Player Usability: 5 examples - Game Analytics Resources v. Anders
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Transcript Player Usability: 5 examples - Game Analytics Resources v. Anders
Digital storytelling,
online behavior
User
behavior,
data mining
Communication
in games
Digital/
Social
Media
Computer
Science
Behavioral
economics
Persuasion,
value,
learning
User
Information
Science
Game
Industry
Development,
game
economics
HCI
Play experience,
design
MSc. In Natural Sciences
PhD in Computer Science
Game piracy, behavioral economics, co-creation – more game telemetry data mining
Assistant Prof., Department of Communication, Aalborg University
Play experience, biometrics, game data mining, game development
RA/project lead, Department of Informatics, Copenhagen Business School
Empirical evaluation of games, HCI, user testing, game telemetry
Post doc. At the Center for Computer Games Research, IT University
Copenhagen
Large-scale trends and evolutions in time/space, Geographic Information Systems
Yet more game data mining, more game development, more innovation
Co-Founder & Lead Game Analyst, GameAnalytics
Tools and consulting on application of game telemetry to development
90% applied research
10% theory (play experience, play personas)
Collaboration with industry – real needs
Collaboration with international colleagues
1 single-authored publication ...
Focus: How users interact with IDE
applications and each other + the business
side
Game User Research – answering e.g.:
Who are the users of interactive digital entertainment
products?
What do they do and where, with whom and why?
How do we develop products for different users?
Multi-disciplinary ”field”
Researchers from CS, HCI, communication, design, media,
psychology, AI, art, economics, development ...
Emergent field – lack of established theory
Exponential growth in research publications
Backed by a growing industry where users are
central
Four main lines of investigation in GUR:
Usability: Can the user operate the controls?
Playability: Is the user having a good experience?
Behavior: What is the user doing while playing?
Development: Integrating GUR in business practices
Why interesting?
New field of research
Emerging methodologies + theories
New field
Plenty of tough problems
Collaboration
Broad relevance
Multi-disciplinary
Multi-disciplinary
Affects millions of people
Industry interest
Latest technologies
Impact
Digital storytelling,
online behavior
User
behavior,
data mining
Digital/
Social
Media
Computer
Science
Behavioral
economics
User
Information
Science
Communication
in games
Persuasion,
value,
learning
Game
industry
Development,
game
economics
HCI
Play experience,
design
Patterns in
play behavior
Play personas
Understanding
games and players
Spatial user
behavior
Behavior
correlations with
PX/PsyPys/design
Improving
development &
testing
Metrics = Business Intelligence [BI]
BI is derived from computer-based methods for
identifying, extracting and analyzing business data
for strategic or operational purposes
Across market-, geographic- and temporal distance
Supports decision making (Decision Support
Systems)
Quantitative measures about any aspect of games
Players: gameplay, customers, monetization,
Production: team size, pipeline, milestones, markets
Technical performance: servers, infrastructure
Any other relevant quantitative measure (e.g.
management)
Analysis of game metrics = game analytics
[No accepted definition (working on a standard)]
Metrics are measures, e.g.:
Average playtime per player
Number of ”Swords of Mayhem +5” sold
Players
Daily Active Users
% server uptime/stability
Avg. network latency
Bugs reported/bugs resolved /day
Customer support call avg. length
Performance
Process
Big data: populations not samples
Understanding all players
Research/development out of the lab and into the real
world
Big depth: Detailed recording of all aspects of
play
Includes communication, navigation, cross-games ...
Combining GUR data sources for in-depth research
Behavioral telemetry inform what players are
doing, only by inference why
Finding the right features to track is not
obvious
Managing the allure of numbers
Game data mining = data mining of game metrics
Gartner Group:
“the process of discovering meaningful new
correlations, patterns and trends by sifting through
large amounts of data stored in repositories, using
pattern recognition technologies as well as statistical
and mathematical techniques”
Common approaches in game data mining:
Description
Characterization
Discrimination
Classification
Estimation
Prediction
Clustering
Association
Simple description of patterns in data
Accomplished using Explorative Data Analysis
Example: how rapidly does the ”warrior” class
advance through levels?
Answers many questions from designers and
producers
Drill down/across
Using a large number of known values to predict possible
future values
How many players will an MMORPG have in 3 months?
When will a F2P break the 1 million player threshold?
When will people stop playing?
One of the most widely used data mining methods in
game analytics
Persistent world games
MMOs
F2P
Orders data into classes, but the class
labels are unknown (unsupervised)
Groups formed according to internal
similarity vs. across-group dissimilarity
Subjective element
Problems applying
algorithms to game metrics
Goal: Using gameplay (behavior) metrics to classify the
behavior of users
Uses:
1.
Comparing behavior with design intent
2.
Optimization of game design
3.
Debugging of playing experience
4.
