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Play-Persona: Modeling Player Behaviour in Computer Games

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ABSTRACT<br />

This thesis proposes a framework to sharpen the focus on player experience when design<strong>in</strong>g and<br />

evaluat<strong>in</strong>g levels for s<strong>in</strong>gle player action games.<br />

From a developer’s po<strong>in</strong>t of view, game levels are the confluence of art, code and gameplay. From<br />

a player’s po<strong>in</strong>t of view, levels are a succession of spaces that conta<strong>in</strong> events.<br />

Due to its <strong>in</strong>tr<strong>in</strong>sic multidiscipl<strong>in</strong>ary nature, level design has been historically difficult to def<strong>in</strong>e both<br />

<strong>in</strong> terms of scope of the discipl<strong>in</strong>e (what is the result of the process) and the skill set required from<br />

the level designers. In different game studios it is possible to see how the role of level designer can<br />

be covered by artists with a good understand<strong>in</strong>g of space, architects unbound from gravity and<br />

materials and even the specific subcategory of programmers called scripters 1 . The core focus of<br />

design<strong>in</strong>g game spaces is also often disputed exactly because of the heterogeneous composition of<br />

its ranks. Some teams see gameplay as k<strong>in</strong>g, and every other decision is secondary; <strong>in</strong> other<br />

contexts it is the story that rules and at times even the code, under the appearance of outstand<strong>in</strong>g<br />

technical achievements, can become the compass that orients the design process. Another problem<br />

often encountered <strong>in</strong> level design is the lack of an irrefutable, quantifiable assessment of quality<br />

and success ratio. QA departments <strong>in</strong> lead<strong>in</strong>g developer’s studios around the world are start<strong>in</strong>g to<br />

devote enormous resources to track players’ metric data and provide unquestionable answers to<br />

issues such as “is this level good enough?” In this sett<strong>in</strong>g, the ma<strong>in</strong> concern seems to deal with<br />

which parameters are necessary to monitor <strong>in</strong> order to <strong>in</strong>sure a proper feedback on questions<br />

regard<strong>in</strong>g the success rate of game levels and how to relate the analysis carried out on the raw<br />

data.<br />

This project <strong>in</strong>tends to look for an element that can be the pivot, flexible and solid at the same<br />

time, around which all the other fields and discipl<strong>in</strong>es will harmonically dance, structur<strong>in</strong>g the game<br />

space and provid<strong>in</strong>g it with consistency, focus and variety. The result is not a cumbersome<br />

normative procedure, nor a merely descriptive framework, but <strong>in</strong>stead it provides mental and<br />

practical tools for level designers. That central pivot is the play-persona concept, <strong>in</strong>itially <strong>in</strong>spired<br />

from the field of Human <strong>Computer</strong> Interaction as a mean to imply players dur<strong>in</strong>g the design phase<br />

of games.<br />

1<br />

A scripter’s role is to def<strong>in</strong>e behaviour of non-play<strong>in</strong>g characters, enemies and events by script<strong>in</strong>g them <strong>in</strong> a high<br />

level language such as LUA, Python, etc.<br />

9

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