GATHERING DATA DURING GAMEPLAY. YES OR NO?
Posts
I've had a really crazy idea lately (or maybe not so crazy, we'll get to that) concerning gathering data during test plays. More and more, I've come to understand that people will not play the game the same way I did, and more often then not they will not even play it the other ways I intended for it to be played. They will, without a doubt, play it however the hell they damn well want to. That isn't a problem, in fact that is kind of the goal here. It isn't that I don't trust people to give me honest feedback, that hasn't been the problem so far... I just think that there are some things I may need to know that the player might not even be aware of, or might not think important enough to mention.
To solve that, I'm considering putting some data gathering events into my next download. I would have it take readings such as how many healing items were used, how many turns it took the player to defeat certain enemies, whether or not they were using the best equipment at a given time, how long it took them to resolve "mystery", "fetch" quests as opposed to how long they solved dexterity/spacial relationship puzzles, or even just how long it took them to advance the story in certain points, as well as how many optional tasks they take on, and how many npcs they talk to, etc...
Using pointers, I can chew up a ton of variables for this sub-system without actually effecting the data used for the game itself. I could write a second "game" that would just strip my data back out of the >5000 range and crunch the numbers for me.
Of course, I would have to ask for people to send me their clear file/last save file in order to analyze their data. Since I'm almost certain some people would object to having a bot reading over their shoulder and judging them for every decision they make, I would most likely provide the option to turn the Data Collection module off at the start of a new game.
Provided the above all goes off without a hitch, the next question would be "What do I do with all of this data?"
Clearly, I can't go around telling people how to play the game. "You wasted twelve medkits on a fight you could have won in three turns if you used the right skills, what the hell is wrong with you man!?"
Instead, I could use the data to figure out what parts of the game people just aren't getting, so that I could explain them better within the game, or tailor the experience in such a way as to gently persuade people to experiment with things they might have otherwise ignored.
I feel that as a game designer, you should never really use phrases like "No, you're playing my game wrong," or "Stick with it, it gets better later."
I know that "real" game developers keep tabs on how their games are played: They track player tendencies through achievements, and so forth. That gives them automatic feedback about how their games are being played, but only to a point. When someone KNOWS they get points for maxing their achievements out, its use as a fair metric is diminished. "Well, everyone saves the pilot, but they also let her die so they can complete no kill runs, which is weird because they also went for the X kills with a Y weapon trophies. Oh well. The world is schizophrenic, but the game is perfect, lets move on..."
Now we come to the ugly end of the spectrum. How would I get people to be a part of my data gathering plan for world domination(or at the very least minor game-suck removal services)? Do I go with a carrot or a stick?
Dumb question deserves a dumb answer: I need scissors, spoonman!
Of course I'd go with the carrot approach, but what kind of carrot will it have to be to get people to take a bite?
I'm sure there are some people who would be happy to send the files over to me for analysis without any other motivation than just to help me make a better experience for them and everyone else, but that isn't quite good enough for me. I don't want a handful of people, that is going to happen anyway during testing (hopefully, or at least in an ideal setup), I want every single person who plays the game, within reason of course.
Would a simple leader board page on the game's profile be enough to garner people's consent to data gathering? If so, how would I structure it to keep people from just maxing their stats out and ruining my data? Well, for starters, instead of things like "x kills with y weapon" or "you pushed start, congratulations!" the achievements could be for "Most Efficient Fighter."
That would be something I could derive and track pretty easily. "Best Sleuth" could rank players on how long it took them to track things down in the game. Would internet bragging rights alone be enough? Or would I have to start embedding cheat codes so I can release them to whoever is at the top of a given leader board. All hubris aside, I'm honestly not sure anyone would actually give a damn about achievements in indie games like this, let alone be invested enough to replay the damn thing with some little addition or secret character unlock - to say nothing of how much adding in all this superfluous content would cut into time that could be spent working on the game's base experience. (I remember posting a screen shot with my clear score back when Hima released Hello Panda on GamingW, and feeling a little jolt of pride that I actually managed to surprise the game's creator with my high score) There are a lot of possibilities here, but also the same problem that "real" game developers face.
Let me introduce you to my friend, Mr.Heisenberg. No, I'm not talking about Walter White. I'm talking about the fact that by measuring (and by extension, rewarding) people's various tracks through my game, I could effect the way the game was being played, potentially ruining the integrity of my whole data gathering experiment.
