Skip to main content

Saturday Soapbox: Loving the science, but don't forget the art

The rise of data-driven development has all sorts of benefits, but it shouldn't run the show.

We've all got lost in games. I don't mean that we've become so engrossed that external factors cease to matter - toast burns, cats starve, love falters, etc - although if you're reading this site then that's probably true as well. I mean we've gotten lost in games. It used to be a common complaint, in fact, that games spun you around or suddenly stopped saying new things and it would take ages to figure out what you were expected to do.

It used to be a common complaint, but these days not so much. These days it's actually pretty rare, and there's a reason for that: over the past decade, game developers have moved beyond simple bug-testing and started tuning their games in response to the way people actually play them as well. One of the most famous examples of this was Halo 3, for which Microsoft (then owner of Bungie) put the game through exhaustive testing, chronicled by Clive Thompson for Wired, which would reveal, for example, that a lot of players didn't spot some grenades on the floor just before a big skirmish and died as a result. Knowing why people were getting frustrated in situations like that helped Bungie make the game stronger. Just saying that it was the player's fault wasn't good enough any longer.

Just up the road, Valve has gone famously nuts for this stuff. I talked to Chet Faliszek about it a little back in 2009 just before Left 4 Dead 2 came out. "We actually have a psychologist that works with us, and we have outside playtesters come in a few times a week," he explained. "They get recorded playing. The level designers watch what happens when people get lost, and we talk about what's going on. You can normally see. It'll be that they're all excited about this little red thing they see, and it's just a kerb painted red, but they run over there. You see this happen enough times, and you realise you need to lead their eye the other way. You can say the player's wrong the first couple of times, but you get real clarity when the tenth person's still going to that little red thing and excited about it."

(I seem to remember Valve became obsessed with solving this problem after they had to stick a guy with a gun up on a platform way above you in Half-Life 2: Episode 1. Why? Because if you didn't have to aim up there at precisely that time then you wouldn't be facing the right way when one of those giant Combine ship things flew overhead. For a studio that sometimes sounds more like it's trying to save the world than develop video games, that one must have grated.)

Valve has released heatmaps for player behaviour in Counter-Strike: Global Offensive, but pretty much every FPS developer has this stuff on the go, if only behind the scenes.

In both of those examples, you'll note that the studios would film the people testing their games. They do this partly so they can refer back to the videos and see exactly the process each player went through, but they also do it because they know that player testimony alone won't be reliable. People aren't great at analysing their own behaviour, especially when they're distracted, and often claim to hold opinions completely opposite to the ones they act out. I'm bored of using the example of the "Boycott Modern Warfare 2" Steam group showing everyone playing Modern Warfare 2 the day it came out, so how about something from the world of toilet paper? Consumers always say they're immune to TV advertising, but how many people - how many of you - subconsciously reach for Andrex because of the puppy on the TV?

This is a tough one for developers, too, because people may not always know what they want, but that won't stop them being extremely vocal if they think they know what they don't want. "It's a very delicate balance," is the way Victory Games' Tim Morten put it when he spoke to Eurogamer's Christian Donlan the other day. "On some past Command & Conquers, we've had a very vociferous audience, and the changes we've made to those that shouted the loudest were not necessarily the best for the game in general. This time we'll have the benefit of all this back-end data which we're hoping will really let us steer it in the right direction."

There's an inherent danger with this, though, for which I'll refer back to Wired's Halo 3 article. Thompson writes: "After each session [Randy] Pagulayan analyses the data for patterns that he can report to Bungie. For example, he produces snapshots of where players are located in the game at various points in time - five minutes in, one hour in, eight hours in - to show how they are advancing. If they're going too fast, the game might be too easy; too slow, and it might be too hard. He can also generate a map showing where people are dying, to identify any topographical features that might be making a battle onerous."

