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Play-Persona: Modeling Player Behaviour in Computer Games

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Runners: This group completes the game <strong>in</strong> record time, but also generally have very high help<br />

request rates, <strong>in</strong>dicat<strong>in</strong>g a lack of <strong>in</strong>terest <strong>in</strong> the puzzle-solv<strong>in</strong>g element of the game (or a lack of<br />

puzzle solv<strong>in</strong>g skill). They appear to die a lot, with however average rates of death from fall<strong>in</strong>g.<br />

These categories provide an example about how gameplay metrics can be used to def<strong>in</strong>e data-<br />

driven patterns of player behavior <strong>in</strong> computer games. While the study is based on a limited number<br />

of variables, it <strong>in</strong>dicates the k<strong>in</strong>d of approach necessary to develop data-driven play-personas.<br />

Summariz<strong>in</strong>g, comb<strong>in</strong><strong>in</strong>g gameplay metrics with persona model<strong>in</strong>g provides a powerful tool for game<br />

design and –test<strong>in</strong>g, permitt<strong>in</strong>g game developers to test if their games are be<strong>in</strong>g played the way it<br />

was <strong>in</strong>tended. Runn<strong>in</strong>g these analyses on a per-level basis, enables level designers to achieve better<br />

balance and facilitate the different play-persona models; to obta<strong>in</strong><strong>in</strong>g a greater <strong>in</strong>sight on the<br />

landscape of possible player types and eventually make games that can cater for a broader<br />

audience.<br />

5 Conclusion and discussion<br />

Us<strong>in</strong>g game mechanics as the underly<strong>in</strong>g driver for def<strong>in</strong><strong>in</strong>g play-personas as metaphors is not the<br />

only way, however, it provides a means for def<strong>in</strong><strong>in</strong>g personas dur<strong>in</strong>g the design phase that are<br />

directly testable <strong>in</strong> the later production phases where actual gameplay metrics can be logged and<br />

analyzed.<br />

It should be noted that gameplay metrics cannot <strong>in</strong>form how players relate to the character of Lara<br />

Croft, or similar k<strong>in</strong>ds of psychological effects. Simply put, gameplay metrics can reveal what players<br />

are do<strong>in</strong>g, not necessarily why, for that a more qualitative approach is needed. An alternative means<br />

is to use for example personality profil<strong>in</strong>g of the target audience, and use these profiles to def<strong>in</strong>e the<br />

expected behaviors [5]. These behaviors can then subsequently be def<strong>in</strong>ed us<strong>in</strong>g gameplay metrics.<br />

There are a few delimitations on the applicability of the framework proposed: for puzzle games with<br />

one solution or extremely l<strong>in</strong>ear games such as po<strong>in</strong>t-and-click adventures it makes limited sense to<br />

employ play-personas: the player’s sole duty is to second guess the designer’s m<strong>in</strong>d and therefore<br />

push forward the story.<br />

The method described is <strong>in</strong>tended to assist <strong>in</strong> the design and production of closed, narrative games<br />

that run the risk of fail<strong>in</strong>g to provide non-trivial choices, i.e. collaps<strong>in</strong>g all the potential personas <strong>in</strong>to<br />

only one profile that players have to conform to <strong>in</strong> order to proceed. For these types of games a key<br />

design challenge is to ensure varied experiences and playstyles <strong>in</strong> order to reach as broad a target<br />

audience as possible [23, 26]. <strong>Play</strong>-personas attempt to address this requirement both by modell<strong>in</strong>g<br />

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