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Game System Engineering Lecture: Game Metrics

Game Metrics Lecture from the course Game Systems Engineering that I teach at Blekinge Institute of Technology.

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Game System Engineering Lecture: Game Metrics

  1. 1. Game Systems Engineering Game Metrics Lennart Nacke Blekinge Institute of Technology Department of Interaction and System Design Game and Media Arts Laboratory
  2. 2. Outline  What are Game Metrics?  Metrics Visualizations and Examples
  3. 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. 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. 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. 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. 7. Xfire Game Rankings by Invested Playing Time From
  8. 8. Heatmaps in Halo 3 From
  9. 9. Heatmaps in Half-Life 2, Episode 2 From
  10. 10. Frag Vectors in Quake 3 From
  11. 11. Time spent on map and jumping arcs (Quake 3) From
  12. 12. Half-Life 2 Gunfire Metrics (Safe Zones) From
  13. 13. Game Metrics in Hitman: Blood Money From Canossa, A. “Play personas and Game Metrics”
  14. 14. Eye Tracking Visual Attention Metrics From Nacke, L., Lindley, C. (in preparation) ”Distribution of Visual Attention on Game-Interface Menus”
  15. 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. 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 –  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,  Valve Steam,  Xfire,  Bungie, Microsoft,,
  17. 17. Thank you for your attention!