What makes a good game? Using reviews to inform design
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1 What makes a good game? Using reviews to inform design 1st Author 1st author's affiliation 1st author's address 2nd Author 2nd author's affiliation 2nd 3rd Author 3rd author's affiliation 3rd ABSTRACT The characteristics that identify a good game are hard to define and reproduce, as demonstrated by the catalogues of both successes and failures from most games companies. We have started to address this by undertaking a grounded theoretical analysis of reviews garnered from games, both good and bad, to distil from these common features that characterize good and bad games. A good game is cohesive, varied, has good user interaction and offers some form of social interaction. The most important factor to avoid is a bad pricing if your game fails at everything else, an accordingly low price might just save it. Categories and Subject Descriptors H.1.2 User/Machine Systems General Terms Design, Human Factors. Keywords Games, grounded theory, analysis 1. INTRODUCTION At present, video games development accounts for billions of dollars of US expenditure, and US video game companies directly employ 24,000 people. This market has also been growing disproportionately fast [10]. Not all games have the same degree of success; a game needs certain properties to make it successful and to make the most of this growing market. Gamers often rely on review sites to make purchasing decisions, and so a game that receives a high average review score will have considerably better sales than a bad game. Therefore it is desirable to know what makes a game get a good review rather than a bad or mediocre review. The aim of this paper is to determine what earns a game a good review, and, by proxy, what features should be prioritised during Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Conference 04, Month 1 2, 2004, City, State, Country. Copyright 2004 ACM /00/0004 $5.00. the production of a game to make it successful. This paper tries to determine practical categories which should be considered during game development and to an extent distribution. It is different from most of the other papers in that it uses Grounded Theory [5] to develop a hypothesis from the data source, instead of using an existing hypothesis. We determine the elements that characterize good and bad games from an analysis of the reviews of a wide range of games, providing a bottom-up, practical approach to determining factors that make for a decent gaming experience. 2. RELATED WORK Csikszentmihaly s paper on optimal experience (Csikszentmihaly, 1991) first used the word flow. Flow describes a phenomenon experienced in many fields, often described as being in the zone. While experiencing flow, a person will feel absorbed, lose sense of time, and focus entirely on the task in hand. This state can be brought on by an intrinsically rewarding task with clear goals, immediate feedback, balanced difficulty and a sense of control over the situation. GameFlow, Sweetser & Wyeth s [11] adaptation of Csikszentmihaly s model of flow [1] for game experience, groups game-design criteria into each of these categories, and shows that gaming is an example of flow experience. This paper makes for an interesting comparison, since it takes a top-down approach, but emerges with similar conclusions to ourselves. Our own work developed in the opposite direction to GameFlow, with no prior knowledge of flow theory. Both GameFlow and our categories share similar leaf node-criteria ; it is the higher level categories which are significantly different. Also, some of the specificity of our leaf nodes is not captured by GameFlow s criteria. As such, we see our categories as a more practical abstract level approach to game design than GameFlow, due to the more domain specific terminology used. However the same low level details were revealed by both studies. Both GameFlow and my own work identified social interaction to be a key part of gaming experience that was unaccounted for by traditional flow theory. Whether this is something that should be revised into flow or whether it is entirely domain specific is still an outstanding research question. The GameFlow model never brings into question the price of a game, something we found to be of critical importance, although
2 it is debatable whether price contributes to the design process of game development. Kristian Kiili s work on Game-based learning [3] applied the idea of flow to educational game design. It determined gameplay to be the most important part of game design, with storytelling, graphics, sound and balance to be auxiliary factors. Federoff [3] also outlines gameplay as the most important factor, followed by game mechanics. Interestingly, our findings contradict both of these studies in this respect. Back in the early 1980 s, Malone [7] determined three criteria for the creation of an enjoyable game and discussed applying his findings to the creation of educational games. He found challenge, fantasy and curiosity to be the most important features in good game design. His findings are less relevant today, overlooking the importance of variety and a social aspect, and the importance and meaning of fantasy is questionable. In Simulation and Gaming, Myers identifies challenge, social and meditation as the core elements of a game [9]. These findings, especially the importance of a social aspect, tie in well with our own findings. 