9. Requirements of a Viable
Personalization System
1: Selection of meaningful player characteristic to drive personalization.
2: Observation of the characteristic that is reliable and practical
3: Integration of the observation method into a game adaptation system.
4: Evaluation that verifies the personalization has the intended effect on
player experience.
[2]
10. 1: Selection of meaningful player
characteristic to drive
personalization.
11. 1: Meaningful Inputs into a Personalization System
• By preferences (i.e., gameplay that players find appealing).
• By personality (i.e., distinctive character of players).
• By experience (i.e., how players emotionally and cognitively respond while
playing).
• By performance (i.e., the degree and rate of player achievement/progression).
(DDA)
• By in-game behavior (i.e., the actions a player made within the game).
[2]
12. Field Research 4: Beyond the Beef
Fallout 4 dungeon design
• Player freedom requires content that
enable multiple playstyles
• New Vegas’s beyond the beef is a great
example of building content like this
effectively
• Fallout content cannot be focused in the
same way as other linear shooters
• A system that tailors a level around a
player’s skill set and preferences could
give players moments of more
personalized handcrafted gameplay
• But how?
[5]
13. Field Research 5: Let’s Spec into Talent Trees: A Primer
for Game Designers
“Different types of music sound better with differing levels of treble and bass.
Much like a music player will allow you to tweak the levels on these two knobs to
make the music sound better, your talent tree should have knobs you can adjust in
regard to your core systems that make these different play styles play better.”
• Fallout’s perk tree offers a window into player preferences by capturing in-game behaviour
• The predictive power of perk choice can be harnessed to build personalized content with
Fallout’s world
[6]
14. 2: Observation of the characteristic
that is reliable and practical.
15. 2: Flaws of Using Perk Tree Interface
• While appearing to be the
straightforward option, using
the perk tree for observation
proved troublesome
• Inconsistent xp requirements
expand the scope of the
project in terms of balance and
perk combinations
• Unintuitive interface excludes
those less familiar with Fallout
4 from testing
[7]
16. Value of Using Custom Perk Interface
• Building a custom interface with creation kit’s terminal system resolved the issues with
the perk tree
• Players could choose 4 perks from a terminal without needing to consider xp
requirements
• With four perks selected the dungeon entrance opens
• Players unfamiliar with fallout could navigate the straightforward interface
• Running on a web of over a dozen interfaces
• Perks irrelevant to the dynamic dungeon modifications were removed from the
potential perks
• 13 tier one perks remained within the terminal for selection
18. 3: Integration of the observation
method into a game adaption
system
19. Dungeon Overview
• After choosing their perks in the lobby of a factory the players
enter a large industrial space taken over by raiders.
• Players move through the space fighting hordes of enemies
through factory floors, back halls, and offices.
• At the end of the dungeon players find themselves on the
catwalks above where they first entered the factory facing a final
boss holding the key to the dungeon’s exit.
• Along the way players explore to collect various healing items
and ammo types to support their playstyle.
20. Perks Sorted by Adaption
Perk Type Perk Name Adaptation
Weapon Proficiency Iron Fist • Enemy Types
• Weapon Types
Weapon Proficiency Big Leagues • Enemy Types
• Weapon Types
Weapon Proficiency Rifleman • Enemy Types
• Weapon Types
Weapon Proficiency Gunslinger • Enemy Types
• Weapon Types
Weapon Proficiency Commando • Enemy Types
• Weapon Types
Exploration Skill Locksmith • Door Spawning
• Item Spawning
Exploration Skill Hacker • Door Spawning
Stat Buff Toughness • Enemy Health
Stat Buff Bloody Mess • Enemy Health
Stat Buff Life Giver • Enemy Health
• Stim Pak Frequency
Consumable Buff Chem Resistant • Chem Frequency
Consumable Buff Medic • Stim Pak Frequency
Consumable Buff Lead Belly • Food Spawning
23. • At the start of the dungeon
players are given weapons tied to
their perk choices
• Players who have multiple weapon
perk proficiencies are classified as
generalists and are given a variety
of weapons throughout the
experience to satisfy their
playstyle
• Players with a single weapon perk
proficiency are given a more
focused load out throughout the
dungeon that satisfies that
playstyle
Weapon Spawner
26. Layout Changes and Mini Bosses
• At multiple points within the
dungeon, sight and pathing
blockers change location
based on weapon
proficiencies selected
• Ranged players are given
more high ground while
melee players are given more
flat spaces
• Players face a unique mini
boss in the middle of the
dungeon who gives an
upgrade to their preferred
combat style
32. 4: Evaluation that verifies the
personalization has the intended
effect on player experience
33. Methods of Evaluation
• ANONYMOUS DATA LOGGING
• OBJECTIVE
• REVEALS THE WHAT
• POST PLAYTEST SURVEY
• SUBJECTIVE
• REVEALS THE WHY
• TOGETHER THESE ELEMENTS CAN INFER:
• DID PLAYER FEEL SATISFIED WITH THEIR PERKS WITHIN THE LEVEL DESIGN?
• WAS EACH PLAYSTYLE PRESENTED WITH A SIMILARLY DIFFICULT EXPERIENCE WITHIN THE LEVEL DESIGN?
• ANSWERS TO THESE QUESTIONS DETERMINES THE EFFECTIVENESS OF THIS PERSONALIZATION SYSTEM
39. Evaluation Results
• A HAND-CRAFTED DUNGEON CAN BE
PLAYED OPTIMALLY IF PLAYER PICKUPS
ARE NOT STRICTLY CONTROLLED
40. Evaluation Results
• BACK HALF OF DUNGEON’S
DIFFICULTY SWINGS GREATER THAN
INTENDED
• BALANCE BUGS APPEAR IN THESE
SECTIONS
• BALANCING MULTIPLE ENCOUNTERS
FOR VARIED PLAYSTYLES REQUIRES
ADDITIONAL SYSTEMS ON TOP OF
THE CONTENT MODIFICATION
SYSTEMS
Sections Difficulty Ranked
41. Application of Requirements Within Artifact
1: Tailoring content towards player preference via in-game behavior
2: Observation of preference and in-game behavior through perk
terminal
3: Integration of perk selection into dynamic dungeon modification
4: Evaluation of the effectiveness of dynamic dungeon modification to
support player preferences via survey and log data