07.12.2012 Views

Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

<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 />

253

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!