3. METHODOLOGY Grounded theory is an empirical research strategy which works from some raw data to form hypotheses about some situation [2]. In this case, the exploration was to discover what makes a game good or bad. Some introductory work was done to find an acceptable data source. The criteria for the source were to be up to date and have numerical scores, whilst having some form of text for coding. It is assumed here that a successful game will sell a lot of copies. However, sales data for games is not published for many games, and has no body of text from which to find a hypothesis. By comparing sales of Playstation 2 games as published by VG Chartz [12] with their respective review scores from Metacritic [8] there was a Pearson correlation of (i.e. reasonable strength, but not strong), suggesting that a high review score is reasonably indicative of strong sales. Metacritic is a review aggregator, and only provides a numerical score. Gamespot provide both a numerical score, and a body of text related to each score. A strong correlation between Gamespot scores and Metacritic led to the decision to use online game reviews from Gamespot UK [4] as the data source, since it was the text and phrases in the reviews that we needed to analyse. Saturation in Grounded Theory occurs when the data no longer adds to the current hypothesis. Samples of particularly good and bad reviews from Gamespot UK were coded to the near point of saturation. We are certain these categories are incomplete, because full saturation was not reached. The coded criteria for success and failure were then organised into a hierarchical structure, based on emergent relationships between those categories. This gave a set of core categories summarising success and for failure. These were then strengthened by coding a second smaller sample of reviews into the hierarchy. In total 25 reviews were used for the original data coding. Having established these core categories, the importance of the categories was determined. This was done by comparing the latest game releases at the time to the core categories, and recording whether the review mentioned a category. 4. RESULTS 4.1 Categories For game success, 13 core categories were found, and for game failure, 12 categories were found. These give a good intuitive overview of what to aim for in game design. Good Factors Price(value for money) Franchise Bad Factors Poor gameplay Poor environment Poor storytelling Poor user interaction Lack of social Lack of variety issues Lack of cohesion Price (worthless) Failure of Franchise Table 1: Good and bad factors in game design Table 1 shows the overview of what to aim for, and what to avoid, in game design. However it offers no idea of the relative importance of each category. Each category has a sub tree of criteria, of which the category heading is a summary. A sample of these criteria for good is given in Table 2. The full versions of these trees are very large; however the table below gives a good feel for the criteria found within each category. Category Sample Criteria Good Engaging, fair, balanced, progressive, fun, innovative, easy to play, hard to master, objective based, freedom, compelling, dynamic, various possible solutions Good Impressiveness, eye catching, good lighting, lifelike effects, good soundtrack, good sound effects, good music Good Mature, progressive, tense, engrossing, embedded in gameplay Good User Interaction Fast feedback, customisable, invisible controls, realistic, functional Customisable Powerful, easy, personalisation character modification
3 Good Interaction Multiplayer co-op, multiplayer competition, communication, sharing Good Implementation Cohesive Easily Maintained Price(value for money) Prior Franchise Non linearity, choice, differences, dynamic combat, varied AI, emergent tactics, varied delivery media Well designed camera, unobtrusive adverts, smooth framerate, uniformity, freedom to behave as expected Seamless integration, story related to gameplay, cohesive story, consistent style Low hardware requirements, easy to maintain, independent of external software Value for money, cost, add on cost, hardware cost Franchise, established genre Lots of good, not much bad Table 2: Sample tree content for the 'Good game' tree Separating good and bad factors The good and the bad factors, although apparently opposites, have different importance data associated with them. Fulfilling the criteria for a good category may outweigh (or be outweighed) by fulfilling the criteria for the bad opposite category. See the section on importance for more details. The opposites of customisation and maintenance do exist, and were encountered during the importance ranking stage, but were not coded during the original coding stage. They were the inability to customise, and difficulty to maintain. never developed an opposite despite being important to avoid. It may be that annoyance is a cumulative effect of other bad factors, especially high quantities of bad criteria The interpretation of good and bad With the exception of quantity and franchise, a good or bad x means that some or all of the criteria of x are covered in a good or bad way, where x is a category. and franchise are both unusual categories, in that the good-bad divide is not as clear. refers to the amount of a category that a game has, the more of a good thing, the better it is, likewise the more of a bad thing, the worse it is. Franchise being good is defined by using the franchise well, staying true to it and improving. The bad side is betraying the franchise, adding bad elements and changing things which underpinned the original s success Relative Importance This