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Play-Persona: Modeling Player Behaviour in Computer Games

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3. TOMB RAIDER: UNDERWORLD<br />

The popularity of the Tomb Raider series is ma<strong>in</strong>ly due to the game protagonist, whom the player<br />

controls: Lara Croft. She is a comb<strong>in</strong>ation between an action hero<strong>in</strong>e and Indiana Jones, who<br />

travels to exotic locations and enters forgotten tombs and lairs, solv<strong>in</strong>g puzzles and f<strong>in</strong>d<strong>in</strong>g ancient<br />

treasures at the same time. The Tomb Raider game environments have been 3D from the<br />

beg<strong>in</strong>n<strong>in</strong>g, and Tomb Raider: Underworld (TRU) is no exception. The game features exceptional<br />

graphics and takes full advantage of the graphics processors of game consoles.<br />

The game is played <strong>in</strong> third-person perspective with a flexible camera system. TRU is <strong>in</strong> essence an<br />

advanced platform game, where the player has to apply strategic th<strong>in</strong>k<strong>in</strong>g <strong>in</strong> plann<strong>in</strong>g the 3D-<br />

movements of Lara Croft, <strong>in</strong> order to solve a series of puzzles and navigate through complicated<br />

levels (see Fig. 1). Apart from the cont<strong>in</strong>uous risk of fall<strong>in</strong>g from the heightened platforms that Lara<br />

Croft needs to jump at (and from) and navigate through, the player regularly encounters different<br />

enemy types, notably animals, various k<strong>in</strong>ds of monsters and mercenaries. An additional threat to<br />

the player is the environment itself. Fall<strong>in</strong>g <strong>in</strong>to a trap, catch<strong>in</strong>g fire or drown<strong>in</strong>g <strong>in</strong>to water are the<br />

three of the typical dangers the player is fac<strong>in</strong>g which are caused by the game environment.<br />

4. DATA COLLECTION<br />

The gameplay data, namely game metrics, utilized <strong>in</strong> this study were recorded us<strong>in</strong>g the EIDOS<br />

Metrics Suite software embedded to the TRU game. The suite is an <strong>in</strong>strumentation system which is<br />

designed to record game metrics from EIDOS games <strong>in</strong> production and post-launch, transmitt<strong>in</strong>g<br />

the logged data to an SQL-server via an ETL process. Game metrics are normally logged as<br />

sequences of events — with multiple types of data captured for each event — each carry<strong>in</strong>g its own<br />

time stamp as well as any other pert<strong>in</strong>ent contextual <strong>in</strong>formation. From the server, data can be<br />

extracted for analysis and visualization, creat<strong>in</strong>g reports for the <strong>in</strong>terested parties with<strong>in</strong> the game<br />

development process (e.g. quality assurance, game design, production and market<strong>in</strong>g<br />

departments). Data from the TRU game were extracted from the SQL server system and<br />

preprocessed. The dataset used for the experiments reported <strong>in</strong> this paper conta<strong>in</strong>s live data, i.e.<br />

data from people play<strong>in</strong>g the f<strong>in</strong>ished, published version of TRU <strong>in</strong> their natural habitats. This<br />

unobtrusive way of user data collection provides with data free from bias <strong>in</strong>duced by us<strong>in</strong>g a<br />

laboratory setup, i.e. avoids modify<strong>in</strong>g the habitat of the participant [16]. The dataset used was<br />

collected dur<strong>in</strong>g November 2008, and <strong>in</strong>cludes entries from 25240 players.<br />

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