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Features

Better
Game Design through Data Mining
Why Not
To Mine Data
We
have glossed over the general process. Let's now step back and consider
a healthy scope for data mining. Data mining provides answers that
other methods of evolutionary game design cannot. However, it is
not a panacea.
Data
mining takes numbers, processes them, and makes new numbers. These
numbers cannot tell you how each player feels. The player may be
misinformed or biased about the balance of the game, but she is
always right about how she feels. Some players' feelings may be
immature, and some players may have contradictory responses. Yet
the paradox is that they are all right. Every player's emotional
response is valid. The data also does a poor job of revealing how
players feel about each game asset. It does not indicate which asset
has beautiful modeling, expressive animation, or a compelling story.
A
healthy scope excludes preemptive or preventive data mining, which
attempts to identify and prevent cheating, harassment, or sabotage.
This equates to profiling and an invasion of privacy. Besides being
unethical, preemptive data mining is disastrous. Data mining cannot
establish cooperation or culpability. Not only is it prone to random
error and false positives, but also it creates a new source of player
harassment. This source of harassment is hard to discover, impossible
to eliminate, and much more costly: Harassment by your own staff
upon your customers.
Data
mining is also called knowledge discovery. While you can mine knowledge
from data, you cannot mine wisdom. You have to prioritize results
and decide which game imbalances should be left alone. Data mining
automates a process within your overall evolutionary design cycle.
It amplifies an efficient design process and multiplies the problems
in a poor process.
Four practical
uses
Now
that you have seen the general process, let's apply it to some common
MMOG problems. Here are four practical applications of data mining:
1.
Balance the economy.
2. Catch cheaters.
3. Cut production costs.
4. Increase customer renewal.
Balance The
Economy
Each
game asset that passes hands between players is a commodity or currency.
These tradable game assets define the game's economy. The commodities
and currencies need not be limited to money and property. For example,
in Nexon's Dark Ages, I designed and implemented a labor currency,
a political currency, and a religious currency.
Be
careful when measuring individual character gains and losses. Account
for transactions that exchange one commodity or currency for another.
For example, a character could have less money after one week but
have more wealth. He may have exchanged his money for other commodities
of greater value.
Track
the game's macro-economic indicators. See if the supply of currency
is increasing or decreasing. Like a real-world money supply, this
tells you about the inflation rate of the currency. Measure key
performance indicators and generate hypotheses of how to improve
game balance.
One
simple balancing technique you can use is to change the price of
a game asset. Players are more receptive to price changes than they
are to other attribute changes. For example, in 2002 when Stewart
Steel noticed low admittance rate for wizards in Nexon's Nexus:
The Kingdom of the Winds, he increased the rate by increasing
the starting items of that class. In effect, this increased the
price that an NPC paid the player for choosing the wizard career.
After
testing the hypothesis, repeat the cycle each month. Each modification,
although seemingly insignificant, can have a huge ripple effect
on the rest of the economy. In the same example, if there were a
higher starting value but a poor prospectus for the career of a
wizard, then retention rate among wizards might drop.
While
balancing the strategies, such as player classes in a fantasy setting,
ensure that each strategy remains unique. Keep the clusters in strategic
space from converging. Let's return to the original example. The
low-performing, high-level fighters have several unique and shared
assets. When adding a new asset to balance their performance, it
might be better not to give a fighter "Poison Tolerance."
If the Priest class has an ability to cure poison, then this would
be redundant. It would reduce the group's demand for Priests and
begin to merge the two classes. Instead it might be better to provide
"Sword Mastery" if no other class has this kind of ability.
This controls the supply of assets so that each cluster of assets
retains its unique niche in the game.
Catch Cheaters
A
cheater in a MMOG does not just cheat himself. He performs an injustice
to all honest players. Cheating short-circuits gameplay, so it achieves
exceptionally high performance. Players adopt high performance strategies,
whether intended by the designers or not. Cheating also penalizes
the relative performance of all non-cheaters. If not corrected quickly,
cheating will spread like wildfire. In a matter of weeks or even
days a cheat can flood the game's economy. These techniques can
help catch cheating before it ruins the economy.
Start
at the table that preprocessing generated. This lists each character
ID and their performance. Sort the list by the performance column.
Now, at the top of the list is the most suspicious character ID.
Investigate his exceptional performance.
Let's
sort the example table by the EPH column. The character at the top
is the most suspicious. Even though he has a lower total experience
gain, he has a higher rate, since he accumulated the experience
during fewer hours. Investigate the logs to discover how he performed
so well. The answer will enlighten you as to how players use and
abuse your game.
