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Play-Persona: Modeling Player Behaviour in Computer Games

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of user behavior via gameplay metrics act as a supplement to the established methods for user-<br />

oriented research <strong>in</strong> the game <strong>in</strong>dustry and –research. For example, usability test<strong>in</strong>g focuses on<br />

measur<strong>in</strong>g the ease of operation of a game, while playability test<strong>in</strong>g explores is users have a good<br />

play<strong>in</strong>g experience [24]. Gameplay metrics analysis offers however <strong>in</strong>sights <strong>in</strong>to how the users are<br />

actually play<strong>in</strong>g the games be<strong>in</strong>g tested. This makes this type of data uniquely suited to form the<br />

basis for gameplay evaluations.<br />

In this paper, two case studies are presented that showcase novel forms of gameplay analyses that<br />

can be performed via the application of gameplay metrics. The case studies showcase new ways to<br />

analyze gameplay metrics and take advantage of the spatial dimension of certa<strong>in</strong> metrics <strong>in</strong> order<br />

to target gameplay analysis. They are also <strong>in</strong>dicative of the ability of gameplay metrics analysis to<br />

provide detailed data on player behavior, thereby provid<strong>in</strong>g a tool for not only game development<br />

and –design; but also general user-oriented research <strong>in</strong> <strong>in</strong>teractive enterta<strong>in</strong>ment. While the case<br />

studies presented are based on two specific commercial titles, Kane & Lynch and Fragile Alliance<br />

(both: 2008, IO Interactive), the two games are examples of the highly popular shooter genre, and<br />

represent the two dom<strong>in</strong>at<strong>in</strong>g modes of play with<strong>in</strong> this genre: S<strong>in</strong>gle-player (Kane & Lynch) and<br />

multi-player (Fragile Alliance). The methods described <strong>in</strong> the case studies are therefore cross-game<br />

applicable, directly transferable to other shooter games (e.g. Doom 3, Unreal Tournament,<br />

Bioshock and Crysis), as well as other game genres utiliz<strong>in</strong>g a central character as the vessel for<br />

game-player <strong>in</strong>teraction, i.e. also many role-play<strong>in</strong>g games and adventure games such as Oblivion,<br />

Neverw<strong>in</strong>ter Nights and Dreamfall. Additionally, massively-multiplayer onl<strong>in</strong>e games such as Age of<br />

Conan and World of Warcraft and onl<strong>in</strong>e persistent worlds such as Second Life, as well as other<br />

Virtual Environments (VEs), have players tak<strong>in</strong>g control of a s<strong>in</strong>gle 3D character, and therefore also<br />

form potential targets for the k<strong>in</strong>ds of analysis presented.<br />

The work presented here is be<strong>in</strong>g carried out <strong>in</strong> collaboration between Danish game developer IO<br />

Interactive (a subsidiary of EIDOS Enterta<strong>in</strong>ment), and the IT University of Copenhagen.<br />

2. PREVIOUS WORK<br />

The focus of this paper is not to review exist<strong>in</strong>g work on gameplay metrics but rather to showcase<br />

a series of developed analysis methods for evaluat<strong>in</strong>g gameplay. However, a brief overview of the<br />

related work is presented here.<br />

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