07.12.2012 Views

Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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 />

142

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!