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Play-Persona: Modeling Player Behaviour in Computer Games

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3. TOMB RAIDER: A CASE STUDY<br />

To showcase the potential of spatial analysis of gameplay metrics, three case studies are presented<br />

which also serve to highlight the functionality of GIS. At IO Interactive, the GIS software utilized is<br />

ArcGIS (produced by Esri Corp.). ArcGIS forms one of a handful of analysis packages utilized <strong>in</strong><br />

conjunction with the game metrics collected from EIDOS games thanks to the work of the EIDOS<br />

Onl<strong>in</strong>e Development Team. These <strong>in</strong>clude <strong>in</strong>-house tools developed for specific purposes, such as<br />

the easy visualization of key gameplay metrics such as kill locations and player movement trails.<br />

The overall research problem addressed by this paper is to evaluate the usefulness of spatial<br />

gameplay metrics analysis.<br />

While the case studies are limited to the game Tomb Raider: Underworld [TRU], it focuses on<br />

analyz<strong>in</strong>g gameplay features that are common to not only First-Person and Third-Person shooters<br />

but also Adventure <strong>Games</strong> as well as Massively Multi-<strong>Play</strong>er Onl<strong>in</strong>e <strong>Games</strong> (MMOGs) and similar<br />

genres where the player <strong>in</strong>teracts with the game world via a central character.<br />

The gameplay metrics data utilized are live data, i.e. data from players <strong>in</strong> their natural<br />

environment, captured us<strong>in</strong>g the EIDOS Metrics Suite. Due to the confidential nature of metrics<br />

data from commercial game titles, some facts about the underly<strong>in</strong>g dataset cannot be revealed. For<br />

example, the precise dates that the data were generated, and the absolute numbers represented.<br />

The dataset consists of logs from roughly 28,000 players play<strong>in</strong>g the game once <strong>in</strong> the fall 2008<br />

after the game was released.<br />

One of key gameplay aspects to be tested via user-oriented methods <strong>in</strong> First-Person or Third-<br />

Person perspective games, where the players control a s<strong>in</strong>gle character (or avatar), considers the<br />

level of challenge – are there any areas where the level of challenge is too high? Too low? Etc. one<br />

way to get an <strong>in</strong>itial grasp of this key research question is to consider the locations and causes of<br />

player death <strong>in</strong> a game – <strong>in</strong> essence, areas where players die consistently and repeatedly are<br />

potentially imbalanced <strong>in</strong> terms of the challenge posed by the areas. This k<strong>in</strong>d of design/research<br />

problem can be targeted from a non-spatial and a spatial angle. Us<strong>in</strong>g non-spatial gameplay<br />

metrics, analyses can only be performed on the causes of death (e.g. enemies, fall<strong>in</strong>g) and their<br />

relative frequencies (Figure 3). Such an analysis however does not <strong>in</strong>form whether there are<br />

specific areas that pose problems. Via spatial analysis it is possible to p<strong>in</strong>po<strong>in</strong>t exactly where<br />

problematic areas of the game world are located.<br />

TRU is a 3D game focus<strong>in</strong>g on the player controll<strong>in</strong>g Lara Croft, an <strong>in</strong>ternationally rather well-<br />

known game character who forms a cross between an action hero<strong>in</strong>e and Indiana Jones. The game<br />

196

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