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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Interaction possibility field: There are at least three different pairs of play-styles structur<strong>in</strong>g<br />
this possibility field. Each one of them is <strong>in</strong>dividuated by the preferential use of certa<strong>in</strong> play modes,<br />
which are monitored by the relevant metrics, for example:<br />
- Non-lethal: Close combat moves (head butt, punch, disarm, anesthetic), co<strong>in</strong> distraction, light<br />
manipulation.<br />
- Lethal: Fiber wir<strong>in</strong>g, knives, hammers, poison, human shield, gunfire, push<strong>in</strong>g, bomb (second<br />
degree).<br />
- Silent: Fiber wir<strong>in</strong>g, sniper rifle, poison, anesthetic, push<strong>in</strong>g, knife, hammer, head butt, punch,<br />
elevator ambush, lock pick.<br />
- Loud: Disarm<strong>in</strong>g, bomb (first and second degree, shotgun, assault rifle mach<strong>in</strong>egun, human<br />
shield, shoot<strong>in</strong>g locks.<br />
- Clean: Head butt, punch, fiber wire, ambush, poison, anesthetic, push, lock pick, ambush, sniper<br />
rifle.<br />
- Bloody: Rifles, mach<strong>in</strong>eguns, shotguns, knives, hammer.<br />
Furthermore, it is relevant to <strong>in</strong>vestigate whether players choose to <strong>in</strong>teract with a s<strong>in</strong>gle or<br />
multiple targets, if they prefer bare-handed or tool-aided <strong>in</strong>teraction, as well as the range of<br />
<strong>in</strong>teraction: Close-up, mid-range or far-away (e.g. us<strong>in</strong>g a knife, a pistol or a sniper rifle). From the<br />
translation of descriptive pr<strong>in</strong>ciples <strong>in</strong>to metrics of player behavior, it is possible to procedurally<br />
quantify play personas numerically through the navigation and <strong>in</strong>teraction metrics. E.g., based on<br />
navigation and <strong>in</strong>teraction play modes, the “silent assass<strong>in</strong>” persona could be def<strong>in</strong>ed as hav<strong>in</strong>g a<br />
specific profile (Figures 5,6). These templates are of direct use dur<strong>in</strong>g design: Ensur<strong>in</strong>g that the<br />
“silent assass<strong>in</strong>” always has a means of elim<strong>in</strong>at<strong>in</strong>g targets silently and preferably <strong>in</strong> a non-lethal<br />
fashion. The same pr<strong>in</strong>ciples apply to the other personas def<strong>in</strong>ed for Hitman: Blood Money, and this<br />
verification process can help redesign<strong>in</strong>g and focus<strong>in</strong>g elements rang<strong>in</strong>g from game mechanics to<br />
game worlds. Dur<strong>in</strong>g playtest<strong>in</strong>g, the persona hypotheses can be checked and verified aga<strong>in</strong>st<br />
metrics data gathered by track<strong>in</strong>g player behavior <strong>in</strong> game. It can be tested if pre-def<strong>in</strong>ed personas<br />
exist <strong>in</strong> player behavior, and if they are supported by the game design; however, personas can also<br />
emerge from player behavior <strong>in</strong> unanticipated ways: <strong>Play</strong>ers could beg<strong>in</strong> to play a game <strong>in</strong> an<br />
unanticipated fashion, and it must then be decided whether to facilitate this play mode, play-style<br />
or play persona. In Hitman: Blood Money, players are via the <strong>in</strong>tegrated embryonic metrics system,<br />
provided scores <strong>in</strong> terms of e.g. “noise” and “violence”. The game also provide players a status<br />
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