See, I love the fact that I don't get lost in games any more, or at least not so much (I'm still pretty stupid), but I'm also a little worried that all this data might be shaving down the artistic edges in a few places. Take the above example. What if those topographical features that are making a battle onerous are supposed to be making it onerous? What if it's a section where Master Chief is completely outgunned and you're supposed to feel like you only just survived? What if dying a couple of times is meant to give you a sense of your own limitations?

The test labs Bungie used for Halo 3 were owned by Microsoft, but you can bet the studio has a similar set-up available for Destiny.

Maybe Halo's a bad example. So what about, I dunno, Uncharted 2? The Uncharted series has issues with player agency, for sure, but it's nothing if not brave about what it gets you to do within its sometimes-crude limitations. Uncharted 2 has a whole section, deep into the game, where it pretty much just stops for half an hour. You can't run, you can't shoot - you can't even speak to anyone because nobody speaks English.

When I think of Uncharted 2, that's the section I remember most vividly. I enjoyed the train level as much as everyone else, and it's a wonderful game in many other ways, too, but that moment of friction - waking up with my adventure stalled by circumstances beyond my control, meeting new people and having to rebuild that lost momentum - is the part I loved. Putting it in there was about managing tempo, for sure - and, hey, I'm sure the data says that's good for players too - but it's also a brilliant touch of authorial intent that reminds you: someone made this.

If you're looking for the opposite, I read a press release recently from Splash Damage about its new game Dirty Bomb, which talked up the 'Echo' technology at work behind the scenes. "The project is led by Dave Johnston, creator of the world's most popular Counter-Strike map de_dust," Splash Damage splashed. "Dave knew that no level designer can be present every time their map is played, so he created proprietary technology that uses cloud-based services to collect every event in every game session, worldwide. Echo then visualises this data for developers, letting them improve Dirty Bomb's compatibility, balance, maps, character classes, skills, weapons, frame-rate, network latency, and - most importantly - team play."

The reverence is understandable - nobody likes a bad multiplayer map - but I hope it's not always used in preference to the designer's instincts. After all, de_dust, Johnston's most famous creation, was famously lopsided: the Terrorist team was more likely to be wiped out by racing through the tunnel side of the map and up the ramp, leading Valve (yeah, those guys again) to eventually rebalance it by introducing a stairway over there so the Terrorists could abort a charge if they sensed defeat. I like both incarnations, but I prefer the original precisely because it was lopsided: it meant that victories earned by taking that route felt sweeter.

"So you climb a ladder for about five minutes?" "Yes."

Meanwhile, the world heavyweight champion of authored experiences, of course, is Hideo Kojima. There are doubtless times during development when Metal Gear Solid is adjusted to make it a more even experience for the player - trimming enemies in this section, tweaking a level layout in that one - but, whether you love or hate his work, Metal Gear Solid doesn't give you the feeling that Kojima has a building full of play-testers hooked up to biometric systems analysing whether or not they want to hear his meditations on what it means to be a soldier. And if he is getting that feedback, you get the impression he is nodding politely and then going back to tweeting pictures of his dinner. That's a nice balance, and as we see more and more developers talking about their analytics and metrics, I hope it's one they also seek to preserve.

If we do, then maybe we'll see more games like Dishonored, and I'm sure we'd all like that. Dishonored was a slick, polished production in every respect - I am still in awe of the PC version's quick-load times - but it had a clear creative vision and when it came into contact with devious or confused players during production then it drew inspiration from them rather than blunting their instincts. Some developers, faced with players teleporting their way beyond the boundaries of their expected behaviour, would have stopped them horsing around. Arkane went the other way and made it a central feature.

Data's great, see, as long as there's a bit of art to how it's applied.

