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Play-Personas and Game- Metrics An Accountant’s Perspective on Game Design Alessandro Canossa / [email protected] / [email protected]
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Play-Personas and Game-Metrics

An Accountant’s Perspective on Game Design

Alessandro Canossa / [email protected] / [email protected]

“When you can measure what you are speaking about and when you can express it in numbers you know something about it”

Lord Kelvin, 1883

An Accountant’s Perspective on Game Design

Game-metrics are sets of techniques for inferring higher-order concepts from the large quantity of information generated when a computer game is played.

Play-personas are mental constructs that allow designers to “imply” players in the process of creating game worlds. But the same construct is also used by players to identify their behaviour with prototypical profiles, to unify their actions and to make sense of them.

• Using play-personas as masks to filter the raw data gathered by metrics, it is possible to observe how different uses of a game cluster in large groups. The end result is a map of the experiential flow of the game world in exam, beyond simple heat maps.

“A game's value proposition is how it makes its players think and feel”

“Customers don’t buy games, they buy experiences” [Nicole Lazzaro – XEO Design]

“Designers will transform from being designers of “stuff” to being the builders of scaffolds for experiencing.”

“Scaffolds are temporary and moveable structures for building enormous new things, but also for protecting the surrounding area from the new construction. Scaffolds provide support for the workers and their tools and materials” [Elizabeth Sanders - MakeTools]

Scary monsters (and super creeps)

• Expensive adaptive technologiesad hoc solutions, AI not up for the task just yet (technologic limitation)

• Designer’s desire to maintain controlboth narrative and ludic, even in open games like GTA4 (psychologic limitation)

• Ultimately individual nature of emotionintrinsically linked to memory (Damasio, Pert) (phenomenologic limitation)

• Problems with ”measuring” experiencedifficult to get a decent resolution with bio-feedback (FUGA)(biologic limitation)

Hunicke, Zubek, LeBlanc (+ Dugan)

MECHANICS (rules, code)

• Mechanics describes the particular components of the game, at the level of data representation and algorithms.

• Mechanics are the tangible, literal, immediate actions (or verbs) the player executes in the game. Classic examples would be run, jump, shoot, move, push, pull.

• Mechanics are the necessary instant gratification of interactivity.

DYNAMICS (system, behaviour)

• Dynamics describes the run-time behaviour of the mechanics acting on player inputs and each others.

• The series of outputs over time.• Dynamics would be the effects of the mechanics

on the world and the “strategies” that combine multiple mechanics.

• Dynamics are the longer term satisfaction of interactivity.

AESTHETICS (”fun”)

• Aesthetics describes the desirable emotional responses evoked in the players, when they interact with the game system.

METRICS

• Metrics are measures of aspects of the Dynamics, then using those measurements to modify the other three systems

• Metrics are a technique for inferring higher-order concepts from the large quantity of information available when a computer game is played.

Play-Values

• “Play-values”: the abstract principles that the game’s design, both aesthetic and functional, should embody. They inform the inception of rules.

GamePlay Gestalts / Schemas / Modes

• game play gestalts are patterns of interaction between player and the game system.

• game play schemas are cognitive structures that underlie and facilitate the above mentioned interaction.

• Play-modes are the resulting sets of all possible navigation and interaction attitudes that players can utilise to negotiate any given situation. All the game features that motivate, facilitate and constrain player action, offer the players a certain set of methods of operation within the game.

Play-Styles

• Play-styles are consistent sets of isotopic play-modes. Play-style are ways to capture different behaviours into a metaphore, they characterize the momentary style a player chooses to use for a given situation. Styles need not to be consistent, implying that players can change style at a whim and select a radically different set of play-modes for different situations. If, on the other hand, a player chooses to maintain a certain style, he/she will start identifying with a defined, implied play-persona.

Play-Persona

• A Priori: It’s a metaphore within which to capture coherent navigation and interaction attitudes, it signifies, unifies or distinguishes players from each other.

