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Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

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7.1 Explorer’s path<br />

FIGURE 5 Explorer’s flow<br />

Plann<strong>in</strong>g the flow for the “explorer” (figure 5) subpersonality, the designer might want to start the<br />

level by provid<strong>in</strong>g the player with means to easily impersonate this type while <strong>in</strong> the basement. As<br />

soon as the player enters the first floor the designer has prepared a mild moment of anxiety<br />

followed by a quick change towards boredom between the first and the second floor. The second<br />

floor starts with mild frustration only to br<strong>in</strong>g the player aga<strong>in</strong> towards a good explor<strong>in</strong>g<br />

experience. The roof section becomes impossible to be played as an explorer s<strong>in</strong>ce there is a<br />

moment of exasperated anxiety <strong>in</strong> the forbidden zone. The clos<strong>in</strong>g act of the level sees the player<br />

enabled to act aga<strong>in</strong> as an explorer, albeit with a certa<strong>in</strong> amount of slow pace. All of this assum<strong>in</strong>g<br />

that the player wants to play the level as an explorer espous<strong>in</strong>g the type’s behaviour, motivations,<br />

desires, needs and belief system.<br />

7.2 Killer’s path<br />

FIGURE 6 Killer’s flow<br />

Similarly the designer can prepare a path for the killer (figure 6) profile start<strong>in</strong>g off easily <strong>in</strong> the<br />

basement. In the first and second floor the player will f<strong>in</strong>d that it becomes harder and almost<br />

85

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