game system engineering lecture: game metrics

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Game Systems Engineering Game Metrics Lennart Nacke Blekinge Institute of Technology Department of Interaction and System Design Game and Media Arts Laboratory http://gamescience.bth.se/teaching/courses/game-systems-engineering

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Outline

What are Game Metrics?

Metrics Visualizations and Examples

What are Game Metrics?

Statistical data

– Game-focused Times (cumulative playing time, time for task completion)

Death counts (map, time, difficulty)

– Player-focused Behavioral

Attitudinal

Physiological

Everything you can measure…

Numbers ≈ knowledge

– Scientific evaluation

– Allows for computation…

Adaptive measures

– Affective gaming

Metrics in Level Design

Player character in-game metrics balancing

– Physical properties (distance, speed, interaction/movement type)

– Temporary modifiers (power ups, ammo, etc.)

In-game environmental metrics

– Tweakable system parameters (rain, terrain, effects, etc.)

– Distribution of modifiers, NPCs

– Points of player interaction

Time (of interaction)

Type (of interaction)

Space (e.g. where attack takes place)

Preferences of players

– Difficulty, character classes, playing styles, etc.

Metrics for game designers

Identify problems

– Location

– Type

– Cause

Designing for player experience

– Measure all the playing facts you can gather

– Reconstruct player identities

– Discover causes for experiential phenomena

Game analysis is numerically reliable

Metrics as communication with the community

Metrics mean data

Good analysis requires data mining

Better results by visualizing the data

Statistical data

– Visualization as decision helpers (e.g. histograms)

Game metrics is a young field

– Few people

– Industry neglected so far…

– Ongoing scientific groundwork (usability, playability, behavior)

Example visualizations

Xfire Game Rankings by Invested Playing Time

From http://www.xfire.com/cms/stats/

Heatmaps in Halo 3

From http://www.bungie.net/News/content.aspx?type=topnews&cid=12943

Heatmaps in Half-Life 2, Episode 2

From http://www.steampowered.com/status/ep2/ep2_stats.php

Game Metrics in Hitman: Blood Money

From Canossa, A. “Play personas and Game Metrics”

Eye Tracking Visual Attention Metrics

From Nacke, L., Lindley, C. (in preparation) ”Distribution of Visual Attention on Game-Interface Menus”

Game and Physiological Event Logging

From Nacke, L., Lindley, C., Stellmach, S. (2008) “Log Who’s Playing: Psychophysiological Game Analysis Made Easy through Event Logging” LNCS Fun and Games 2008

References

Mellon, L., Kazemi D. (2008) “Wake Up and Smell the Metrics” Austin GDC

Nacke, L., Lindley, C., Stellmach, S. (2008) “Log Who’s Playing: Psychophysiological Game Analysis Made Easy through Event Logging” LNCS Fun and Games 2008– http://www.springerlink.com/content/f3560134p7017541/

Kim, J.H., Gunn, D.V., Schuh, E., Philips, B., Pagulayan, R.J., Wixon, D. (2008) “Tracking Real-Time User Experience (TRUE): A comprehensive instrumentation solution for complex systems” CHI 2008

Canossa, A. (2008) “Play personas and game metrics, analysis of Hitman: Blood Money”, presentation in PhD Seminar

Tychsen, A., Canossa, A. (2008) “Defining Personas in Games Using Metrics” Proceedings of ACM Future Play 2008.

Byrne, E. (2005) Game Level Design, Chapter 7

Orbus Gameworks, http://orbusgameworks.com

Valve Steam, http://store.steampowered.com/stats/

Xfire, http://www.xfire.com/cms/stats/

Bungie, Microsoft, http://www.bungie.net, http://mgsuserresearch.com

Thank you for your attention!