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Play-Persona: Modeling Player Behaviour in Computer Games

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ensemble - the syntagm. Selection requires the player to perceive similarity and opposition among<br />

signs with<strong>in</strong> the set (the paradigm), classify<strong>in</strong>g them as items hav<strong>in</strong>g similar function or structure,<br />

only one of which the player needs. The player can substitute, or select, a shotgun for the sniper<br />

rifle – express<strong>in</strong>g a different attitude.<br />

Figure 1: Syntagmatic and paradigmatic operations from the player’s po<strong>in</strong>t of view<br />

The comb<strong>in</strong>ation “sniper rifle” + “fac<strong>in</strong>g enemies from a distance” (figure 1) requires the player to<br />

know the rules by which weapons are optimally utilized. “The comb<strong>in</strong>ation is, <strong>in</strong> short, a k<strong>in</strong>d of<br />

sentence” [66]. The “shotgun” + “charg<strong>in</strong>g the enemies” syntagm conveys a different mean<strong>in</strong>g<br />

(sends a different message) if the player has open ground <strong>in</strong> front or is separated from the enemies<br />

by a chasm, this means that awareness of the context and its consequences is fundamental for<br />

player’s choices. In a game, each of these sentences composed by players is an unconscious act of<br />

communication without a receiver.<br />

Figure 2: Syntagmatic and paradigmatic operations from the designer’s po<strong>in</strong>t of view<br />

On the other hand, we could also look at the practice of design<strong>in</strong>g game spaces, as opposed to<br />

us<strong>in</strong>g them, with the same perspective (figure 2). In a game level, the succession of spaces is the<br />

16

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