The
answer does not indicate the player's intention. The player may
have been using a legitimate feature of the game. In fact, a player
may argue that unless he modified the software, all of his behavior
is a legitimate use. He played the game as it was given to him.
Regardless of the motive, deleting a cheater cannot solve the problem.
System imbalances breed cheaters, so the design itself can prevent
cheating.
Cut Production
Costs
Each
game asset took some amount of programming, art, design, testing,
and customer service to develop and maintain. Yet some of these
classes, items, monsters, quests, skills, zones, and other objects
in your game are being wasted. This lowers developer morale.
Game
assets with low performance have a return-on-investment value that
approaches zero. Players make decisions and optimize their decisions
over time, and communication among players accelerates the migration
to an optimal strategy. They quickly adopt the highest performing
game assets available, and discard low-performance assets. In terms
of competition, these assets are liabilities, so they become obsolete.
For an obvious example, if there are two nearly equivalent weapons,
except one has a higher damage rate, the other weapon is obsolete.
In a game, this kind of decision, between obsolete assets and newer
assets creates "fat"; there is some fraction of your game
that might as well not exist, because no one uses it. Imagine having
to break this news to an artist: "Thank you for the long-nights
you spent making this new graveyard that we specified, but no one
hunts there. Sorry about that."
It
does not have to be this way. A wise patch can put the assets back
into the players' list of options. Recycle the artists, programmers,
and testers' hard work as much as possible. Create new, well-balanced
instances. Measure and prove their balance in terms of performance.
Do not change the values of existing instances. Let them remain
as they are. Recycle the art with modest modifications so those
man-hours are not lost. But only recycle obsolete assets. Players
do not tolerate recycling of assets that they do not consider obsolete.
They demand fresh assets.
Increase
Customer Renewal
If
the player cannot or does not realize how to improve his performance
with the choices he has already made, he is doomed. For example,
if all high-level fighters perform worse than average high-level
characters, all fighters are doomed. The players' sense of doom
will become the developer's death knell unless you act fast.
When
a player suffers from poor performance in a single-player game,
he suffers alone. But in a massive multiplayer game, his whole team
suffers. Unfortunately, a good choice for the team to increase their
performance is to exclude low-performers. When low-performance is
not the player's fault, this breeds frustration. Suppose a group
of players can increase its EPH 20% by excluding low-performance
players. Sadly, many groups will. Suppose the excluded low-performer
is unable to alter his EPH liability. Like an endangered species
that is unfit to hunt and unable to evolve, this set of players
becomes extinct. The character will not only become extinct from
the playscape, but the player's motivation to play will become extinct,
too. If she will not play, eventually she will not pay, either.
To
prevent this, balance the strategies. Do not edit existing instances
of game assets. This will upset other players using other strategies.
They will perceive the correction as an injustice, an act of favoritism.
Instead of creating a perceived injustice, add new assets.
If
your game is commercial, improve player performance instead of worsening
it. If some asset is too good, but players love it, let it be. Only
when the asset would cause long-term customer losses should it be
removed, because removing or degrading an asset decreases customers'
good faith. There are few things that say, "I do not want your
money, go away" as quickly as removing a beloved feature in
the game. Players paid money in advance and continue to pay a subscription
fee each month for a reason. They expect the game to improve each
month. Their criterion is simple. The game should improve for their
character personally and for the special interest group that their
character belongs to.
A
major error's existence costs more than this loss of good faith.
In these uncomfortable cases, prove to players you care by negotiation
and diplomacy.
Imagine
a worst-case scenario from the most extreme player's perspective:
This morning your paycheck was suddenly slashed 50%. Your brand
of car drove half as fast, required repairs twice as often, and
costs twice as much. Because the "gods" said so. Some
customers take the game just as seriously.
Go Forth
And Mine!
We
have only touched the tip of the iceberg of data mining and game
design. Both are elaborate and exciting fields for research, experimentation,
and application. For years, we game designers have wanted systematic
and scientific tools, and I hope that data mining is one such tool
to help improve your game's design. If you have questions, comments,
or would like to discuss this topic in detail please contact me
at kennerly@sfsu.edu.
Acknowledgements
I
could not have written this article without the support of each
of Nexon's employees and players. They encouraged my experiments.
Further Reading
Han,
Jiawei and Micheline Kamber. Data Mining: Concepts and Techniques.
Morgan Kaufmann Publishers: San Francisco, 2001.
An
introductory practical explanation for database programmers.
Hand,
David, Heikki Mannila, and Padhraic Smyth. Principles of Data
Mining. MIT Press: Cambridge, 2001.
An
interdisciplinary explanation of the mathematics and fundamentals
of data mining.
Electronic
Privacy Information Center. "Total
Information Awareness (TIA)" April 20, 2003
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