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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
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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Game System Engineering Lecture: Game Metrics

  • 1. 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
  • 2. Outline  What are Game Metrics?  Metrics Visualizations and Examples
  • 3. 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
  • 4. 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.
  • 5. 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
  • 6. 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
  • 7. Xfire Game Rankings by Invested Playing Time From http://www.xfire.com/cms/stats/
  • 8. Heatmaps in Halo 3 From http://www.bungie.net/News/content.aspx?type=topnews&cid=12943
  • 9. Heatmaps in Half-Life 2, Episode 2 From http://www.steampowered.com/status/ep2/ep2_stats.php
  • 10. Frag Vectors in Quake 3 From http://orbusgameworks.com/blog/article/35/quake-iii-heat-maps
  • 11. Time spent on map and jumping arcs (Quake 3) From http://orbusgameworks.com/blog/article/35/quake-iii-heat-maps
  • 12. Half-Life 2 Gunfire Metrics (Safe Zones) From http://orbusgameworks.com/blog/article/42/half-life-2-gunfire-metrics
  • 13. Game Metrics in Hitman: Blood Money From Canossa, A. “Play personas and Game Metrics”
  • 14. Eye Tracking Visual Attention Metrics From Nacke, L., Lindley, C. (in preparation) ”Distribution of Visual Attention on Game-Interface Menus”
  • 15. 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
  • 16. 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
  • 17. Thank you for your attention!