• A Posteriori: It's a lens through which designers evaluate gameworlds, and players make sense of their experience

HYPOTHESIS SYNTHESIS

Case Study: Hitman Blood Money

• Introduction: Aesthetic & Ludic codes

• Analysis: Aesthetic & Ludic dimensions

• Aesthetic & Ludic Parameters

• Defining Personas• Measuring Aestetic and

Ludic dimensions• Rebuilding player

experience

A vintage year - introduction

Aesthetic:• Background story• Spatial layout

A vintage year - introduction

Ludic:• Mission targets and goals• Basic rules and tools

Aesthetic analysis

• Histograms (luminosity, color dominance)

• Symbolical reading

• Architectural deconstruction (macro and micro circulation patterns, landmarks)

Aesthetic analysis: histograms

Aesthetic analysis: histograms

Aesthetic analysis: symbology

Aesthetic analysis: symbology

Aesthetic analysis: symbology

Aesthetic analysis: symbology

Aesthetic analysis: symbology

Aesthetic analysis: symbology

Aesthetic analysis: architecture

Macro circulation patterns: accessing zones

Aestethic analysis: architecture

From outdoor open to outdoor party – ”The Mingler”:• A01- main door entrance in front• A02- service door (and then left) at the right

Aestethic analysis: architecture

From outdoor open to outdoor loading zone – ”Open Confrontation”:• A03- through truck entrance on the left• A04- through broken wall on the left (one way only)• A05- through crashed truck and hole in the roof at the right (”wow” moment) (one way only)• A06- through service door (and then straight over the boxes) at the right (one way only)

Aestethic analysis: architecture

From outdoor open to hangar – ”Rising from the bowels of Earth”:• A07- through path at the end of the cliff on the left

Aestethic analysis: architecture

Micro circulation patterns: moving within a zone

Aestethic analysis: architecture

Micro circulation patterns: moving within a zone

Aestethic analysis: architecture

Micro circulation patterns: moving within a zone

Aestethic analysis: architecture

Landmarks:• Outdoor open: perimeter walls• Outdoor party: cellar entrance• Outdoor loading: mansion• Wine cellar: barrels• Drug lab: refining tank• Hangar: waterplane• Hacienda: dark wood, windows filtering light, balcony

Ludic analysis

• Review of mechanics/dynamics

• Affordances for dispatching Don Fernando

• Affordances for dispatching Manuel

• Playing modes

Ludic analysis: Mechanics/Dynamics

• Security zones: some areas allow only certain types of people. So disguises are also rated accordingly to the security they grant.

• Disguises: changing disguises, dragging bodies, disposing of bodies

• Close combat: head butt, punch, disarming, concealing weapon, fibre wiring, elevator ambush, knives, syringes, poison, human shield, push

• Agility moves: jumping walls, jumping balconies, climbing through windows, walking ledges, climb drainpipes, climb ladders

• Breaking in: spying from far away with binoculars, observe patterns of movement in the maps, talking to npc to gather info, spying through keyholes, lock picking, using keycards, lock shooting, hiding in closets

• Distracting: coin, manipulating light

• Bomb: direct explosion, secondary effect of explosion (accidents such as falling objects or exploiting environment)

Ludic analysis: kill-affordancesSummary of the ways Don Fernando Delgado can be killed

Knocking down and gunshot are always available options

Ludic analysis: kill-affordancesSummary of the ways Manuel Delgado can be killed

Knocking down and gunshot are always available options

Ludic analysis: Playing modes

Aesthetic Parameters

Navigation attitudes:• BRAWN, physical prowess, climbing, making

use of force, on-the-moveBRAIN, observation skills, finding holes in the surveillance system, patterning behaviours, waiting

• ROLE PLAYING dressing up like other characters and actingSNEAKING keeping the suit, walking in shadows (and closets)

Aesthetic Parameters

Ludic Parameters

Interaction attitudes:• Lethal / Non-Lethal

• Silent / Loud

• Clean / Bloody

• Single / Multiple target

• Close up / Mid Range / Far Away

Narrative definition of personas (design-oriented, a priori hypotheses)

SILENT ASSASSINStealthy, manages to complete the level without being noticed, only kills the

intended targets, possibly by ”accident”. Rational, critical thinker, problem solver, and always remembers the suit.

BUTCHERUp, close and personal. He likes a high and bloody body count.

SAM FISHERExtremely agile, moral, expert in the art of stealth and hand-to-hand combat.

DIRTY HARRYA gun-toting extrovert that relates mostly to lead-ridden bodies.

