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Play-Persona: Modeling Player Behaviour in Computer Games

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use of game metrics for gameplay analysis is a relatively recent <strong>in</strong>novation, it rema<strong>in</strong>s uncerta<strong>in</strong><br />

what the limits are for their application and which methods that are cross-game applicable.<br />

The use of gameplay metrics is <strong>in</strong> itself novel, be<strong>in</strong>g hitherto applied <strong>in</strong> about a dozen different<br />

publications, despite the widespread use of <strong>in</strong>strumentation data with<strong>in</strong> related fields such as<br />

application software production and website design. Exist<strong>in</strong>g approaches towards gameplay metrics<br />

analysis generally focus on s<strong>in</strong>gle variables and rarely focus on the spatial dimension of the game<br />

worlds that players navigate. In this paper, two case studies have been presented which showcases<br />

the usefulness of work<strong>in</strong>g with multiple variables and with<strong>in</strong> spatial environments, provid<strong>in</strong>g an<br />

approach for analyz<strong>in</strong>g gameplay and recreat<strong>in</strong>g the play<strong>in</strong>g experience. The case studies are based<br />

on common features of shooter-type games, navigation and death, and are therefore cross-<br />

applicable across games of this genre. Furthermore, the approaches presented are relevant for<br />

other k<strong>in</strong>ds of games and VEs where the player controls a s<strong>in</strong>gle character/avatar. The case studies<br />

<strong>in</strong>dicate the usefulness of gameplay metrics <strong>in</strong> be<strong>in</strong>g able to recreate the play experience, as a<br />

method for evaluat<strong>in</strong>g game design, e.g. figur<strong>in</strong>g out where the challenge level is too high or low,<br />

where the player has problems navigat<strong>in</strong>g, and if the player does what is <strong>in</strong>tended from <strong>in</strong> the<br />

design, or goes outside it. In games where multiple means of complet<strong>in</strong>g the game are possible,<br />

us<strong>in</strong>g different strategies, such as Deus Ex, the Tomb Raider-series and role-play<strong>in</strong>g games such as<br />

Neverw<strong>in</strong>ter Nights, this latter potential is especially promis<strong>in</strong>g.<br />

ACKNOWLEDGEMENTS<br />

The current work would not have been possible without the stellar work of the EIDOS Onl<strong>in</strong>e<br />

Development Team, who created the metrics server and –system, and who ma<strong>in</strong>ta<strong>in</strong> it to the joy of<br />

the authors and other data analysts. Also s<strong>in</strong>cere thanks to the many other colleagues at IO<br />

Interactive, EIDOS, the IT University of Copenhagen and the Danish Design School, for assistance,<br />

support and <strong>in</strong>terest.<br />

REFERENCES<br />

1. Bateman, C., Boon, R.: 21st Century Game Design. Charles River Media (2005)<br />

2. Blythe, M. A., Overbeeke, K., Monk, A. F. Wright, P.C.: Funology – from usability to<br />

enjoyment. Spr<strong>in</strong>ger (2004)<br />

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