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Play-Persona: Modeling Player Behaviour in Computer Games

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<strong>Play</strong> modes: Runn<strong>in</strong>g, climb<strong>in</strong>g, fall<strong>in</strong>g from heights, close combat moves (e.g. head butt, punch,<br />

disarm, knife, hammer).<br />

Key navigation metrics: Percent of time spent runn<strong>in</strong>g, vector of movement towards opponents.<br />

Frequency of climb<strong>in</strong>g and fall<strong>in</strong>g. Frequency of lock shoot<strong>in</strong>g as opposed to lock-pick<strong>in</strong>g/key use.<br />

Bra<strong>in</strong> play-style: <strong>Play</strong>er shows preference towards rational over physical means for negotiat<strong>in</strong>g<br />

environmental obstacles. Focuses on observation skills, f<strong>in</strong>d<strong>in</strong>g holes <strong>in</strong> the surveillance system and<br />

to <strong>in</strong>dividuate patterns <strong>in</strong> the behaviour of NPCs.<br />

<strong>Play</strong> modes: Stand<strong>in</strong>g, crouch<strong>in</strong>g, walk<strong>in</strong>g, access<strong>in</strong>g map, dispos<strong>in</strong>g/dragg<strong>in</strong>g bodies, special<br />

moves (e.g. spy through keyholes, keycards, co<strong>in</strong> distraction, recover<strong>in</strong>g surveillance tapes.<br />

Key navigation metrics: Frequency and time spent access<strong>in</strong>g the map function, frequency and time<br />

spent e.g. spy<strong>in</strong>g through keyholes, frequency of open<strong>in</strong>g doors us<strong>in</strong>g keycards.<br />

Role-play play-style: The player’s highest priority is to blend <strong>in</strong>, to figure out what is the fitt<strong>in</strong>g<br />

disguise <strong>in</strong> order to be granted unconditional access to each zone <strong>in</strong> the game; hence it is<br />

paramount dress<strong>in</strong>g up like different characters and act<strong>in</strong>g like them.<br />

<strong>Play</strong> modes: Walk<strong>in</strong>g, stand<strong>in</strong>g, chang<strong>in</strong>g disguise appropriately to security zones, <strong>in</strong>teract<strong>in</strong>g with<br />

NPCs to ga<strong>in</strong> <strong>in</strong>telligence.<br />

Key navigation metrics: Frequency of disguise change, pert<strong>in</strong>ence of disguise to current zone,<br />

frequency of <strong>in</strong>teraction with NPCs.<br />

Stealth play-style: The trademark of players preferr<strong>in</strong>g this style is the desire to ma<strong>in</strong>ta<strong>in</strong> wear<strong>in</strong>g<br />

the trademark black suit and not us<strong>in</strong>g disguises, rely<strong>in</strong>g <strong>in</strong>stead on stealth.<br />

<strong>Play</strong> modes: Stand<strong>in</strong>g, crouch<strong>in</strong>g, sneak<strong>in</strong>g, close combat (e.g. fiber wir<strong>in</strong>g, syr<strong>in</strong>ges, poison), us<strong>in</strong>g<br />

shadows, hid<strong>in</strong>g <strong>in</strong> closets<br />

Key metrics: Time spent walk<strong>in</strong>g <strong>in</strong> shadows and <strong>in</strong> closets, time spent sneak<strong>in</strong>g, frequency of<br />

silent/close combat moves.<br />

It is possible to comb<strong>in</strong>e play-styles <strong>in</strong> coherent clusters and observe what k<strong>in</strong>d of personas that<br />

could potentially emerge. The “silent assass<strong>in</strong>” persona is a comb<strong>in</strong>ation of stealth and bra<strong>in</strong> play-<br />

styles, <strong>in</strong> the role-play and bra<strong>in</strong> quadrant a persona can be identified which could be titled “James<br />

Bond”, ma<strong>in</strong>ta<strong>in</strong><strong>in</strong>g a rational approach but often work<strong>in</strong>g undercover, while role-play and brawn<br />

engenders more a “”Starsky & Hutch “-persona, def<strong>in</strong>ed by work<strong>in</strong>g undercover and a physically<br />

violent approach. Lastly, <strong>in</strong> the stealth and brawn quadrant a persona exists that could be called<br />

the “Sam Fisher”-persona, concerned with keep<strong>in</strong>g his identity secret and <strong>in</strong>filtrat<strong>in</strong>g the<br />

environment, thanks to superior physical skills.<br />

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