wake up and smell the metrics! metrics driven development in online games larry mellon darius kazemi...

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Wake up and smell the metrics! Metrics Driven Development in online games Larry Mellon Darius Kazemi AGC ‘08

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Wake up and smell the metrics!

Metrics Driven Development in online games

Larry MellonDarius Kazemi

AGC ‘08

Data mining is

pure gold!

What stops

people from

reaching it?

Cultural collision is our Smaug!

Boxed goods mentality

Online service reality

Wrong assumptions

lead to painful decisions!

Larry Mellon(20+ years of engineering @ scale)

• Alberta Research Council & Jade Simulations– Distributed computing, 1982+– Optimistic computing, 1000+ CPU virtual world– Fault-tolerant cluster computing

• Synthetic Theatre of War: virtual worlds for training– DARPA: 50,000+ entities in real-time virtual worlds– ADS, ASTT, HLA & RTI 2.0, interest management

• EA (Maxis): The Sims Online, The Sims 2.0• Scalable server architecture• Automated testing to accelerate production and QA• Player, pipeline & performance metrics

• Emergent Game Technologies (CTO)• Architect for scalable, flexible MMO platform

Research era

Wife era

Darius KazemiOrbus Gameworks

[email protected]

Boxed goods industry is

evolving online and needs to

adapt to service industry

requirements!

Why is it hard to get funding for something as clearly useful as metrics?

Nobody wants to pay for it, because no one has traditionally paid for it!

Features QA Metrics, CS, …

$$$$$$$$$$ $$

Diasporas kill off the home-rolled systems

Business Intelligence has driven the success of many other industries for years!

Las Vegas Strip

Metrics help manage complexity“When you can measure what you are speaking about and can express it in

numbers, you know something about it. But when you cannot measure it, when you cannot express it in numbers, your

knowledge is of a meager and unsatisfactory kind."

- Lord Kelvin Institution of Civil Engineers, 1883

“The general who wins the battle makes many calculations in his temple before the battle is fought. The general who loses makes but few calculations

beforehand.” -- Sun Tzu

The people who led the scientific revolution depended on metrics!

Pasteur: A science is as mature as its measurement tools. Maxwell: To measure is to know.

“The three largest factors that will influence gaming will

be […] and metrics (measuring what players do

and responding to that)”

-- Will Wright

The Secret of The Sims", PC Magazine, 2002.

http://www.pcmag.com/article2/0,1759,482309,00.asp

– GIGO –Avoid false causality by correlating

data!

3 – Final road block: Metrics are role-specific and hard to move

across boundaries

The “3P's” model of game metrics

PlayerPerformanceProcess

16

Next Gen Games Increased

Complexity Increased

Complexity of Analysis

Art from “Fun Meters for Games”,Nicole Lazzaro and Larry Mellon

17

18Next Gen GamesNext Gen Games

Tuning imbalances or exploits can throw your entire economy out of kilter, but remember to triangulate!

Tuning imbalances or exploits can throw your entire economy out of kilter, but remember to triangulate!

Know Your Players

Comparing group views is another no-brainer…

Process metrics

• Find the leaks that are slowing you down or costing you money!

• Another cultural problem– Process = evil– Tools != game feature

• Not ‘fun’ to build• No ‘status’

– Thus, worst possible programmers are assigned to most critical systems…

Why improve our process stability & iteration rates? (I’ve grown to hate this question)

1. Rapid iteration rates• Improve the player experience: soup to nuts, and

quickly, before they leave• We cannot yet write down and specify what fun is

before interacting with it!2. Team efficiency: with large and sometimes distributed

teams, a broken build or crashing client can slow down EVERYBODY!

3. We need rapid, stable content updates pushed out as fast as people can buy them!

Fixing development leaks is free money!

Process: Measurable targets & projected trends give you actionable progress metrics, early enough to react

Any metric(e.g. # clients)

Target

TimeAny Time

(e.g. Alpha)First sample Now

Risk!

Real data gives you faster focus, less debate!

• Question for the audience: if you have 20 engineers in the room, how many opinions do you have on what the team needs to do next?

• Numbers cut the debate from “what is next?” to “how do we fix the thing we found?”

• You QUICKLY go from finding the key data and fixing the problem, not searching the entire data space, just to get started!

Performance: engine metrics(Dev & Ops)

• Debugging & optimizing large-scale, complex system – With hackers, non-determinism & constant change– Tick-tock!! Users (and VPs) are waiting…

• Most engineering metrics tools are for one person, one machine, one debugger– Need system-level view to deal with MMOs

• Studio head metric: only team-wide, red-ink email– GET THIS METRICS SYSTEM IN THE LIVE SERVERS, BY

TOMORROW (tired of ‘black box debugging’ across 20 servers and 200 clients)

Lower dev & ops costs: FREE MONEY!

Profit…

NewContent

Regression

CustomerSupport

Operations

~ $10per

customer

Profit…

Regression

CustomerSupport

Operations

~ $10per

customer

Lower New Content CostLower New Content Cost

Profit…

CustomerSupport

Operations

~ $10per

customer

Lower New Content CostLower New Content Cost

Lower Testing CostLower Testing Cost

Profit…

Operations

~ $10per

customer

Lower New Content CostLower New Content Cost

Lower Testing CostLower Testing Cost

Happy Customers Don’t CallHappy Customers Don’t Call

Process (Dev & Ops): Lower recurring costs that are worth the cost to lower

[makes you more money with the same number of players!]

Profit…

Operations

~ $10per

customer

Lower New Content CostLower New Content Cost

Lower Testing CostLower Testing Cost

Happy Customers Don’t CallHappy Customers Don’t Call

Lower bandwidth & CPULower bandwidth & CPU

Process: Rapid Iteration is how you find fun!

Project Start Launch

Implementation options(both are hard)

1. Grassroots movement & scale as required

2. DEFINE metrics as a fully funded feature needed for success in an online service!

1.a How to start your own Mini metrics project

Image by Flickr user RaeA; Creative Commons (BY-NC-SA)

1.b How to scale your own Mini metrics project

Image by Flickr user Dredrk; Creative Commons (BY-NDW)

Multiple views of data provides a deeper understanding and fewer analysis errors

Time

AIdata

Player and game actions

Minute 1

1.AI: open door2.AI: cook food

Minute 2

1.Game: fire breaks out

Screenshots

Screenshots

Minute one

Minute two

Culture Shift option:Treat metrics as a critical feature from day one!

Fund everything that helps both team and customers, not just game play!

Features QA Metrics

$$$$$$$$$$ $$$$ $$!!!

Metrics are your first-pass tool : they quickly find you a starting point that would take hours/days for you to

find by yourself

Find oddities automatically for you, then you decide what action to take

Scaling the metrics system as data scales

Train ‘bots to look for

patterns of data when the

datasets get even larger

Takeaways• Grassroots or formal feature : either way, get started with metrics

across your entire game service• Find something that will help an obviously important question to be answered

with facts rather than guesses

• To get executive and funding support, translate your day-to-day need for metrics into the metrics the executives understand to justify the funding • You will either make more cash with this change!• Or you’ll save more cash with this change!

• Presentation and aggregation are key: use the computer to do the hard parts• People should see high-level data, with easy search and correlate

functionality, and access to the raw data

The migration online is a Darwinian

moment for our industry

• Boxed goods mentalities must shift to online service realities, or die… • Complexity: people need metrics to be able to do their jobs• Player Retention: It’s not just about game features anymore!

Question:How would you rather live your life?

OR

Measure

Change

Measure

GuessChang

eHope

Slides are online at http://www.maggotranch.com/biblio.htmlwww.orbusgameworks.com/blog