UNABOMBER Not satisfied unless it involves explosions.

JAMES BONDIntelligent, skilled both at gunfight and hand-to-hand combat with a fetish for

gadgetsECLECTIC AESTHETE

Selecting what appears to be best in various methods and styles, consistently looking for “interesting” scenarios.

Parametric definition of personas (towards verified hypothesis)

SILENT ASSASSINNavigation attitude

Interaction attitude

Brawn: 0% NonLethal 90%

Brain: 100% Lethal 10%

Stealth: 100% Silent 100%

Roleplay: 0% Loud 0%

Clean 100%

Close up 50% Bloody 0%

Midrange 0% Multiple 0%

Faraway 50% Single 100%

BUTCHERNavigation attitude

Interaction attitude

Brawn: 100% NonLethal 0%

Brain: 0% Lethal 100%

Stealth: 0% Silent 100%

Roleplay: 100% Loud 0%

Clean 0%

Close up 75% Bloody 100%

Midrange 25% Multiple 0%

Faraway 0% Single 100%

Parametric definition of personas (towards verified hypothesis)

SAM FISHERNavigation attitude

Interaction attitude

Brawn: 100% NonLethal 20%

Brain: 0% Lethal 80%

Stealth: 100% Silent 20%

Roleplay: 0% Loud 80%

Clean 0%

Close up 65% Bloody 100%

Midrange 10% Multiple 0%

Faraway 25% Single 100%

Parametric definition of personas (towards verified hypothesis)

DIRTY HARRYNavigation attitude

Interaction attitude

Brawn: 100% NonLethal 0%

Brain: 0% Lethal 100%

Stealth: 0% Silent 0%

Roleplay: 100% Loud 100%

Clean 0%

Close up 10% Bloody 100%

Midrange 80% Multiple 0%

Faraway 10% Single 100%

Parametric definition of personas (towards verified hypothesis)

UNABOMBERNavigation attitude

Interaction attitude

Brawn: 20% NonLethal 0%

Brain: 80% Lethal 100%

Stealth: 50% Silent 0%

Roleplay: 50% Loud 100%

Clean 0%

Close up 10% Bloody 100%

Midrange 0% Multiple 100%

Faraway 90% Single 0%

Parametric definition of personas (towards verified hypothesis)

JAMES BONDNavigation attitude

Interaction attitude

Brawn: 0% NonLethal 90%

Brain: 100% Lethal 10%

Stealth: 0% Silent 20%

Roleplay: 100% Loud 80%

Clean 50%

Close up 33% Bloody 50%

Midrange 33% Multiple 20%

Faraway 33% Single 80%

Parametric definition of personas (towards verified hypothesis)

ECLECTIC AESTHETENavigation attitude

Interaction attitude

Brawn: 50% NonLethal 50%

Brain: 50% Lethal 50%

Stealth: 50% Silent 50%

Roleplay: 50% Loud 50%

Clean 50%

Close up 33% Bloody 50%

Midrange 33% Multiple 50%

Faraway 33% Single 50%

Parametric definition of personas (towards verified hypothesis)

Parametric definition of persona-facets

BRAWN: running, climbing, falling, close combat moves (head butt, punch, disarm, knife, hammer, human shield), lock shooting, bomb (first degree)

BRAIN: standing, crouching, walking, accessing map, disposing of bodies, dragging bodies, spy through keyholes, using keycards, coin distraction, manipulating light, binoculars, bomb (second degree), recovering surveillance tapes.

STEALTH: standing, crouching, sneaking, close combat (fiber wiring, pushing, ambushing, syringes, poison, anesthetic), shadows, hiding in closets

ROLEPLAY: walking, running, standing, changing disguise appropriately to security zones, interact with NPC to gain info

NON LETHAL: close combat moves (head butt, punch, disarm, anesthetic) coin distraction, light manipulation

LETHAL: fiber wiring, knives, hammers, poison, human shield, gunfire, pushing, bomb (second degree)

SILENT: silverballer, fiber wiring, sniper rifle, poison, anesthetic, pushing, knife, hammer, headbutt, punch, elevator ambush, lock pick

LOUD: disarming, bomb (first and second degree, shotgun, assault ruflem machinegun, human shield, shooting locks

