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Play-Persona: Modeling Player Behaviour in Computer Games

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impossible to cont<strong>in</strong>ue pursu<strong>in</strong>g the kill<strong>in</strong>g career s<strong>in</strong>ce the curve describes a moment of boredom<br />

beyond the forbidden zone (maybe nobody to kill?). The roof proves to be a good kill<strong>in</strong>g ground,<br />

although it can be harder at times, clos<strong>in</strong>g the level with a perfect <strong>in</strong>-flow kill<strong>in</strong>g spree <strong>in</strong> the<br />

outdoor section.<br />

7.3 Socializer’s path<br />

FIGURE 7 Socializer’s flow<br />

Also for the socializer profile (figure 7) the designer prepared an easy start, but it ends soon s<strong>in</strong>ce<br />

already <strong>in</strong> the first floor the player will be frustrated <strong>in</strong> his/her attempt to pursue this l<strong>in</strong>e of<br />

behaviour. Both the roof and the outdoor sections easily allow the player to socialize even if with<br />

some sw<strong>in</strong>gs from very mild boredom to very mild anxiety.<br />

7.4 Achiever’s path<br />

FIGURE 8 Achiever’s flow<br />

For the achiever (figure 8) the designer has prepared a slightly tougher start than for the other<br />

types, but the player will be able to follow through <strong>in</strong> his/her <strong>in</strong>tention to achieve until the end of<br />

86

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