Play-Persona: Modeling Player Behaviour in Computer Games
Play-Persona: Modeling Player Behaviour in Computer Games
Play-Persona: Modeling Player Behaviour in Computer Games
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<strong>Play</strong>-personas are here <strong>in</strong>troduced as a model<strong>in</strong>g tool that aims at ensur<strong>in</strong>g that more restrictive<br />
games still allow some degree of <strong>in</strong>fluence from the player on the experience generated. This paper<br />
showcases the play-persona tool, derived from the doma<strong>in</strong> of Human <strong>Computer</strong> Interaction (HCI)<br />
and experimentally <strong>in</strong> use at some EIDOS game development studios. <strong>Play</strong>-persona is a construct<br />
that can be used for open<strong>in</strong>g potentially closed game experiences, games that cannot rel<strong>in</strong>quish<br />
creative control on the assets nor are will<strong>in</strong>g to let the player wander among disconnected narrative<br />
modules and procedurally generated landscapes. These games can <strong>in</strong>stead provide different play<br />
styles [33], diverse means of accomplish<strong>in</strong>g tasks. <strong>Play</strong>-personas are models that simplify and<br />
clarify player behavior, represent<strong>in</strong>g essential features and mak<strong>in</strong>g the abstract concrete. They<br />
assist organis<strong>in</strong>g cognitively, both <strong>in</strong> the m<strong>in</strong>ds of designers and players alike, the mechanics<br />
provided by the game such as different types of weapons, different <strong>in</strong>teraction methods to<br />
negotiate the environment or different devices used to deal with non-play<strong>in</strong>g characters. Employ<strong>in</strong>g<br />
play-personas to transfer agency to players entails the same focus on the user that has dom<strong>in</strong>ated<br />
the field of HCI for the past years simply by adopt<strong>in</strong>g and adapt<strong>in</strong>g methods <strong>in</strong>troduced by User-<br />
centered and Experience Design [26, 18].<br />
2 Cognitive background for play-personas<br />
The persona framework as a tool for model<strong>in</strong>g ideal users was orig<strong>in</strong>ally suggested by Cooper [9,<br />
10]. Accord<strong>in</strong>g to Cooper, personas are detailed, composite user archetypes that serve as ma<strong>in</strong><br />
characters <strong>in</strong> narrative, scenario-based descriptions that iteratively <strong>in</strong>form the design of a product,<br />
so that features emerge directly from the goals. There might be a cognitive background to the<br />
immediate success of these narratives. The human m<strong>in</strong>d has often been called an excellent belief-<br />
eng<strong>in</strong>e or a pattern-see<strong>in</strong>g device [39]. Pattern-see<strong>in</strong>g rather than pattern-recogniz<strong>in</strong>g, because<br />
recognition would imply exist<strong>in</strong>g patterns and often that is not the case. When presented with non<br />
correlated <strong>in</strong>puts the human m<strong>in</strong>d still attempts at f<strong>in</strong>d<strong>in</strong>g an organiz<strong>in</strong>g order beh<strong>in</strong>d it and see<strong>in</strong>g<br />
patterns and mean<strong>in</strong>gs there where there are none.<br />
Recent work <strong>in</strong> cognitive- and neuroscience has proven that the human m<strong>in</strong>d abhors void and<br />
empt<strong>in</strong>ess and it does everyth<strong>in</strong>g it can to fill the gaps as it’s shown by the phenomenon of<br />
scotoma, also known as the bl<strong>in</strong>d spot, whose blank field is filled with material produced by the<br />
m<strong>in</strong>d [27].<br />
Furthermore the work of human biologist Lewis Wolpert [39] showed how the compulsion to create<br />
a story, to weave drama <strong>in</strong> that bl<strong>in</strong>d spot, might actually be biological, it could represent a<br />
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