Transparency is the enemy, but as I stated before, I don't want to make my data grabs surreptitiously. I did come up with a method of doing so that I could use to track things in eventual reviews, should people feel so inclined as to write them, but I didn't implement it... again, it isn't anything I'd appreciate having done to me, so there you go.
Well, I've rambled enough here. The quick recap is: I have an idea for gathering data about how my games are played, I have an idea for how to get people interested in participating, and I even have ideas about how to be evil during the whole process.
What do you think?
To solve that, I'm considering putting some data gathering events into my next download. I would have it take readings such as how many healing items were used, how many turns it took the player to defeat certain enemies, whether or not they were using the best equipment at a given time, how long it took them to resolve "mystery", "fetch" quests as opposed to how long they solved dexterity/spacial relationship puzzles, or even just how long it took them to advance the story in certain points, as well as how many optional tasks they take on, and how many npcs they talk to, etc...
Using pointers, I can chew up a ton of variables for this sub-system without actually effecting the data used for the game itself. I could write a second "game" that would just strip my data back out of the >5000 range and crunch the numbers for me.
Of course, I would have to ask for people to send me their clear file/last save file in order to analyze their data. Since I'm almost certain some people would object to having a bot reading over their shoulder and judging them for every decision they make, I would most likely provide the option to turn the Data Collection module off at the start of a new game.
Provided the above all goes off without a hitch, the next question would be "What do I do with all of this data?"
Clearly, I can't go around telling people how to play the game. "You wasted twelve medkits on a fight you could have won in three turns if you used the right skills, what the hell is wrong with you man!?"
Instead, I could use the data to figure out what parts of the game people just aren't getting, so that I could explain them better within the game, or tailor the experience in such a way as to gently persuade people to experiment with things they might have otherwise ignored.
I feel that as a game designer, you should never really use phrases like "No, you're playing my game wrong," or "Stick with it, it gets better later."
I know that "real" game developers keep tabs on how their games are played: They track player tendencies through achievements, and so forth. That gives them automatic feedback about how their games are being played, but only to a point. When someone KNOWS they get points for maxing their achievements out, its use as a fair metric is diminished. "Well, everyone saves the pilot, but they also let her die so they can complete no kill runs, which is weird because they also went for the X kills with a Y weapon trophies. Oh well. The world is schizophrenic, but the game is perfect, lets move on..."
Now we come to the ugly end of the spectrum. How would I get people to be a part of my data gathering plan for world domination(or at the very least minor game-suck removal services)? Do I go with a carrot or a stick?
Dumb question deserves a dumb answer: I need scissors, spoonman!
Of course I'd go with the carrot approach, but what kind of carrot will it have to be to get people to take a bite?
I'm sure there are some people who would be happy to send the files over to me for analysis without any other motivation than just to help me make a better experience for them and everyone else, but that isn't quite good enough for me. I don't want a handful of people, that is going to happen anyway during testing (hopefully, or at least in an ideal setup), I want every single person who plays the game, within reason of course.
Would a simple leader board page on the game's profile be enough to garner people's consent to data gathering? If so, how would I structure it to keep people from just maxing their stats out and ruining my data? Well, for starters, instead of things like "x kills with y weapon" or "you pushed start, congratulations!" the achievements could be for "Most Efficient Fighter."
That would be something I could derive and track pretty easily. "Best Sleuth" could rank players on how long it took them to track things down in the game. Would internet bragging rights alone be enough? Or would I have to start embedding cheat codes so I can release them to whoever is at the top of a given leader board. All hubris aside, I'm honestly not sure anyone would actually give a damn about achievements in indie games like this, let alone be invested enough to replay the damn thing with some little addition or secret character unlock - to say nothing of how much adding in all this superfluous content would cut into time that could be spent working on the game's base experience. (I remember posting a screen shot with my clear score back when Hima released Hello Panda on GamingW, and feeling a little jolt of pride that I actually managed to surprise the game's creator with my high score) There are a lot of possibilities here, but also the same problem that "real" game developers face.
Let me introduce you to my friend, Mr.Heisenberg. No, I'm not talking about Walter White. I'm talking about the fact that by measuring (and by extension, rewarding) people's various tracks through my game, I could effect the way the game was being played, potentially ruining the integrity of my whole data gathering experiment.
