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Play-Persona: Modeling Player Behaviour in Computer Games

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Figure 7: Detail of the overlay analysis with a breakdown of the four targeted areas with multiple causes of death. Four<br />

ArcGIS-derived layers <strong>in</strong>cluded: Aggregated death count, aggregated causes of death (top two rows) and deaths<br />

specifically caused by enemies or environment effects (bottom two rows).<br />

For Area 1, a high number of deaths occur <strong>in</strong> one specific grid cell (about 5*5 meters), be<strong>in</strong>g<br />

caused by a low variety of causes, namely the attack of a Thrall (an AI-enemy, third row <strong>in</strong> Figure<br />

7) comb<strong>in</strong>ed with a tricky jump (death by fall<strong>in</strong>g, fourth row <strong>in</strong> Figure 7). If the number of deaths<br />

occurr<strong>in</strong>g <strong>in</strong> this area is deemed to high (i.e. prevents or dim<strong>in</strong>ishes player enjoyment), the analysis<br />

suggests two ways of solv<strong>in</strong>g the problem, e.g. mak<strong>in</strong>g the jump easier or elim<strong>in</strong>at<strong>in</strong>g the Thrall<br />

enemy. Area 2 (second column, Figure 7) also shows a high number of deaths and even though<br />

there are only two different causes, tarantulas (third row) and traps (fourth row), the distribution of<br />

tarantula kills on the Valaskjalf map is not spread enough to justify all the deaths displayed,<br />

mean<strong>in</strong>g that most of the deaths are caused by the traps. This could suggest that the traps should<br />

be more lenient. The third area displays a high number of deaths, however it is motivated by a<br />

varied array of causes: Enemies, environment effects and fall<strong>in</strong>g – this is the climax of the level and<br />

clearly the toughest part to get through without dy<strong>in</strong>g. As with Area 1, a revision of the challenge<br />

level might be useful here. Area 4 displays very similar characteristics to Area 2 with similar<br />

implications <strong>in</strong> terms of the play experience.<br />

The spatial analysis has thus identified potential trouble spots <strong>in</strong> the Valaskjalf map design, which<br />

subsequently can be analyzed <strong>in</strong> further detail, for example by compar<strong>in</strong>g with user-satisfaction<br />

feedback from the level, to evaluate whether there is a problem or not. Additionally, this k<strong>in</strong>d of<br />

spatial analysis provides valuable knowledge for future designs of Tomb Raider-style game levels.<br />

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