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Play-Persona: Modeling Player Behaviour in Computer Games

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accord<strong>in</strong>g to their position<strong>in</strong>g on a stealth-aggression axis and other <strong>in</strong>-game behaviorally triggered<br />

scores, with status titles rang<strong>in</strong>g from “mass murderer”, “silent assass<strong>in</strong>”, “mad butcher” to “the<br />

cleaner”. The titles relate closely to the personas implied by the designers.<br />

6. CONCLUSIONS<br />

Figure 5: Navigation f<strong>in</strong>gerpr<strong>in</strong>t for the persona: “Silent assass<strong>in</strong>”<br />

Figure 6: Interaction f<strong>in</strong>gerpr<strong>in</strong>t for the persona: “Silent assass<strong>in</strong>”<br />

A key design challenge <strong>in</strong> game development is to ensure optimal experience for a variety of player<br />

preferences. In the above, it has been attempted to argue for the use of persona constructs as a<br />

means for categoriz<strong>in</strong>g and analyz<strong>in</strong>g character-bound metrics, as a tool for <strong>in</strong>form<strong>in</strong>g the process<br />

of develop<strong>in</strong>g and test<strong>in</strong>g a diversity of play behaviors <strong>in</strong> a computer game. In addition to personas,<br />

play-style and play mode have been def<strong>in</strong>ed as two different methods for utiliz<strong>in</strong>g metrical data to<br />

def<strong>in</strong>e player behavior. Due to space constra<strong>in</strong>ts, it has not been possible discuss how best to<br />

analyze character-bound metrical data <strong>in</strong> practice or present them <strong>in</strong> reports; this is a topic for<br />

future work. The use of <strong>in</strong>strumentation data are a highly useful approach towards <strong>in</strong>tegrat<strong>in</strong>g user<br />

behavior <strong>in</strong> game design- and development. As a HCI method applied to game development,<br />

metrics form a valuable addition to exist<strong>in</strong>g user-test<strong>in</strong>g methods, provid<strong>in</strong>g precise data about<br />

player behavior extend<strong>in</strong>g outside the data range of e.g. usability methods. Metrics data comb<strong>in</strong>ed<br />

with on-go<strong>in</strong>g persona classification form an <strong>in</strong>terest<strong>in</strong>g perspective with regards to procedurally<br />

143

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