Adaptation: Real-time dynamic adaptation to player type
Tomb Raider: Underworld (2008)
AAA-level commercial title
Data from 1.5 million users via Square Enix
Hundreds of variables
Metrics should fit purpose
Selected variables fitting key game mechanics
Jumping, completion time, causes of death …
Analysis:
Clustering algorithms (PCA, k-means)
Self-Organizing Map (unsupervised)
Revealed a 4 distinct behaviors (94% users)
Players use the entire design space
Behaviors translated into design terms
8.68% (Veterans): Very few death events (environment).
Fast completion times. Generally perform very well in the
game.
22.12% (Solvers): Die rarely, very rarely use the help system.
Slow completion. Slow pace of play.
46.18% (Pacifists): Largest group of players, dies from
enemies. Fast completion time, minimal help requests. Good
navigation skills, not experienced with FPS-elements in TRU.
16.56% (Runners): Die often (enemies, environment), uses
the help system, very fast completion time
Towards big data:
1st study: 1365 players
2nd study: 30,000 players
3rd study: 203,000 players
4th study (in prep): 1.6 million players
5th study (in prep): across games
From dozens to hundreds of variables
Can we predict when people stop playing?
Use: uncovering design problems; engagement
Approach
TRU: 7 levels + prologue
10,000 randomly selected players
7 groups of metrics (400+ variables)
Training data: lvl 1
Simple logistic regression best fit: 77.3% (base: 39)
Decision trees (prediction)
Use: predicting player behavior; transparent models – ideal for
communicating across stakeholders
Level-2 rewards
Rewards > 10
▪ Level-3 playtime
▪ -> playtime > 43 minutes : 4
▪ -> playtime < 43 minutes : 7
Rewards < 10 : 2
Lvl 2 rewards and playtime lvl 3 predictors of quitting
Do paladins always have names like ”Healbot”?
Do Warlocks always have names like
”Ûberslayer?”
Are mages always called ”Gandalf”?
Are there any kind of
?
7,938,335 WOW characters (5 years logging)
Name, Race, Class, Playtime, Guild, Server
Type, Domain, etc. ...
3,803,819
unique names
(a surprising lot)
More diverse than real-world names - despite naming constrictions
Looks like naming is important to players – only unique feature you have
RP-characters most diverse (83% unique – rest ~58%)
Class
Race
”Pretty”
”Bestial”
”pretty” races named differently than ”bestial” races
Not due to differences in m/f character ratios
=
Gnomes and dwarfs named as ”bestial” races?
=
Names on US servers different from EU servers
Except for RP realms (larger overlap btw. EU/US)
What is the chance that ”Gimli” will be a dwarf?
Estimated conditional propabilities of a given
class/race/server type given a particular character
name
Class and Race best predictors, but server type and
faction also hints at naming decisions
Some names are very good predictors, others are
not -> so yes, Gimli will likely be a dwarf
1000 most common names
128,058
(not a lot, but still 100* bigger than any other study)
38 coding categories found
Some names multiple categories/hard to classify (e.g. ”Raziel”)
Regular vanilla real-world names most common (Sara, Mia,
etc.) [186]
Mythology – notably Greek [164]
Anubis, Odin, Ares, Loki, Nemesis
Popular culture – games, cartoons, film ... [174]
Naruto, Sakura, Tidus, Valeria, Revan, Zelda
Fantasy literature (Tolkien rules supreme) [39]
Earendil, Sonea, Morgoth, Aragorn
A lot of names in breach of ToU
697 of 1000 names categorized
Rest: Nouns, verbs of unspecified nature
Semantic nature to categorize:
”Negative”: Nightmare, Sin, Fear, Requiem
”Positive”: Hope, Love, Pure
”Neutral”: Who, Moonlight, Magic, Snow
Names with negative semantic meaning 6
times more common than positive semantic
Are gamers depressed?
Or do ”dark” names just sound cooler?
Lots of ”why”´s unanswered:
Why are certain names more popular than others?
Why do the Mage class exhibit a greater variety of
names than other classes?
Why do some players pick names of characters from
the same game they are playing?
Need to talk to the players ...
Demand in the IDE industry
Unique openness to research-industry
collaboration
Attractive research challenges
Complex, mixed-methods, multi-
disciplinary, big data
Better methods and algorithms (all forms of metrics)
Correlating behavior, PX and design
Spatial game analytics
User profiling: behavior, personality, motivations ...
Decoding and predicting behavior
Maturing development practices (from joint warehousing
to GUR)
”Guerrilla metrics”-methods
6+ games
5+ game ”types”
Same patterns?
90%+ prediction
Power law:
When the frequency of an event varies as a power of some attribute of
that event (session length)
Does all playtime behavior follow a power law?
Blog.gameanalytics.com
andersdrachen.wordpress.com
[slide deck available here]
IGDA GUR SIG – LinkedIn group, 350+ members
The GUR SIG Mendeley Library – mixed industry/research
GDC archives – industry SOTA
Research publications – ACM, IEEE, Springer digital libraries
+ new book on game telemetry out 2012