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Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

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Due to the fact that each game metric message <strong>in</strong>cludes location data <strong>in</strong> the form of X,Y and Z<br />

coord<strong>in</strong>ates, it is possible to perform an evaluation of the performance of the player at different<br />

scales:<br />

S<strong>in</strong>gle sector: with<strong>in</strong> a certa<strong>in</strong> level it is possible to score the performance of a player <strong>in</strong> different<br />

sub-sections of that level.<br />

Whole level: aggregat<strong>in</strong>g the scores for each sub-sector, a player can be scored for his/her<br />

performance across the whole level.<br />

Whole game: aggregat<strong>in</strong>g the scores obta<strong>in</strong>ed for each level, it is possible to show a compounded<br />

score, an average, of the player’s behaviour <strong>in</strong> the whole game.<br />

This framework enables researchers to score the players <strong>in</strong>teract<strong>in</strong>g with the game <strong>in</strong> question <strong>in</strong> a<br />

manner that aggregates several variables and compare the profiles.<br />

5. Conclusions<br />

<strong>Play</strong> personas can be built with the same methods used to profile people’s personality, namely the<br />

Five Factor Model, and they can be useful both as an a priori metaphor dur<strong>in</strong>g pre-production and<br />

as a posteriori lens to evaluate behaviour of players [6, 26].<br />

The <strong>in</strong>itial hypothesis, the persona-as-metaphor has a prescriptive nature: after <strong>in</strong>dividuat<strong>in</strong>g the<br />

dimensions emerg<strong>in</strong>g from the core mechanics it is possible to def<strong>in</strong>e personas as guid<strong>in</strong>g beacons<br />

dur<strong>in</strong>g the design phase. The f<strong>in</strong>al analysis, the persona-as-lens is of a descriptive nature: it allows<br />

to observe the cluster<strong>in</strong>g and the subdivisions of players’ behaviours. The ma<strong>in</strong> uses for these<br />

aggregate constructs are:<br />

- phenomenological debugg<strong>in</strong>g (balanc<strong>in</strong>g of experiences), some levels are "open" <strong>in</strong> terms of<br />

def<strong>in</strong><strong>in</strong>g what k<strong>in</strong>ds of experience can emerge from the player-game <strong>in</strong>teraction, some others are<br />

"closed"<br />

- envision<strong>in</strong>g possible ways the game can be played; some levels will show the not-so-<strong>in</strong>visible<br />

hand of the designer forc<strong>in</strong>g the players behaviour <strong>in</strong> a bottleneck, limit<strong>in</strong>g possibility for expression<br />

and therefore the depth of the experience<br />

- verification of hypotheses set forth dur<strong>in</strong>g design phase (designers imag<strong>in</strong>ed a certa<strong>in</strong> way their<br />

game could be used, play patterns can verify that or not)<br />

- <strong>in</strong>sur<strong>in</strong>g variation and change <strong>in</strong> gameplay by provid<strong>in</strong>g quantifiable proof for variety of play<br />

- optimization of features and resources (mak<strong>in</strong>g sure that no feature <strong>in</strong> the game is underused or<br />

wasted).<br />

235

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