Published on November 20, 2008
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
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
Frag Vectors in Quake 3 From http://orbusgameworks.com/blog/article/35/quake-iii-heat-maps
Time spent on map and jumping arcs (Quake 3) From http://orbusgameworks.com/blog/article/35/quake-iii-heat-maps
Half-Life 2 Gunfire Metrics (Safe Zones) From http://orbusgameworks.com/blog/article/42/half-life-2-gunfire-metrics
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!
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