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Play-Persona: Modeling Player Behaviour in Computer Games

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2 – Environment; the percent of total number of deaths caused by the environment<br />

over the total number of deaths, De. Environment-related causes of death <strong>in</strong>clude player drown<strong>in</strong>g,<br />

be<strong>in</strong>g consumed by fire, or killed <strong>in</strong> a trap, compris<strong>in</strong>g 13.7% of the total number of deaths across<br />

all players. The best player died 2.43% of her total number of deaths from environment-related<br />

effects, while the highest recorded value of De is 45.31%.<br />

3 – Fall<strong>in</strong>g; the percent of total number of deaths caused by a failed jump over the total<br />

number of deaths, Df. Dy<strong>in</strong>g from fall<strong>in</strong>g comprises 57.2% of all death events mak<strong>in</strong>g it the<br />

dom<strong>in</strong>at<strong>in</strong>g cause of death <strong>in</strong> TRU. This is expected s<strong>in</strong>ce the core of the gameplay consists of<br />

jump<strong>in</strong>g, climb<strong>in</strong>g and navigat<strong>in</strong>g <strong>in</strong> 3D environments. The m<strong>in</strong>imum and maximum values of Df are<br />

27.19% and 83.33% respectively.<br />

4) Total number of deaths: The total number of deaths of each player, D. A total of 190936<br />

deaths were recorded, giv<strong>in</strong>g a mean value of approximately 140 per player, with the best and<br />

worst player dy<strong>in</strong>g 16 and 458 times, respectively.<br />

5) Completion time: The time (<strong>in</strong> m<strong>in</strong>utes) required from each player to compete the game, C. A<br />

total of 521.6 days of playtime were recorded. The average completion time of the game <strong>in</strong> the<br />

sampled data is 550.8 m<strong>in</strong>utes, with certa<strong>in</strong> levels generally tak<strong>in</strong>g longer to complete than others<br />

as they are bigger <strong>in</strong> extent and/or conta<strong>in</strong> harder-to-solve puzzles. The C value varies from 2<br />

hours and 51 m<strong>in</strong>utes to 28 hours and 58 m<strong>in</strong>utes, show<strong>in</strong>g considerable variance which, <strong>in</strong> part,<br />

showcases the variation <strong>in</strong> the experience level, skill and play-style of the players.<br />

Fig. 2. Example of a puzzle <strong>in</strong> Tomb Raider: Underworld. Several gear wheels fit together <strong>in</strong> a specific way and the player<br />

must figure out how to manipulate them.<br />

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