Alignment of Player and Non-Player Character Assertiveness Levels

Alignment of Player and Non-Player Character Assertiveness Levels

Alignment of Player and Non-Player Character Assertiveness Levels António Penalva Carneiro Pacheco Instituto Superior Técnico Porto Salvo, Portugal [email protected] ABSTRACT Game adaptation has been shown to increase player en- In video game development, appealing to a large audience is joyment [1]. Effective approaches to the adaptation process one of the key factors to a successful game. Adapting games include taking into account the player’s performance, tactics, to the player’s profile has the potential to broaden the games’ strategies and profile [2, 16]. target audience. Companion Non-Player Characters(NPCs) In this work we propose adapting NPC companions to the have a large potential influence on the player’s experience. player’s profile. Taking Media Equation’s finding that the Based on the law of similarity-attraction, we propose adapt- law of similarity-attraction applies to relationships between ing companion NPC to the player’s profile, more specifically, people and computers [25], we propose adapting the NPC’s aligning the NPC’s assertiveness level to the player’s own as- behavior to exhibit assertiveness levels that align with the sertiveness level. We developed a testbed game, a 2D puzzle player’s own. platformer with a companion NPC, with two versions of the For the purposes of evaluation, we predict that the player NPC’s behavior, one for each end of the assertiveness scale. will perceive the NPC endowed with assertive characteris- We conducted a 2x2, between-subjects experiment (n=48), tics as assertive and the NPC endowed with non-assertive in which Assertive and Non-Assertive subjects were ran- characteristics as non-assertive (Hypothesis H1). We also domly matched with one of the NPCs. Subjects recognized predict an increase of the player’s enjoyment of the expe- the NPC’s personality type, giving a significantly higher as- rience when their assertiveness level matches the NPC’s sertiveness score to the NPC endowed with assertive charac- (Hypothesis H2). Lastly, we predict that the player will have teristics. Non-Assertive players reported significantly higher a higher affinity for the NPC when their assertiveness levels Tension scores when interacting with the Assertive NPC than match (Hypothesis H3). when interacting with the Non-Assertive NPC. However, The rest of the document will be structured as follows: (1) based on assertiveness level alignment, there was neither a we will start by providing a theoretical review for the subjects significant difference in the enjoyment of the experience nor our work relates to; (2) describe the implementation and in the player’s affinity for the NPC. quality assurance process of the testbed game; (3) present the two studies that were conducted to validate our solution and KEYWORDS evaluate our hypotheses, and discuss the results obtained; (4) finally, we will summarize our contributions and present Video Games, Game Adaptation, Non-Player Character, Me- ideas for further research on the subject. dia Equation, Assertiveness 2 PLAYER MODELLING 1 INTRODUCTION Video game adaptation always relies on having some sort of The desire for games to adapt to the player’s interests has player model to adapt the game to. This model could simply been evident since the decade of 1980, with fan-made en- be gathered from the player’s conscious choice of difficulty hancement kits such as Crazy Otto, an expansion to Namco’s in the game’s menu and stay static throughout the game’s iconic Pac Man(1980). Nowadays we can see even larger suc- length, or it could be gathered through imperceptible data cess cases for fan-made modifications, such as Defense of the collection about the player’s physiology or actions inside the Ancients(2003) and DayZ:Battle Royale(2013). Game develop- game, and be refined over the course of the gameplay [2]. ers have also tried to integrate adaptation into their games. A very promising method of player modeling is player In Resident Evil 4(2005), the AI’s behavior is adapted to the profiling, which uses psychologically and sociologically ver- player’s performance [11]. Other games have recently started ified player profiles to provide a player model that models adapting their monetization tactics to each player, to maxi- internal traits of the player, such as their personality and mize profits. Mostly used in free-to-play games, it has been motivations. used in Clash of Clans(2012) and League of Legends(2009). A.C. Pacheco For example, Bartle[3] divides online role-playing game person gets when entering the same answers can vary over players in “achievers", “explorers", “socialisers" and “killers", time. It also means that, since the questionnaire is of volun- are based on the player’s preferences. Using player’s mo- tary participation, driven mostly out of curiosity, the popu- tivations, Quantic Foundry’s Gamer Motivational Profile lation sample