Transparency is the enemy, but as I stated before, I don't want to make my data grabs surreptitiously. I did come up with a method of doing so that I could use to track things in eventual reviews, should people feel so inclined as to write them, but I didn't implement it... again, it isn't anything I'd appreciate having done to me, so there you go.
Well, I've rambled enough here. The quick recap is: I have an idea for gathering data about how my games are played, I have an idea for how to get people interested in participating, and I even have ideas about how to be evil during the whole process.
What do you think?
I think this is one of the best ideas I've seen here. °°
Personally I think there wouldn't be anything bad in getting datas without the players knowing it (I mean, you're tracking how many potions they use in a video game, not how many porn sites they bookmarked). Still, I can understand your problems about it.
Your achievements idea is a good compromise, if the achievements are things one would naturally try to do anyway (like your example of "most efficient fighter" rather than "arbitrarily use this weapon instead of this other").
So, I approve everything in your post.
Personally I think there wouldn't be anything bad in getting datas without the players knowing it (I mean, you're tracking how many potions they use in a video game, not how many porn sites they bookmarked). Still, I can understand your problems about it.
Your achievements idea is a good compromise, if the achievements are things one would naturally try to do anyway (like your example of "most efficient fighter" rather than "arbitrarily use this weapon instead of this other").
So, I approve everything in your post.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I totally do all achievements in indie games, I don't see why they'd be any less relatively appealing than they are in commercial games. So I think they're as acceptable a method as you're probably going to get, and a good idea even if you aren't tracking the data.
Of course, not every single thing you track needs a visible achievement. You could keep track of other things without displaying them and then upload them along with achievements.
Naturally it is assumed that if you release a game with a publically viewable leaderboard, made using a game editor that allows the game to later be freely edited by anyone, people are going to cheat. This is basically unavoidable if you're making it in RPG Maker and is just something to keep in mind - if you're making it in another engine it might be avoidable. Maybe you don't care. I probably wouldn't care.
On the other hand, I'm not sure why you need people's consent for data gathering. You can include it in the terms of service when the player installs the game if you think getting consent is a real issue. As long as it's done automatically and only sends info about their gameplay and nothing else, I can't imagine why any player would mind. I would probably set up the scripts so that it uploads/emails the data file each time the player saves their game, gets a game over, or beats the game.
Of course, not every single thing you track needs a visible achievement. You could keep track of other things without displaying them and then upload them along with achievements.
Naturally it is assumed that if you release a game with a publically viewable leaderboard, made using a game editor that allows the game to later be freely edited by anyone, people are going to cheat. This is basically unavoidable if you're making it in RPG Maker and is just something to keep in mind - if you're making it in another engine it might be avoidable. Maybe you don't care. I probably wouldn't care.
On the other hand, I'm not sure why you need people's consent for data gathering. You can include it in the terms of service when the player installs the game if you think getting consent is a real issue. As long as it's done automatically and only sends info about their gameplay and nothing else, I can't imagine why any player would mind. I would probably set up the scripts so that it uploads/emails the data file each time the player saves their game, gets a game over, or beats the game.
I think that's a good idea, but there's a better option to it, and it's called "Let's Try". They're videos in which you get to watch people playing your game. Feedback doesn't get any more detailed than that.
calunio
I think that's a good idea, but there's a better option to it, and it's called "Let's Try". They're videos in which you get to watch people playing your game. Feedback doesn't get any more detailed than that.
That's one dude doing it though.
Also, commercial games do this -all the time- and I think it's pretty good practice as long as it's not spyroware (lulz I made a bad joke).
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Um, you want to force every single player to record a video of their playthrough? That doesn't seem realistic. The whole idea here is to get info on how everyone plays, not just the testers.
NINJAD BY CRAZE
NINJAD BY CRAZE
LockeZ
Um, you want to force every single player to record a video of their playthrough? That doesn't seem realistic. The whole idea here is to get info on how everyone plays, not just the testers.
NINJAD BY CRAZE
That said, I like LT's (obviously, look at my YouTube channel) and just got a new headset specifically for them. I also do private, super-critical LTs for people; I'm an extreme tester for Ill Will, for example (that said, ChaosProductions is also a good friend of mine so I'm totally comfortable with eating while swearing like hell through a mic XD).
