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Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

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considered to be pre-l<strong>in</strong>guistic and concern time, space, movement and other core elements of<br />

embodied human experience.<br />

When players control an avatar <strong>in</strong> a game world, the process of model<strong>in</strong>g the avatar’s behavior<br />

through a metaphor is strik<strong>in</strong>gly less abstract than attempt<strong>in</strong>g to understand “love” through<br />

“journey”. That is because the avatar, as the medium that transfers agency from the player to the<br />

game world and receives feedbacks from the game world on behalf of the player, is a<br />

representation of the player’s body.<br />

The play-persona metaphors are models of possible patterns of behavior <strong>in</strong> the game world that<br />

are wished by the designers and embody different ways of behav<strong>in</strong>g <strong>in</strong> the game. These models<br />

are not necessarily enforced: they emerge as clusters of preferential usage of game mechanics.<br />

Designers can utilize these models to plan experiences of play: shap<strong>in</strong>g the spaces of the game<br />

world and distribut<strong>in</strong>g challenges and rewards. By open<strong>in</strong>g up the negotiation of the game space to<br />

multiple, consistent alternatives, designers allow players the freedom to express themselves by<br />

choos<strong>in</strong>g to behave <strong>in</strong> the game as they prefer, even if the choice means comb<strong>in</strong><strong>in</strong>g mechanics <strong>in</strong><br />

ways that were not considered optimal. At the same time designers can ma<strong>in</strong>ta<strong>in</strong> control on those<br />

variables such as plot, characters, themes, style and sett<strong>in</strong>g, that determ<strong>in</strong>e what k<strong>in</strong>d of story is<br />

told, therefore still be<strong>in</strong>g able to deliver pre-designed, c<strong>in</strong>ematographic experiences. The freedom<br />

experienced by the player is not expressed by decid<strong>in</strong>g what characters take part to the story, what<br />

the task to complete is or where is the sett<strong>in</strong>g, the freedom lies <strong>in</strong> decid<strong>in</strong>g how the action takes<br />

place and see<strong>in</strong>g this difference acknowledged by the game world.<br />

<strong>Play</strong>-personas as design tools represent an expectation of how players would like to craft their<br />

experience. In practice, when develop<strong>in</strong>g metaphorical play-personas dur<strong>in</strong>g the concept/design<br />

phases, the first step taken consists of mapp<strong>in</strong>g and unfold<strong>in</strong>g the possibilities that the player is to<br />

be allowed with<strong>in</strong> the conf<strong>in</strong>es of a specific game, thus creat<strong>in</strong>g a comprehensive list of game<br />

mechanics. These are used to def<strong>in</strong>e <strong>in</strong>itial play-persona concepts. One play-persona might be<br />

<strong>in</strong>terested <strong>in</strong> jump<strong>in</strong>g, sneak<strong>in</strong>g and navigation, another <strong>in</strong> fight<strong>in</strong>g enemies and us<strong>in</strong>g very big<br />

guns. The goal is to ensure that the personas encompass the <strong>in</strong>terests of the players, but operate<br />

with<strong>in</strong> the conf<strong>in</strong>es of the design that cannot be affected by player agency.<br />

The second step is relat<strong>in</strong>g the mechanics to specific gameplay metrics. For example, for the<br />

mechanic “shoot<strong>in</strong>g guns” the metrics “accuracy”, “weapon choice”, “weapon carry<strong>in</strong>g time” etc.<br />

could be def<strong>in</strong>ed. At this po<strong>in</strong>t each game mechanic is scrut<strong>in</strong>ized <strong>in</strong> terms of relevance to the<br />

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