set of categories assumes all categories ar equal, but during coding certain categories were clearly more important than others. For 33 different, equally varied reviews, it was recorded whether a category was mentioned during a review, and a first table of importance was developed shown in Table 3. is not included here because it is quantity in a way that is being counted to rank importance. Franchise is also not included because despite being mentioned in nearly every review, it was usually only in passing, and with no proper knowledge of the franchise to establish whether it was a positive or negative effect Improved measure These results did not reflect our expectations, as they put a lot more importance on gameplay and environment in relation to other categories than we had expected. We suspected the complexity of the categories was causing this, with some categories encompassing far more criteria than others, making them far more likely to be mentioned than others with relatively few criteria. In a rough attempt to overcome this, the count was divided by the number of criteria for each category. This produced Table 4, which was much closer to our expectations from the coding stage. Price Table 3: Categories discovered through grounded theory analysis
4 Price Table 4: Normalised categories Interpretation Table 5 summarises the findings into 3 categories, where categories that received a 2 are of most importance, a 1 is of high significance and a 0 is relatively unimportant. Feature Most importance,,, User Interaction Moderate importance Customisability, technical soundness, good storytelling, good environment, good gameplay, value for money Avoid Bad pricing Lack of variety, lack of cohesion, lack of social, lack of customisation, technical issues, bad user interaction, bad gameplay, annoyance Relatively Unimportant Easy maintenance Lack of customisation, poor storytelling, poor environment, difficult maintenance Table 5: Simplified summary of key elements in game design If a game features an element of most importance, it will overwhelm the effect of moderate and unimportant categories. An example of this in practice is F.E.A.R. 2: Project Origin, which has storytelling and environment issues, at the same time as variety and cohesion, and received a decent score. The four most important factors are variety, cohesion, a good social aspect and good user interaction. The most important thing to avoid is an unreasonable asking price. One of the more interesting findings is that a bad environment and bad storytelling do not have a very significant impact on game success. 5. ANALYSIS The intention of these results is to provide thought provoking heuristics for game development. They are in no way facts, and should not be read in that way they are summaries of human opinion, with the inherent variability that that implies. These results could be useful to reviewers, to check they are covering the key criteria well enough in their reviews; to game designers, to ensure they are including the most important criteria and by that score highly in reviews; and finally from a buyers perspective, both in assessing the expressiveness of a review, and then in assessing whether a game itself is worth buying. These heuristics are very general. A wide range of games, with different genres, on different platforms, at different prices and from different eras was coded. The core categories seemed to apply across all of these ranges, however the importance values for each category probably vary. One of the most unexpected findings was that gameplay was not featured as one of the most important categories to fulfil. Other work has found gameplay to be the most important factor [3, 6]. We will focus on the discussion of gameplay, however these points also apply to other categories. There are three interpretations of the discrepancy over gameplay importance. may not be as important as previously thought; we have developed a different set of criteria; or there may be a mistake in our findings. It is likely that all three interpretations make a contribution. Our criteria for gameplay are certainly different to common literature. Early in the coding process, cohesion and variety were criteria for each of the other categories. They were mentioned so frequently, in relation to so many things, it was quickly apparent they formed a category of their own. We removed them from all the other categories, including gameplay. This lowers the chance gameplay will be mentioned in a review due to a variety or cohesion criterion. A natural effect of Grounded Theory is that the results make sense. This is good, in that it does make sense, and is therefore easy to accept as right. However, this may also make it harder to dispute where it is wrong. It can also be seen as stating the obvious to those with prior knowledge in the field. The biggest fault with our application of Grounded Theory is that the categories did not reach a high enough level of saturation. Normally, when a core category becomes apparent, coding for other categories stops, and the core category is then saturated, coming back to saturate other categories later. The aim of our work was to identify the broad categories, and not focus on one topic. Having identified 13 core categories, there was simply not enough time to saturate each of them. This means that the categories may be incomplete, and more importantly, that there may be categories missing as highlighted by the original omission of difficult to maintain and lack of customisation from the original bad categories.
