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Play-Persona: Modeling Player Behaviour in Computer Games

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gameplay metrics data gathered from players and <strong>in</strong>form the creation of persona-as-lens, <strong>in</strong> this case the two<br />

sides match, but it is not always necessarily the case. [Source: 34]<br />

Gameplay metrics are used by several different game publishers and developers and is see<strong>in</strong>g<br />

<strong>in</strong>creas<strong>in</strong>g <strong>in</strong>terest <strong>in</strong> the <strong>in</strong>dustry [31]. With<strong>in</strong> the academia, the data type is also be<strong>in</strong>g utilized as<br />

a tool for explor<strong>in</strong>g player behavior. While a full review of the literature is out of scope <strong>in</strong> this<br />

paper, it should be noted that the current work is generally divided <strong>in</strong>to those orig<strong>in</strong>at<strong>in</strong>g from the<br />

<strong>in</strong>dustry [11, 16, 18, 25, 31, 33], a few papers focused on research<strong>in</strong>g player behavior [e.g. 38] as<br />

well as a few examples of systems developed for captur<strong>in</strong>g gameplay metrics-like data targeted at<br />

Virtual Environments rather than games specifically [3, 7, 8].<br />

Gameplay metrics are a specific form of <strong>in</strong>strumentation data. Instrumentation data have been<br />

utilized <strong>in</strong> the general software and website development <strong>in</strong>dustry for over two decades as a tool<br />

for mapp<strong>in</strong>g user behavior and draw <strong>in</strong>ferences about cause and effect [18]. In the context of play-<br />

persona model<strong>in</strong>g, gameplay metrics are of <strong>in</strong>terest because they permit the analysis of user<br />

behavior <strong>in</strong> a detailed (each user <strong>in</strong>itiated event can be logged), precise (events can be logged with<br />

a high frequency, and the specific time of the event and location of the player <strong>in</strong> the world can be<br />

logged) and unobtrusive manner (play<strong>in</strong>g the game is not affected by the logg<strong>in</strong>g systems). In the<br />

<strong>in</strong>dustry and research, gameplay metrics track<strong>in</strong>g acts as a supplement to the established user-<br />

oriented test<strong>in</strong>g methods: usability test<strong>in</strong>g focuses on measur<strong>in</strong>g the ease of operation of a game;<br />

playability test<strong>in</strong>g explores if users have a good play<strong>in</strong>g experience; and gameplay metrics analysis<br />

offer <strong>in</strong>sights <strong>in</strong>to how the users are actually play<strong>in</strong>g the games be<strong>in</strong>g tested [11, 33, 40, 41]. In<br />

short, gameplay metrics form a useful tool for evaluat<strong>in</strong>g player behavior, and it is this data type<br />

that the play-persona models are based on.<br />

In order to illustrate how this method can be applied <strong>in</strong> practice, a case study from IO Interactive<br />

(IOI), a game developer of EIDOS, is presented. At IOI, game metrics have been utilized for a<br />

variety of purposes, not the least <strong>in</strong> user-oriented test<strong>in</strong>g, and a team at IOI currently functions <strong>in</strong><br />

an advisory capacity to other EIDOS developers. The case study presented here is based on the<br />

game Tomb Raider: Underworld (TRU), developed by Crystal Dynamics and one of the major sell<strong>in</strong>g<br />

titles <strong>in</strong> late 2008. The reason for choos<strong>in</strong>g this game is that an extensive (terabyte size) library of<br />

gameplay metrics data are available, collected via the Xbox Live! service. A sample of these data is<br />

used to showcase the pr<strong>in</strong>ciples beh<strong>in</strong>d generat<strong>in</strong>g data-driven play-personas. Due to confidentiality<br />

issues, the design processes applied for TRU cannot be disclosed, however the pr<strong>in</strong>ciples of<br />

apply<strong>in</strong>g play-personas dur<strong>in</strong>g the design phase (personas as metaphor), is described.<br />

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