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Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

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Figure 5: The path of the tester has been overla<strong>in</strong> the 2-meter wide perfect path. As would be expected from the<br />

relatively l<strong>in</strong>ear design of Kane & Lynch, the paths almost overlap (85%). However, <strong>in</strong> a few places the paths diverge (red<br />

circles).<br />

Figure 6: Visualiz<strong>in</strong>g the health of a s<strong>in</strong>gle player. The po<strong>in</strong>ts are spaced one second of playtime apart. Color signifies the<br />

health of the players (five categories). Locations of lowest possible health (right before death) have been marked with<br />

orange crosses.<br />

This k<strong>in</strong>d of gameplay metrics analysis is useful <strong>in</strong> recreat<strong>in</strong>g the player experience <strong>in</strong> detail, and<br />

evaluat<strong>in</strong>g if there are areas of the level design that are problematic – e.g. lack of cover options,<br />

encounters that are too challeng<strong>in</strong>g or not, and so forth. The k<strong>in</strong>d of feedback provided via<br />

gameplay metrics is very precise and detailed - this down to a level where the position of the player<br />

can be mapped to the specific corner he or she was cover<strong>in</strong>g beh<strong>in</strong>d, for how many seconds the<br />

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