I started a script like this a while ago inspired by TAS's (and it was spawned off another script for non-user input to create game play demos and attract modes). It hijacks the input update so if a button press is found the frame it occured on is recorded. Then once a round of gameplay is completed you take the record and put it back into the game via the non-user input script and you can play back all of the user's inputs. One issue is the RNG will have to be overhauled to be deterministic based on user input and start at a common seed for recorded runs. I think there were others but damned if I can remember them.
What I'm really saying is it's cool as long as the player knows and agrees to having their game being probed/recorded. You could have the game call home and try to transmit data or submit the entire save game with its recorded data to submit to leaderboards. Just don't be Valve obnoxious where shit has arrows plastered everywhere because a play tester looked at a wall too long.
What I'm really saying is it's cool as long as the player knows and agrees to having their game being probed/recorded. You could have the game call home and try to transmit data or submit the entire save game with its recorded data to submit to leaderboards. Just don't be Valve obnoxious where shit has arrows plastered everywhere because a play tester looked at a wall too long.
author=LockeZ
Of course, not every single thing you track needs a visible achievement. You could keep track of other things without displaying them and then upload them along with achievements.
Definitely this. The volume of info I want to grab would make it ludicrous to try and come up with achievements for each stat.
Pretty much the entire rest of LockeZ's post here
I've already located and done some tests with a script that does pretty much exactly what I would need it to for stealth file uploads, although I would need to modify a couple of things (mostly concerning file naming)... as I said, I've given this some serious thought lately, but I'd like to keep it more voluntary and community oriented.
Also, I think it might actually limit the number of people willing to download the game if they know it has a built in back door (not really) that shunts a file to an ftp site every time they run the game.
However you are right, it is pretty much the most convenient solution for getting the data back to me, and I will probably have to explore it at some point... especially if I ever manage to produce something that draws the kind of download numbers that some of the better games around here do. =)
author=calunio
I think that's a good idea, but there's a better option to it, and it's called "Let's Try". They're videos in which you get to watch people playing your game. Feedback doesn't get any more detailed than that.
My first experience with this was watching Nessiah's run through of my Boss Battle Contest entry. It did feel remarkably good to see someone else playing something I made, even if I did want to yell at the screen, "You don't need to use that skill yet, the dog isn't in trouble!"
But Craze nailed this one: It is only one person at a time. I'm going to court as much feedback as I can in the future, Lets Try's included, but I really like the idea of getting a bigger volume of data from a larger sampling.
Also, I think that people play games differently when they are consciously testing them. I know I do. While I need feedback from testers, I also want data from players, people who just want to try the game and have fun, as opposed to someone who is going in with the critical mindset, if that makes sense.
I support this idea as long as it's not mandatory and privacy invasive methods like keylogging aren't involved.
Sounds like a pretty cool idea. Also sounds really hard parsing those numbers for usable info. You got that figured out? Could be a lot of work for what could amount to something like "lower hi-potion from 100hp to 75hp."
author=GreatRedSpirit
I started a script like this a while ago inspired by TAS's (and it was spawned off another script for non-user input to create game play demos and attract modes). It hijacks the input update so if a button press is found the frame it occured on is recorded. Then once a round of gameplay is completed you take the record and put it back into the game via the non-user input script and you can play back all of the user's inputs. One issue is the RNG will have to be overhauled to be deterministic based on user input and start at a common seed for recorded runs. I think there were others but damned if I can remember them.
Woah. That would be fantastic. It'd be so easy for it to go wrong, but if you got it going, that'd be, in some ways, better than a LT.
I find it interesting that people feel logging how the player plays the game is any sort of invasion of privacy. I mean, if the logs were sent to the developer automatically, then it'd be anonymous anyway. And if you had to upload the file, then you'd have to consent anyway. I, personally, don't see any issue.
well, all I mean is, if people have an issue with the fact they're being "judged" on how they play or whatever, the file wouldn't really be associated with their name. I suppose that name entries could give that away though. :/ But still, it's not like it's not anything that isn't happening to you every time you do, uh, anything.
"it's not like it's not anything that isn't happeningto you every time you do, uh, anything." : probable but I don't agree with that.
author=Sauce
Sounds like a pretty cool idea. Also sounds really hard parsing those numbers for usable info. You got that figured out? Could be a lot of work for what could amount to something like "lower hi-potion from 100hp to 75hp."
