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Play-Persona: Modeling Player Behaviour in Computer Games

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ARTICLE 2 - DESIGNING LEVELS FOR ENHANCED PLAYER<br />

EXPERIENCE: COGNITIVE TOOLS FOR GAME WORLD DESIGNERS<br />

Article published <strong>in</strong> GameFace magaz<strong>in</strong>e (June/July 2007) and also presented at Cybergames 2007<br />

conference at Manchester Metropolitan University. The paper was also accepted at Futureplay 2007<br />

(ACM conference), but due to a lack of fund<strong>in</strong>g I could not participate. Orig<strong>in</strong>ally the article grew<br />

out of a lecture presented at Nordic Game 2007.<br />

Abstract<br />

What is exactly level design? It is juggl<strong>in</strong>g 12 balls <strong>in</strong> the air at the same time, it is solv<strong>in</strong>g<br />

differential equations with 12 variables, it is try<strong>in</strong>g to realize a vision when everybody is tear<strong>in</strong>g at<br />

it. Artists, programmers, market<strong>in</strong>g PRs, scripters, designers. People from very different<br />

backgrounds and with even more vary<strong>in</strong>g motivations converge with their vital contributions and it<br />

is up to the level designer to manage all of these different issues and create a memorable play<strong>in</strong>g<br />

experience. It is not a mystery that the role and tasks of a level designer are the most difficult to<br />

describe <strong>in</strong> a few words. Paraphras<strong>in</strong>g Elvis Costello “talk<strong>in</strong>g about level design is like danc<strong>in</strong>g about<br />

architecture”. And yet a sentence that I hear confirmed more and more every day is: “Level<br />

designers create experiences by provid<strong>in</strong>g spaces for players to act.” <strong>Play</strong>ers act <strong>in</strong> a space that<br />

causes experience to emerge and this experience affects the players, clos<strong>in</strong>g the magic circle (see<br />

figure 1).<br />

Keywords<br />

Game worlds, level design, aesthetics, ludology, phenomenology, engagement, Flow, <strong>Play</strong>-modes,<br />

Emot-emes, <strong>Play</strong>-personas.<br />

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