Play-Persona: Modeling Player Behaviour in Computer Games
Play-Persona: Modeling Player Behaviour in Computer Games
Play-Persona: Modeling Player Behaviour in Computer Games
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5. CONCLUSIONS AND FUTURE WORK<br />
This work started out as a project address<strong>in</strong>g the very general issue of how to shape attractive<br />
gameplay experiences. Initially, gameplay experience had been identified as aris<strong>in</strong>g from the<br />
negotiations that take place between players and designers and this understand<strong>in</strong>g def<strong>in</strong>ed two<br />
sides of the issue:<br />
- how do designers envision hypothetical players while produc<strong>in</strong>g a game<br />
- how do players make sense of their experience while <strong>in</strong>teract<strong>in</strong>g with a game.<br />
<strong>Play</strong>-personas have been <strong>in</strong>troduced as probes that allow designers to forecast models of<br />
actualization of the game and at the same time tools that can shape players’ experiences. They are<br />
macro metaphors and conglomerates of play styles.<br />
A persona-centric design provides firstly ludic affordances that are at the same time varied and<br />
consistent; and secondly aesthetic choices that are pert<strong>in</strong>ent and support the play styles emerg<strong>in</strong>g<br />
from those affordances.<br />
Several game development studios are already us<strong>in</strong>g constructs similar to the metaphoric play-<br />
persona to organize design issues. For example at Ubisoft Montreal, while develop<strong>in</strong>g Far Cry 2<br />
[107], designers referred to “Sun Tzu”, “Rambo” and “Fugitive” to address three different attitudes<br />
to deal with hostiles; level designers distributed cover elements <strong>in</strong> the game world accord<strong>in</strong>gly.<br />
“Sun Tzu”, preferr<strong>in</strong>g a more strategic approach, favors be<strong>in</strong>g <strong>in</strong> areas with plenty of opportunities<br />
for cover while the enemies are <strong>in</strong> open areas. “Rambo” is partial to close combat so he will f<strong>in</strong>d<br />
himself <strong>in</strong> the same area of the hostiles, <strong>in</strong>dependently if it is densely covered or not. “Fugitive”<br />
would rather have freedom of movement while the enemies are encumbered navigat<strong>in</strong>g a cluttered<br />
space. It does not matter if players wanted to play the “Rambo” persona, the moment they pick up<br />
a knife and start walk<strong>in</strong>g close up to the enemy, the performance and the behaviour <strong>in</strong>scribed <strong>in</strong><br />
the artifact “hunt<strong>in</strong>g knife” will shape the way they experience the game space.<br />
In spite of that, Far Cry 2 designers mak<strong>in</strong>g use of personas seem not to have harnessed the power<br />
of gameplay metrics to evaluate whether their hypotheses were confirmed by actual use or not.<br />
Other developers [79] have been utiliz<strong>in</strong>g numerical description of player behaviour (lenses) to f<strong>in</strong>d<br />
clusters of uses, but were not <strong>in</strong>terested <strong>in</strong> lett<strong>in</strong>g concrete hypotheses of player behaviours<br />
(metaphors) guide the design of the game.<br />
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