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.

3.3 <strong>Play</strong>-persona as a metaphor (a priori)<br />

“<strong>Games</strong> are facilitators that structure player behaviour and whose ma<strong>in</strong> purpose is enjoyment.” [3]<br />

In order to structure play behaviour it is necessary to envision it a priori; play-personas can<br />

represent tools used to carve attractors of behaviour <strong>in</strong> the game field without forc<strong>in</strong>g a s<strong>in</strong>gle l<strong>in</strong>e<br />

of action (figure 7).<br />

Figure 7: abstract representation of the behaviours a game level can afford; if a hypothetical ball is dropped<br />

on the field it will come to rest <strong>in</strong> lower areas (pits and valleys). This is the concept of attractors of behaviour:<br />

<strong>in</strong>ner structural consistencies that guide players’ actions without enforc<strong>in</strong>g them.<br />

<strong>Play</strong>ers’ behaviour is not structured because the designers were able to predict and describe how all<br />

the many different (and subjective) k<strong>in</strong>ds of empirical players will behave <strong>in</strong>-game, but because if<br />

the game provides consistent patterns of aesthetic and ludic elements, there is a chance that<br />

players will likely decide to behave consistently, donn<strong>in</strong>g one of the masks provided by the game.<br />

Certa<strong>in</strong>ly there will be players exert<strong>in</strong>g their right to behave subversively, try<strong>in</strong>g to escape the rule<br />

of designers; but a large number will abide to the cognitive and evolutionary imperative to make<br />

sense of their experience by tell<strong>in</strong>g themselves stories about it [99]. In order to cater for a wider<br />

array of player preferences, it is ideal to populate the game with a number of these sense-mak<strong>in</strong>g<br />

structures by plann<strong>in</strong>g a set of consistent but diverse play-personas that not only <strong>in</strong>form the<br />

selection of the mechanics to <strong>in</strong>clude <strong>in</strong> a game, but also the shape of the game world itself. For<br />

example <strong>in</strong> the game “Tomb Raider: Underworld” (TRU) [93] designers decided to sharpen and<br />

expand the iconic mechanics of the franchise. Traditionally <strong>in</strong> fact players were required to develop<br />

considerable navigation skills to reach improbable locations and retrieve treasures. Of course gun<br />

play was part of the equation and the locations were peppered with environmental puzzles, but the<br />

41

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

Saved successfully!

Ooh no, something went wrong!