Read this next

seductrice.net
universo-virtual.com
buytrendz.net
thisforall.net
benchpressgains.com
qthzb.com
mindhunter9.com
dwjqp1.com
secure-signup.net
ahaayy.com
tressesindia.com
puresybian.com
krpano-chs.com
cre8workshop.com
hdkino.org
peixun021.com
qz786.com
utahperformingartscenter.org
worldqrmconference.com
shangyuwh.com
eejssdfsdfdfjsd.com
playminecraftfreeonline.com
trekvietnamtour.com
your-business-articles.com
essaywritingservice10.com
hindusamaaj.com
joggingvideo.com
wandercoups.com
wormblaster.net
tongchengchuyange0004.com
internetknowing.com
breachurch.com
peachesnginburlesque.com
dataarchitectoo.com
clientfunnelformula.com
30pps.com
cherylroll.com
ks2252.com
prowp.net
webmanicura.com
sofietsshotel.com
facetorch.com
nylawyerreview.com
apapromotions.com
shareparelli.com
goeaglepointe.com
thegreenmanpubphuket.com
karotorossian.com
publicsensor.com
taiwandefence.com
epcsur.com
mfhoudan.com
southstills.com
tvtv98.com
thewellington-hotel.com
bccaipiao.com
colectoresindustrialesgs.com
shenanddcg.com
capriartfilmfestival.com
replicabreitlingsale.com
thaiamarinnewtoncorner.com
gkmcww.com
mbnkbj.com
andrewbrennandesign.com
cod54.com
luobinzhang.com
faithfirst.net
zjyc28.com
tongchengjinyeyouyue0004.com
nhuan6.com
kftz5k.com
oldgardensflowers.com
lightupthefloor.com
bahamamamas-stjohns.com
ly2818.com
905onthebay.com
fonemenu.com
notanothermovie.com
ukrainehighclassescort.com
meincmagazine.com
av-5858.com
yallerdawg.com
donkeythemovie.com
corporatehospitalitygroup.com
boboyy88.com
miteinander-lernen.com
dannayconsulting.com
officialtomsshoesoutletstore.com
forsale-amoxil-amoxicillin.net
generictadalafil-canada.net
guitarlessonseastlondon.com
lesliesrestaurants.com
mattyno9.com
nri-homeloans.com
rtgvisas-qatar.com
salbutamolventolinonline.net
sportsinjuries.info
wedsna.com
rgkntk.com
bkkmarketplace.com
zxqcwx.com
breakupprogram.com
boxcardc.com
unblockyoutubeindonesia.com
fabulousbookmark.com
beat-the.com
guatemala-sailfishing-vacations-charters.com
magie-marketing.com
kingstonliteracy.com
guitaraffinity.com
eurelookinggoodapparel.com
howtolosecheekfat.net
marioncma.org
oliviadavismusic.com
shantelcampbellrealestate.com
shopleborn13.com
topindiafree.com
v-visitors.net
djjky.com
053hh.com
originbluei.com
baucishotel.com
33kkn.com
intrinsiqresearch.com
mariaescort-kiev.com
mymaguk.com
sponsored4u.com
crimsonclass.com
bataillenavale.com
searchtile.com
ze-stribrnych-struh.com
zenithalhype.com
modalpkv.com
bouisset-lafforgue.com
useupload.com
37r.net
autoankauf-muenster.com
bantinbongda.net
bilgius.com
brabustermagazine.com
indigrow.org
miicrosofts.net
mysmiletravel.com
selinasims.com
spellcubesapp.com
usa-faction.com
hypoallergenicdogsnames.com
dailyupdatez.com
foodphotographyreviews.com
cricutcom-setup.com
chprowebdesign.com
katyrealty-kanepa.com
tasramar.com
bilgipinari.org
four-am.com
indiarepublicday.com
inquick-enbooks.com
iracmpi.com
kakaschoenen.com
lsm99flash.com
nana1255.com
ngen-niagara.com
technwzs.com
virtualonlinecasino1345.com
wallpapertop.net
casino-natali.com
iprofit-internet.com
denochemexicana.com
eventhalfkg.com
medcon-taiwan.com
life-himawari.com
myriamshomes.com
nightmarevue.com
