In this regard games and game levels cannot<br />
be treated as a proper language; there is no f<strong>in</strong>ite set of m<strong>in</strong>imal functional non-signify<strong>in</strong>g units<br />
such as phonemes or graphemes, almost every s<strong>in</strong>gle element <strong>in</strong> a game world is a sign <strong>in</strong> itself, a<br />
complete message, possess<strong>in</strong>g therefore only first articulation. Similarly to what happens <strong>in</strong> films,<br />
the signifier is constra<strong>in</strong>ed, motivated, by the signified by the means of iconicity [69].<br />
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