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Play-Persona: Modeling Player Behaviour in Computer Games

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emergence of subpersonalities, it is important to stress how their development it is not pathological<br />

but rather a normal state for all human be<strong>in</strong>gs.<br />

The idea of subpersonalities is a way of conceptualiz<strong>in</strong>g how we shift from one identification to<br />

another as we move through life. In a s<strong>in</strong>gle day we may move through play<strong>in</strong>g "victim", "critic",<br />

"couch-potato", "striver", "lover", "frightened child" and so on. The k<strong>in</strong>ds of subpersonalities that<br />

can exist with<strong>in</strong> any one person can be <strong>in</strong>f<strong>in</strong>itely variable and any taxonomy of types or<br />

psychodynamic mapp<strong>in</strong>gs can be used to label them. Assagioli himself used several of Jung’s<br />

archetypes to label subpersonalities, but it is just one of the several psychodynamic mapp<strong>in</strong>gs that<br />

can be used to address behavioural aggregates.<br />

A first attempt to <strong>in</strong>tegrate Damasio’s somatic markers (or Pert’s peptide network) and<br />

subpersonalities would lead towards a statement of this k<strong>in</strong>d: subpersonalities emerge as<br />

conglomerate entities collect<strong>in</strong>g isotopic and consistent somatic markers. When <strong>in</strong> the subconscious<br />

there are enough “automatic responses” and when these reflexes are consistent enough, they tend<br />

to coalesce as subpersonalities, each one of them with a predictable set of behavioural, emotional<br />

and rational patterns. Subpersonalities are not a-priori, platonic realities, but Gaussian distributions<br />

of somatic markers (or peptide networks) with some degree of consistency and arranged <strong>in</strong><br />

clusters, that we chose to label <strong>in</strong> certa<strong>in</strong> ways. At this po<strong>in</strong>t the def<strong>in</strong>ition of personality<br />

<strong>in</strong>dividuated <strong>in</strong> the <strong>in</strong>troduction of this article would not apply to the whole person, but to each and<br />

every <strong>in</strong>dividual subpersonality. It is important to stress how each subpersonality conta<strong>in</strong>s its own<br />

set of values, belief structures, cop<strong>in</strong>g mechanisms, motivations, def<strong>in</strong><strong>in</strong>g emotional sets (preferred<br />

or default emotional states), hard coded rational processes, ways of th<strong>in</strong>k<strong>in</strong>g, desires and needs to<br />

satisfy.<br />

I have chosen to focus on psychosynthesis' theory of personality because it <strong>in</strong>troduces and<br />

elaborates deeply the concept of subpersonality, which, as we will see later, is a pivotal concept<br />

when plann<strong>in</strong>g to design game worlds around a lexicon of player’s personalities, furthermore it<br />

provides excellent mental tools when describ<strong>in</strong>g and compar<strong>in</strong>g different psychodynamic mapp<strong>in</strong>gs.<br />

5 Unified theory of the player<br />

Synthesiz<strong>in</strong>g the arguments set forth dur<strong>in</strong>g the previous paragraphs I can attempt to sketch a<br />

unified draft for a functional model of how the player relates to the game world (see figure 2):<br />

1 - When the player is immersed <strong>in</strong> the game world one of his/her subpersonalities is triggered and<br />

takes action, emanat<strong>in</strong>g a behaviour that is consistent and functional both <strong>in</strong> relation to the<br />

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