I have some ideas, but it all really depends on the data I get. If I see that people are taking a long time to locate one objective, I know that I might need to add in some extra hints, via dialog and/or map design. If I see that people are hoarding their healing items instead of using them, that would be an indication to me to make them more common, and also possibly decrease the effect of some of the 'better' items to increase the chance that they get used instead of stockpiled for a rainy day.
I'd have to compare data and try to establish the values for a base line experience first. From there I could start to analyze trends, deviations, tendencies, etc.
Of course none of this would occur in a vacuum. Naturally, I would still want testers to give me their feedback. The difference is that I could see exactly (well, for the elements I'd be capturing data on) how they played the game so I could evaluate what they told me in the context of how they played. "X boss was next to impossible." + <Data shows that the player took a party in for the fight that didn't have a good mix of skills the boss was weak against/Player took a team of strikers in, but no healers, buffers, or debilitators.>
Also, I'm working on a way to capture data that will give me an idea of how long the game is played between saves, along with which area the player is navigating. That way I might be able to tell if an area is frustrating or boring if I see that it took the player six sessions to actually make it through.
I'm actually considering doing away with "game overs", just from the standpoint that capturing data during a loss is of equal (or perhaps greater) importance than capturing for a victory. After losing a battle, the player gets the option to just continue from their last auto-save so that the data from the loss is preserved.
Spoiler alert - I'm also toying with how to implement auto-saves via pointers & the >5000 variable range. They would occur just before each battle (that way I'd have less to have to track & reset), and if the player loses, they get the option to recall straight to the menu/character selection (with a slight xp penalty) or jump right back into the battle like it never happened.
author=KillerWolf
Also, I'm working on a way to capture data that will give me an idea of how long the game is played between saves, along with which area the player is navigating. That way I might be able to tell if an area is frustrating or boring if I see that it took the player six sessions to actually make it through.
I have some doubts about this...
As an indie developer, I doubt you could have enough players to get statistically significant informations about something so heavily influenced by so many external issues. °°
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Killer Wolf
I'm actually considering doing away with "game overs", just from the standpoint that capturing data during a loss is of equal (or perhaps greater) importance than capturing for a victory. After losing a battle, the player gets the option to just continue from their last auto-save so that the data from the loss is preserved.
Auto-reload upon game over is a pretty decent idea anyway as it makes the player less likely to quit playing. I had suggested just sending in the data automatically at the time of game over, but your solution works also.
I have an RMXP script that allows you to specify times for automatic checkpoint saves (I have one just before each battle but you could do them anywhere you want) and then loads from the checkpoint upon game over. If you're using RMXP, I can mail this to you. If you're using VX or something else, it's not so useful, but I'm sure similar scripts exist out there for VX.
This is a good idea, but I think getting three-to-five other people to video capture (Anaryu recently taught the fancy word for it) their playthroughs might be even better.
They're both going to be a lot of work, it's just one of them relies more on other people's work.
Why? I mean, from the perspective of a game designer I can see how trying to make your game as fun as possible from the getgo is a good idea. It's certainly what I do...
BUT
As a game PLAYER these are both totally valid statements. Very often, playing the beginning of a commercial game I don't enjoy it either because I'm playing it wrong or because it takes a while to pick up. I've learned this amazing fact through my super-secret technique of not quitting games I'm playing in a huff at the first hint of frustration.
Actually I got three videogames for Christmas and I was initially very frustrated by all three of them, and have grown to enjoy all three of them through a combination of simple perseverance and slightly altering my play style.
(Saints Row 3, Batman: Arkham City, and Battlefield 3, for the curious.)
They're both going to be a lot of work, it's just one of them relies more on other people's work.
I feel that as a game designer, you should never really use phrases like "No, you're playing my game wrong," or "Stick with it, it gets better later."
Why? I mean, from the perspective of a game designer I can see how trying to make your game as fun as possible from the getgo is a good idea. It's certainly what I do...
BUT
As a game PLAYER these are both totally valid statements. Very often, playing the beginning of a commercial game I don't enjoy it either because I'm playing it wrong or because it takes a while to pick up. I've learned this amazing fact through my super-secret technique of not quitting games I'm playing in a huff at the first hint of frustration.
Actually I got three videogames for Christmas and I was initially very frustrated by all three of them, and have grown to enjoy all three of them through a combination of simple perseverance and slightly altering my play style.
(Saints Row 3, Batman: Arkham City, and Battlefield 3, for the curious.)
























