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Play-Persona: Modeling Player Behaviour in Computer Games

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ArcGIS permits different layers to be turned off and on flexibly, and even permits specific layers to<br />

be given different weights <strong>in</strong> the analysis – if e.g. players dy<strong>in</strong>g of electrocution is an unwanted<br />

occurrence <strong>in</strong> the game design, this can be given a greater weight and thus show up stronger <strong>in</strong><br />

the analysis. Additionally, maps can be exported us<strong>in</strong>g the ArcPublisher extension as dynamic<br />

reports, which permit the user to add or remove layers dynamically, form<strong>in</strong>g the perfect report<strong>in</strong>g<br />

tool for giv<strong>in</strong>g feedback to e.g. designers.<br />

4. SIGNIFICANCE AND DISCUSSION<br />

One of the major challenges to user research and –test<strong>in</strong>g <strong>in</strong> commercial game development is the<br />

<strong>in</strong>creas<strong>in</strong>g complexity of <strong>in</strong>teraction between players and game software, due <strong>in</strong> part to the sheer<br />

variety of <strong>in</strong>teraction options. With the uptake <strong>in</strong> complexity, <strong>in</strong>strumentation data such as<br />

gameplay metrics form an <strong>in</strong>creas<strong>in</strong>gly more important tool for analysis of player-game <strong>in</strong>teraction.<br />

The analysis of <strong>in</strong>strumentation data forms an important contribution to the user research and –<br />

test<strong>in</strong>g performed dur<strong>in</strong>g game development; as well as <strong>in</strong> the monitor<strong>in</strong>g and cont<strong>in</strong>ued evaluation<br />

of games dur<strong>in</strong>g the live period. Furthermore, gameplay metrics form an excellent supplement to<br />

the exist<strong>in</strong>g user-oriented methods utilized with<strong>in</strong> the game <strong>in</strong>dustry by provid<strong>in</strong>g detailed<br />

quantitative data about player behavior.<br />

The EIDOS Metrics Suite, a system that permits the track<strong>in</strong>g, captur<strong>in</strong>g, storage and report<strong>in</strong>g of<br />

game metrics, customized to the different games produced at the EIDOS studios; was developed by<br />

IO Interactive and is ma<strong>in</strong>ta<strong>in</strong>ed by the EIDOS Onl<strong>in</strong>e Development Team, as a response to the<br />

requirement of understand<strong>in</strong>g the details of <strong>in</strong>teraction between players and game, and to be able<br />

to monitor and analyze player behavior over extended periods of time. It is only recently that the<br />

game development <strong>in</strong>dustry has begun utiliz<strong>in</strong>g <strong>in</strong>strumentation data on a regular basis [18,31].<br />

The use is often limited to aggregate counts of specific metrics – limited efforts have been directed<br />

at more complex analyses of user behavior (e.g. locat<strong>in</strong>g patterns of play [33]), as well as to the<br />

spatial behavior of player of computer games. The latter is crucial, because the vast majority of<br />

contemporary games are set <strong>in</strong> 3D virtual worlds. It therefore is imperative to be able to analyze<br />

and visualize gameplay metrics spatially. In essence, it is not enough to know that X% of player<br />

spent too long complet<strong>in</strong>g the level. In order to f<strong>in</strong>d out why, spatial analysis provides a venue for<br />

p<strong>in</strong>po<strong>in</strong>t<strong>in</strong>g exactly where players experience problems with progression. Visualiz<strong>in</strong>g and analyz<strong>in</strong>g<br />

data <strong>in</strong> a Geographic Information System [9,22], which is specifically eng<strong>in</strong>eered towards handl<strong>in</strong>g<br />

data with a spatial component, provides a powerful tool and a plethora of new opportunities for<br />

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