07.12.2012 Views

Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

2 STRUCTURE OF A GAME LEVEL<br />

The first step <strong>in</strong> our analysis is to segment a game level and <strong>in</strong>dividuate its sub-sections. A sub-<br />

section is def<strong>in</strong>ed as a contiguous, un<strong>in</strong>terrupted, isotopic space that shares aesthetic, ludic and<br />

phenomenological features. After the level has been divided <strong>in</strong> subsections it will be easier to apply<br />

the three different filters I discussed earlier: aesthetic, ludic and phenomenological. As an example<br />

I am go<strong>in</strong>g to use the second level (“A v<strong>in</strong>tage year”) from the game “Hitman - Blood Money” [5]. A<br />

brief <strong>in</strong>troduction to the level: Codename 47 has to get rid of Fernando Delgado, a retired colonel<br />

from P<strong>in</strong>ochet's <strong>in</strong>telligence service, who is now runn<strong>in</strong>g a v<strong>in</strong>eyard <strong>in</strong> Chile. While the v<strong>in</strong>eyard<br />

provides him with a decent <strong>in</strong>come it is his coca<strong>in</strong>e factory that really br<strong>in</strong>gs <strong>in</strong> the cash. In order to<br />

make the hit look like an attack on the drug trade, 47 also needs to kill his son Manuel Delgado,<br />

coca<strong>in</strong>e addict and partner <strong>in</strong> crime. The escape route is provided by a sea plane. The <strong>in</strong>dividuated<br />

subsections are: “Outdoor open”, “Party”, “Load<strong>in</strong>g area”, “Hacienda”, “W<strong>in</strong>e cellar”, “Drug lab” and<br />

“Hangar” (see figure 2).<br />

Fig. 2 Sub-sections and relative connections<br />

The analysis of a level is structured <strong>in</strong> three parts: aesthetic analysis (histograms, symbolical<br />

read<strong>in</strong>g and architectural deconstruction), ludic analysis (rules and mechanics, tools for <strong>in</strong>teraction)<br />

and phenomenological analysis (play-modes, emot-emes and play-personas).<br />

93

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!