healthandfitnesslives.com
androidnews-jp.com
allstarsru.com
bestofthebuckeyestate.com
bestofthefirststate.com
bestwireless7.com
britsmile.com
declarationintermittent.com
findhereall.com
jingyou888.com
lsm99deal.com
lsm99galaxy.com
moozatech.com
nuagh.com
patliyo.com
philomenamagikz.net
rckouba.net
saturnunipessoallda.com
tallahasseefrolics.com
thematurehardcore.net
totalenvironment-inthatquietearth.com
velislavakaymakanova.com
vermontenergetic.com
kakakpintar.com
jerusalemdispatch.com
begorgeouslady.com
1800birks4u.com
2wheelstogo.com
6strip4you.com
bigdata-world.net
emailandco.net
gacapal.com
jharpost.com
krishnaastro.com
lsm99credit.com
mascalzonicampani.com
sitemapxml.org
thecityslums.net
topagh.com
flairnetwebdesign.com
rajasthancarservices.com
bangkaeair.com
beneventocoupon.com
noternet.org
oqtive.com
smilebrightrx.com
decollage-etiquette.com
1millionbestdownloads.com
7658.info
bidbass.com
devlopworldtech.com
digitalmarketingrajkot.com
fluginfo.net
naqlafshk.com
passion-decouverte.com
playsirius.com
spacceleratorintl.com
stikyballs.com
top10way.com
yokidsyogurt.com
zszyhl.com
16firthcrescent.com
abogadolaboralistamd.com
apk2wap.com
aromacremeria.com
banparacard.com
bosmanraws.com
businessproviderblog.com
caltonosa.com
calvaryrevivalchurch.org
chastenedsoulwithabrokenheart.com
cheminotsgardcevennes.com
cooksspot.com
cqxzpt.com
deesywig.com
deltacartoonmaps.com
despixelsetdeshommes.com
duocoracaobrasileiro.com
fareshopbd.com
goodpainspills.com
hemendekor.com
kobisitecdn.com
makaigoods.com
mgs1454.com
piccadillyresidences.com
radiolaondafresca.com
rubendorf.com
searchengineimprov.com
sellmyhrvahome.com
shugahouseessentials.com
sonihullquad.com
subtractkilos.com
valeriekelmansky.com
vipasdigitalmarketing.com
voolivrerj.com
worldhealthstory.com
zeelonggroup.com
1015southrockhill.com
10x10b.com
111-online-casinos.com
191cb.com
3665arpentunitd.com
aitesonics.com
bag-shokunin.com
brightotech.com
communication-digitale-services.com
covoakland.org
dariaprimapack.com
freefortniteaccountss.com
gatebizglobal.com
global1entertainmentnews.com
greatytene.com
hiroshiwakita.com
iktodaypk.com
jahatsakong.com
meadowbrookgolfgroup.com
newsbharati.net
platinumstudiosdesign.com
slotxogamesplay.com
strikestaruk.com
techguroh.com
trucosdefortnite.com
ufabetrune.com
weddedtowhitmore.com
12940brycecanyonunitb.com
1311dietrichoaks.com
2monarchtraceunit303.com
601legendhill.com
850elaine.com
adieusolasomade.com
andora-ke.com
bestslotxogames.com
cannagomcallen.com
endlesslyhot.com
iestpjva.com
ouqprint.com
pwmaplefest.com
qtylmr.com
rb88betting.com
buscadogues.com
1007macfm.com
born-wild.com
growthinvests.com
promocode-casino.com
proyectogalgoargentina.com
wbthompson-art.com
whitemountainwheels.com
7thavehvl.com
developmethis.com
funkydogbowties.com
travelodgegrandjunction.com
gao-town.com
globalmarketsuite.com
blogshippo.com
hdbka.com
proboards67.com
outletonline-michaelkors.com
kalkis-research.com
thuthuatit.net
buckcash.com
hollistercanada.com
docterror.com
asadart.com
vmayke.org
erwincomputers.com
dirimart.org
okkii.com
loteriasdecehegin.com
mountanalog.com
healingtaobritain.com
ttxmonitor.com
nwordpress.com
11bolabonanza.com