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.

Figure 3 (Top): diagram show<strong>in</strong>g the causes of player death as a function of the Fragile Alliance level map sub-sector.<br />

(Bottom): The role of the player at the time of death as a function of the map sub-sector. Same data source as for Figure<br />

2.<br />

In summary, the behavioral patterns of the players <strong>in</strong> terms of death events <strong>in</strong> the specific level of<br />

Fragile Alliance appear to follow closely the <strong>in</strong>tents of the designers. It should be noted that a<br />

somewhat larger amount of death events occur <strong>in</strong> the spawn area (lowermost part of the map)<br />

than is ideal, which could <strong>in</strong>dicate that mercenaries are perhaps a bit too eager to turn traitor early<br />

<strong>in</strong> the game. This may not be a problem to the user experience but rather the opposite. However,<br />

173

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

Saved successfully!

Ooh no, something went wrong!