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Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

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Expert Rookie Grunt Athlete Chess-<br />

player<br />

Hybrid personas<br />

Shoot<strong>in</strong>g + - + - - + - +<br />

Jump<strong>in</strong>g + - - + - + + -<br />

Puzzles + - - - + - + +<br />

Fig. 2: Table show<strong>in</strong>g how the three parameters unfolded <strong>in</strong> the two values (+ and -) map the possibility space of the<br />

game Tomb Raider Underworld.<br />

At this po<strong>in</strong>t it is possible to select which personas-as-metaphors will guide the design process.<br />

<strong>Play</strong>-personas have been def<strong>in</strong>ed as extreme cases, one-sided accentuations that delimit the field,<br />

statistically most of the players will be identified by one of the hybrid personas, but these<br />

exaggerations are helpful both dur<strong>in</strong>g design, to frame the k<strong>in</strong>d of experience targeted by the<br />

game, and dur<strong>in</strong>g post production, to evaluate how players actually relate to the game.<br />

Exaggerat<strong>in</strong>g one-sidedly the three parameters <strong>in</strong>dividuated lead to three personas: The Athlete,<br />

the Grunt and the Chess-player (Fig. 3).<br />

Fig. 3: Possibility space and the three play-personas: Grunt, Athlete and Chess-player. The axes can be def<strong>in</strong>ed abstractly<br />

such as “+” and “-” prior to a playable version of the game, when personas are used to imply user behavior patterns <strong>in</strong><br />

the design. However, the axes can also be def<strong>in</strong>ed based directly on collected gameplay metrics. For example, the<br />

percentage of total puzzles solved. This provides a means for def<strong>in</strong><strong>in</strong>g detailed quantitative components of the persona<br />

models, and even post-launch data-driven analysis of whether these personas emerge <strong>in</strong> the player behavior.<br />

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