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MIKE AMBINDER, PhD VALVE DATA TO DRIVE DECISION-MAKING

MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

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Page 1: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

MIKE AMBINDER, PhD VALVE

DATA TO DRIVE DECISION-MAKING

Page 2: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

HOW AND WHY VALVE USES DATA TO DRIVE

THE CHOICES WE MAKE

Page 3: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Data to Drive Decision-Making

• Decision-Making at Valve

• Introduction to experimental design

• Data collection/analysis infrastructure

• Examples

—Playtesting (L4D)

—DOTA 2

—CS:GO

Page 4: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking
Page 6: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Decision-Making at Valve

• No formal management structure

• Decision-making is a meritocracy

• All data is available to every employee

• We just want to make the best decisions possible.

• We don’t want to rely on ‘instinct’ it is fallible

Page 7: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking
Page 9: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Explicit

• What problem are you trying to solve?

• Define terminology/constructs/problem space

• Ask the ‘second’ question

• Force yourself to be specific

• Force yourself to be precise

Page 10: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Data-Driven

• What do we know about the

problem?

• What do we need to know

before we decide?

• What do we still not know after

we decide?

Page 11: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Theory-Driven

• What does the data mean?

—Is it consistent with expectations?

—Is it reliable?

• Model derived from prior experience/analysis

• Coherent narrative

• Prove a hypothesis right (or wrong)

• Want result AND explanation

Page 12: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Measureable Outcomes

• Define ‘Success’

• How will we know we made the right choice?

• Know the ‘outcome’ of your decision

Page 13: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Iterative

Gather

Data

Formulate

Hypothesis

Analyze

Data

Page 14: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Iterative

Run

Experiment

in TF2

Run

Experiment

in CS:GO

Run

Experiment

in DOTA 2

Steam

Page 15: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

INTRODUCTION TO EXPERIMENTAL DESIGN

http://www.sas.com/en_us/insights/analytics.html

If it can be destroyed by the truth, it

deserves to be destroyed by the truth.

– Carl Sagan

Page 17: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Experimental Design

• Observational

—Retrospective vs. Prospective

—Correlational not causal

• Experiment

—Control Condition and Experimental Condition

—Account for confounding variables

—Measure variable of interest

Page 18: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking
Page 19: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Experimental Design

• What have we learned?

• What biases are present?

• How are future experiments informed?

• What other hypotheses need to be ruled out?

• What should we do next?

Page 21: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Valve Data Collection

• Record lots and lots (and lots) of user behavior

• If we’re not recording it, we’ll start recording it

• Define questions first, then schema

• Collection Analysis Communication

Page 22: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Data Collection - Games

• OGS – Operational Game Stats

• Platform for recording gameplay metrics

• Kills, Deaths, Hero Selection, In-Game Purchases,

Matchmaking wait times, Bullet trajectories, Friends in

Party, Low-Priority Penalties, etc.

Page 23: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Data Collection - Games

• Organizational schemas defined for each game

• Data sent at relevant intervals

• Daily, Monthly, Lifetime Rollups, Views,

Aggregations

Page 24: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

ValveStats

Page 25: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Data Collection - Steam

• Steam Database – Raw data

• SteamStats Database – Analysis/Summary of Raw Data

• Record all relevant data about Steam user behavior

Page 26: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking
Page 27: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

PLAYTESTING

Page 28: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Valve’s Game Design Process

Goal is a game that makes customers happy

Game designs are hypotheses

Playtests are experiments

Evaluate designs based off playtest results

Repeat

Page 29: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Content

Creation

+

Game Design

Playtesting

Hypothesis

Feedback

Page 30: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Playtest Methodologies

• Traditional

—Direct Observation

—Verbal Reports

—Q&As

Page 31: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Playtest Methodologies

• Technical

—Stat Collection/Data Analysis

—Design Experiments

—Surveys

—Physiological Measurements

(Heart Rate, Eyetracking, etc.)

Page 32: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

LEFT 4 DEAD

Page 33: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Enabling Cooperation

• Coop Game where competing gets you killed

• Initial playtests were not as enjoyable as hoped

• Initial playtests were not as cooperative as hoped

—Players letting their teammates die

—Ignoring cries for help

Page 34: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Enabling Cooperation

• Explicit: Players letting teammates die

• Data-Driven: Surveys, Q&As, high death rates

• Theory-Driven: Lack awareness of teammate location

• Measurements: Surveys, Q&As, death rates

• Iterative:

Hypothesis: Give better visual cues to teammate location

Page 35: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking
Page 36: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking
Page 37: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

0

0.5

1

1.5

2

2.5

3

3.5

4

4.5

5

Pre Post

Deaths in 'No Mercy - The Apartments'

~40%

Decrease

Page 38: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Results

• Survey ratings of enjoyment/cooperation increased

• Anecdotal responses decreased

• Deaths decreased

Page 39: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Enabling Cooperation

• Explicit: Players letting teammates die

• Data-Driven: Surveys, Q&As, high death rates

• Theory-Driven: Lack awareness of teammate location

• Measurements: Surveys, Q&As, death rates

• Iterative: Where else can visual cues aid gameplay?

Page 40: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

DOTA 2

Page 41: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking
Page 42: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Improve Player Communication

• Explicit: Reduce negative communication

• Data-Driven: Chat, reports, forums, emails, quitting

• Theory-Driven: No feedback loop to punish negativity

• Measurements: Chat, reports, ban rates, recidivism

• Iterative: Will this work in TF2? Do these systems scale?

Hypothesis: Automating communication bans will reduce

negativity in-game

Page 43: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking
Page 44: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Results

• 35% fewer negative words used in chat

• 32% fewer communication reports

• 1% of active player base is currently banned

• 61% of banned players only receive one ban

Page 45: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

CS:GO

Page 46: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking
Page 47: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Weapon Balance

• Explicit: M4A4 usage is high; few choices in late-game

• Data-driven: Purchase rates

• Theory-driven: Greater tactical choice Player retention

• Measurements: Purchase rates, playtime, efficacy

• Iterative: Inform future design choices

Hypothesis: Creating a balanced alternative weapon will

increase player choice and playtime

Page 48: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking
Page 49: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Results

• ~ 50/50 split between new and old favorites

• Increase in playtime

—Conflated with other updates

—Difficult to isolate

• Open question as to whether or not increased

weapon variability increases player retention

Page 50: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Where Can You Begin?

• Start asking questions

• Gather data—any data

—Playtests

—Gameplay metrics

—Steamstats

—Forum posts/emails/Reddit

• Tell us what data you’d like us to provide

Page 51: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

THANKS!!!

Page 52: MIKE AMBINDER, PhDmedia.steampowered.com/apps/steamdevdays/slides/data.pdf• Platform for recording gameplay metrics • Kills, Deaths, Hero Selection, In-Game Purchases, Matchmaking

Mike Ambinder

[email protected]

Contact Info