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

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

a secondary variable together with the location po<strong>in</strong>t data. These types of plots are useful to<br />

<strong>in</strong>vestigate where players are <strong>in</strong>jured and the causes.<br />

3) Crouch and cover: The (X,Y,Z)-coord<strong>in</strong>ates for the locations where the player crouches or uses<br />

the snap-to-cover system that is a hallmark of Kane & Lynch.<br />

4) Speed: The movement modifier of the players, i.e. whether the player was stand<strong>in</strong>g still,<br />

walk<strong>in</strong>g, runn<strong>in</strong>g etc.<br />

By plott<strong>in</strong>g the navigation coord<strong>in</strong>ates on top of the perfect path, <strong>in</strong> ArcGIS it is possible to<br />

calculate the extent to which players follow this path (Figure 5), i.e. behave as <strong>in</strong>tended by the<br />

design. In the example provided here, roughly 85% of the player’s path falls with<strong>in</strong> the 2-meter<br />

perfect path, i.e. the player is more or less behav<strong>in</strong>g as <strong>in</strong>tended with respect to navigation. The<br />

same procedure can be run with data from thousands of players at the same time plotted on top of<br />

the perfect path. If such datasets are available, it becomes especially valuable to exam<strong>in</strong>e if there<br />

are sections where numerous po<strong>in</strong>ts or clusters of navigation po<strong>in</strong>ts fall outside the perfect path, as<br />

it <strong>in</strong>dicates a deviation by a substantial number of players from the <strong>in</strong>tended path/-s.<br />

In order to address the second question, if there are areas where the player is heavily challenged,<br />

the health of the players was added as a color code on top of the navigation po<strong>in</strong>t data. The<br />

analysis showed that for this segment of the game level, the player went mostly un<strong>in</strong>jured or lightly<br />

<strong>in</strong>jured. However, <strong>in</strong> two positions the player´s health drops rapidly, and often players would die <strong>in</strong><br />

these locations. These are locations where considerable opposition is supplied via AI-controlled<br />

opponents (Figure 6). This analysis assists <strong>in</strong> clarify<strong>in</strong>g whether the level is too hard to play<br />

(players often dy<strong>in</strong>g/gett<strong>in</strong>g <strong>in</strong>jured heavily), or too easy. Conversely, if there is a good balance <strong>in</strong><br />

the level between easy and hard segments (a typical design goal for shooter-type games). The use<br />

of crouch<strong>in</strong>g and the cover system was also exam<strong>in</strong>ed, as was the speed with which the player<br />

moved through the level. Dur<strong>in</strong>g most of the <strong>in</strong>vestigated segment, movement was rapid, which<br />

corresponds with the player not be<strong>in</strong>g substantially challenged. However, <strong>in</strong> the two “trouble spots”<br />

the player would slow down to a standstill and take cover, navigat<strong>in</strong>g between different cover<br />

options <strong>in</strong> order to elim<strong>in</strong>ate the opposition. The analysis showed that for the first “trouble spot”,<br />

the players generally take little cover; however, cover is also more scarcely available.<br />

177

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

Saved successfully!

Ooh no, something went wrong!