The various game mechanics and activities are grouped into larger categories. The possible combinations of these game-play affinities serve as the base profiles.
Player types are then expanded into persona's using Mayers-Briggs psychological profiling. Individual "mood cards" for each persona are made and their affinity towards colors,sounds,shapes and is explored.
Once an game environment is build, various aspects of it - resources,goal positioning, view angles,etc. are balanced to appeal to the different personas.
Player profiling for balancing level content and gameplay
Play Personas are used for designing gameplay experiences that cover a broad range of potential players and behaviors, even before prototyping.
The "personas" combine psychological profiling of possible player types in relation to the activities or interactions in the game.
The profiling uses Mayers-Brigs personality tests and can be done either with actual testers during closed alpha, or with focus groups from the target audience before production has even begun.
To establish the player types the development team must have settled down on the core mechanics of the game. These are then listed and grouped into "activity groups" - exploration, combat, roleplay, socializing, etc.
The possible combinations of these activities form the potential
player types which are profiled. Afterwards a Mayers-Briggs test is filled for each type to identify what profile they possess.
The resulting personas are then expanded by exploring the specific preferences and affinities towards things such as colors, shapes or psycho-acoustic predispositions, attention retention, gameplay behavior and others.
The above findings can be directly applied to balance and "player proof" the gameplay posibilities of an area , balance a particular mechanic or ensure the appeal of a certain environment to a wide variety of players.
The Personas can then be combined with other player-centric design techniques like "A-B testing" or "7 Sins design" to ensure a strong engagment loop for as many players as possile.
References
Canossa,A. [2009] "Play-Persona: Modeling Player Behaviour in Computer Games" DDS
Drachen,A. and Canossa,A.[2009] "Patterns of Play: Play-Personas in User-Centred Game Development " in "Proceedings of DiGRA 2009"
Play Personas