might be heavily biased towards the type of (GMP) which provides a relative percentile score for each gamer that would take that sort of survey, hence not repre- motivation, comparing the player’s motivations to those of sentative of the whole population. everyone else that took the survey. There has also been successful research in using personal- 3 GAME ADAPTATION ity models directly taken from the psychological field, and Video game adaptation takes the player models gathered applying them to game adaptation. Van Lankveld [30] found through the means discussed earlier in the document, and a statistically significant correlation between in-game be- uses them to balance the difficulty, more efficiently mone- havior data and the Five Factor Model. Yee et al.[32] found tize, help with analyzing playtesting sessions or generate a statistically significant correlation between player’s chat personalized content. logs in Second Life(2003) and the Five Factor Model(FFM). Difficulty Balancing. - It is clear to see from works which The Five Factor Model explore M. Csikszentmihalyi’s theory of flow [6] in games, that the challenge and difficulty has to be in the right spot The Five Factor Model, or more commonly referred to as throughout the game to maximize player engagement in “Big Five" is a theory that divides a person’s personality in the task. Games actively track how the player is doing and five main components. These components were discovered balance the difficulty of the tasks accordingly. One wayof and refined by multiple independent empirical studies over easily achieving this is to increase the health and damage a period of 50 years. output of enemies, which games in the The Elder Scrolls series The model’s components are, Extraversion, how outgoing do. However, games like Resident Evil 4 go a step further and the person is and how likely they are to seek someone else’s increase how aggressive enemies are towards the player company; Agreeableness, how empathic and compassionate if they are progressing through the levels too easily and the person is towards other people; Conscientiousness, how ammunition for the weapons they use the most is made focused, determined and self-disciplined the person is; Neu- scarcer [11]. roticism, how emotionally stable a person is, or how likely they are to feel emotions such as fear and anxiety; and Open- Playtesting Analysis. - When testing if the experience that ness to Experience, the person’s tendency to think outside of is being provided is the intended one, it is often difficult to the box and experience new things. pinpoint which aspects of the game or which game mechan- Its use in interpersonal relationships has been the focus ics are the problem. Considering the player’s model may help of studies such as McCrae and Costa’s [21], in which, using analyzing playtesting sessions and identifying what pleases joint-factor examination with Interpersonal Circumplex the- a particular player or player type. ories, the two dimensions of the FFM that were found to be Monetization. - In free-to-play games, playing the game is of greater influence were Extraversion and Agreeableness. free, so in order to be profitable, they often sell additional content and other in-game services to the player through Quantic Foundry’s Gamer Motivation Profile microtransactions. To maximize the potential for the players The GMP is an attempt to create a game-specific motivational to spend money on the game, player modeling can be used structure. It is based on 12 major motivations, which are then to help improve the understanding of why players pay, and grouped in pairs based on factor analysis of how they cluster help identify the players that are more likely to pay. This in- together. These motivation groups are Immersion, Creativity, formation might then be used to adapt the market’s content, Action, Social, Mastery and Achievement [31]. prices or promotions to increase profits. The main problem of this model is its black box approach. Since it was developed by a private company, Quantic Foundry, Personalized Content Generation. - Personalized Con- the access to its item’s distribution is protected. Moreover, tent Generation is a fairly recent research topic, with works the results given to the questionnaire are in percentiles that like Shaker et al.[28] and Jennings-Teats et al.[14], which rank the person compared to the rest of the population. From demonstrate that platformer levels can be generated online their official website1 : “A percentile of 80% means you scored based on a player model, and works like Riedl et al.[26] in higher than 80% of gamers.”. This means that the score any which a narrative is adapted using a player model to max- imize satisfaction. In Hastings et al.[12], adapting guns in 1https://apps.quanticfoundry.com/profiles/gamerprofile/ a space shooter to a player model is demonstrated to let rrcfXBpubyYDyT2Gs8SZQ6/ - last accessed on 21/09/2018.

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