CLEAN: headbutt, punch, fiber wire, ambush, poison, anesthetic, push, lock pick, ambush, sniper

BLOODY: hangduns, rifles, machineguns, shotguns, knives, hammer

SINGLE / MULTIPLECLOSEUP / MIDRANGE / FARAWAY

Weaving playing personas

Metrics: measuring aestheticsTracking LOCATION:• The position (x, y, z) and vector (0<w°<360, where 0 and 360 represent

north) of the avatar is recorded each 5 seconds (t).• The point of view of the camera is also recorded: horizontally (0<λ°<360

where 0 and 360 represent north) and vertically (0<φ°<180 where 0 is downwards, looking at feet, and 180 is upwards, looking at zenith).

There are 7 movement modifiers in the game (m):1- Stand2- Crouch3- Sneak4- Walk5- Run6- Agility moves (climb boxes, drainpipes, exit windows, jump balconies, walk

ledges...)7- Fall from height

Metrics: rebuilding player experience

• Example of metric format to track navigation attitude:

00000: (x, y, z), (t), (w°), (λ°, φ°), (m)

00001: (134, 450, 00), (0000), (110°), (110°, 90°), (4)00002: (150, 433, 05), (0005), (125°), (120°, 85°), (4)00003: (189, 400, 10), (0010), (140°), (190°, 120°), (1)………(x, y, z): location(t): time(w°): avatar vector(λ°, φ°): camera vector(m): movement modifyer

Metrics: rebuilding player experience

Metrics: rebuilding player experience

Metrics: rebuilding player experience

Metrics: rebuilding player experience

Metrics: measuring the ludic aspect• Tracking INTERACTION: To monitor player’s interactions it is not necessary to record

information based on a time interval, the relevant information will be recorded each time an interaction event is triggered.

1— Interaction with the world: • Open inventory (i)• Context sensitive action (a) (open door, call elevator, switch light etc.)• Picking up item (c)• Drop/throw item (t)• Access map (m)• Context sensitive agility moves (g) (jumping walls and balconies, climbing, walking ledges, etc.)• Change disguise (d)• Equip (w)eapon, fire weapon (u + triggered event type), sniper scope (z), Plant/trigger bomb (x)• Poison (p)• Peek through keyhole (e)• Lock picking (o)• Hiding in closets (n)• Coin distraction (v)2— Interaction with people:• Talk (l)• Fire weapon (u + type of npc) • Drag bodies (q)• Dispose bodies (s)• Close combat (h)ead butt, (p)unch, disa(r)ming, fiber (w)ire, am(b)ush, (k)nives, s(y)ringes, • Push (j)

Metrics: rebuilding player experience

• Example of metric format:

00000: (x, y, z), (t), (w°), (λ°, φ°), (m), (i)

00001: (134, 450, 00), (0078), (110°), (110°, 90°), (w5)00002: (150, 433, 05), (0147), (125°), (120°, 85°), (z)00003: (189, 400, 10), (0200), (140°), (190°, 120°), (u3)………

A metric event is recorded each time the player initiates an interaction. The format is the same with one extra value to describe the type of interaction triggered

General Considerations

• Knowledge is distributed in space (context sensitive actions, security zones, etc.)

• QA & testers provide very early generation of metrics to initiate iterative incremental design process

• Provide players with reports about their session (flash movie)

• Giving Back to the community

Results

• Tracking progression rate• Navigation attitudes• Interaction attitudes• Preferential pathways• Delta between the two vectors: points of interest,

landmarks• Traditional heat maps• Faulty patterns (controls, aesthetics, mechanics)

ConclusionsShort term goals:• Inform the generation and fine tuning of level design• Providing a visual front end (a data interpreter) would also result in a great

reward to the user and would bring the player created content up a notch: not just screenshots or clips, but a proper visual report on their play session as an interactable visual representation of their play experience.

Long term goals (portable across projects):• Individuate the general principles to select parameters that are worth

tracking.• Form a comprehensive theory of which (combination of) parameters

correlate to defined aesthetic goals • Define taxonomy of player personas (not player types), styles and ways in

which games can be played. This longer term goal  might have serious implication in the design process, as an evaluation tool and generates totally transferable knowledge.

Weaving playing personas

To be continued

Questions

Alessandro Canossa / [email protected] / [email protected]


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