5 That GameSpot has many authors lessens the problem of a individual source being used for this study. However this study could easily be extended to include other review sites which also display similar scores to Metacritic, and would probably add some new criteria, strengthen the categories found, and better balance the importance findings. Although the current importance ranking works as a rough estimate of importance, it was massively oversimplified, and does not use a large enough data set. The current scheme only marks whether a review does or does not include a factor. This does not seem to account for games in which a certain category has many or all criteria fulfilled, instead providing a rough estimate. However on a criteria level this true or false coding would provide an objective measure of games. Importance also varies from criteria to criteria. If the calculation was done on a criteria level, and propagated up to the higher level categories, the findings would be more far more useful in game design, as for the most important criteria, it could be asked Have we included/prevented x criteria, whilst also providing a high level overview. At present the calculation does not take into account review scores. With the correct algorithm to calculate roughly how much each category contributed to the final review score, the general importance of each category could be better generated. One possible implication of an improved calculation of the relative importance criteria is that new reviews could be coded based on whether the categories are fulfilled, and a review score generated automatically for the review. It would be very interesting to see whether this is possible or reliable, and even more interesting to compare to the subjective scoring system of the GameFlow scoring system. At present the data set for importance was 33 different reviews, however this should be far higher to improve the reliability of the importance algorithm. It is worth noting that improving the importance rating to perfection would be futile without coding all the categories to saturation first. 6. CONCLUSIONS The application of grounded theory to game reviews seems a worthy one, and it provided some similar findings to prior work. It also identified a few new criteria, and provided an intuitive set of high level categories for analysing games. It suggests that the most important elements of good game are cohesion, variety, good user interaction and some form of good social interaction. The most important factor to avoid is a bad pricing. These findings provide a cursory set of heuristics for use while developing, reviewing, or buying a game. These findings should be of particular interest to new development teams that do not have the backing of a franchise, especially in the early stages of game design. This paper is primarily intended to inspire further work in the field. Suggested work includes fully saturating the criteria for each category; and using some form of learning algorithm to determine the significance of each criteria in relation to the review score given. If importance data could be reversed and applied to new reviews, it may provide a fairly objective method for generating review scores. If this were successful, another possible challenge would be for existing games developers to try and generate a successful game that disobeys the importance rankings found, in an attempt to find innovative new techniques for making enjoyable games. 7. REFERENCES [1] Csikszentmihaly, M. Flow: The Psychology of Optimal Experience. Harper Collins, New York, [2] Dick, B. Grounded Theory: A Thumbnail Sketch. ml, March 1, 2009 [3] Federoff, M.A. Heuristics and usability guidelines for the creation and evaluation of fun in video games.. Bloomington, [4] Gamespot. Video Game Reviews. February 27, 2009 [5] Glaser, B.G. and Strauss, A.L. The discovery of grounded theory. Aldine, Chicago, [6] Kiili, K. Digital game-based learning: towards an experiential gaming model. 8 (1). [7] Malone, T.W., What makes things fun to learn? Heuristics for designing instructional computer games.. in, (Palo Alto, California, 1980), Association for Computing Machinery. [8] Metacritic. Game Reviews from Metacritic. March 1, 2009 [9] Myers, D. A Q-Study of game player aesthetics. Simulation and Gaming [10] Siwek, S.E. Video Games in the 21st Century: Economic Contributions of the US Entertainment Software Industry.. Entertainment Software Association, Washington DC, [11] Sweetser, P. and Wyeth, P. GameFlow: A Model for Evaluating Player Enjoyment in Games. 3 (3). [12] VGChartz. VG Chartz.com. (VG Chartz). January 15, 2009 Columns on Last Page Should Be Made As Close As Possible to Equal Length
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