Double Buffered

A Programmer’s View of Game Design, Development, and Culture

Archive for March 27th, 2009

GDC09: ‘Winging It’ – Ups, Downs, Mistakes, Successes in the Making of LITTLEBIGPLANET

Posted by Ben Zeigler on March 27, 2009

Here are my notes for the GDC Session ‘Winging It’ – Ups, Downs, Mistakes, Successes in the Making of LITTLEBIGPLANET. It was a general postmortem on the development process of LittleBigPlanet, with a focus on specific mistakes they made. The session itself was also winging it a bit, it was presented via a custom Mac app that they apparently wrote on the plane ride over. Throughout, they showed various videos and early screenshots of LittleBigPlanet, on a weird zooming grid space. It was presented by Alex Evans and Mark Healey of Media Molecule. These notes are categorized by topic instead of chronologically, because the talk changed topics fairly often.

Development Process

  • They had to deliver a set of monthly milestones for Sony. Milestone were initially delivered in the form of videotaped studio walkthroughs with content shown. Milestone requirements were generally worked out the prior month, so iteration time was fairly short
  • Spent 3 months working on a “beanstalk” level, that was beautiful but never really worked because the vertical orientation of the level lead to severe gameplay issues. Eventually got painfully cut.
  • The Tech Director spent a lot of time working on a “ribbon” 3d play space, where it was linear gameplay but presented as full 3d. This lead to complication in the code base without providing benefit to designers. Eventually was entirely excised from code base.
  • They kept an actively maintained Design Doc that was used as a teaching and summary tool, but was not at all considered final. It was more a “snapshot” of the current thinking about the design of the game.
  • Tried using Lua for their scripting language, but ended up using a proprietary one becuase they couldn’t serialize the state of the game satisfactorily using Lua. They could load old versions of saved games on new versions of the code, which was complicated but deemed worth it.
  • In general, they worked on one branch of the game, but it worked because they had a small, highly competent team. They put a prime focus on backward compatibility with all of their code changes. They don’t really have a specific strategy for scaling up, working on that now.
  • Features such as the look of Sackboy came about originally as a fight between various artists with lots of ideas. Then, they synthesized the best concepts for each of the designs into one, and then the chief character artist owned Sackboy from then on.
  • Original design was for Sackboy to always be directly facing the camera, to simplify the physics interactions. However, the artists deemed this unacceptable, and eventually one of them coded up a prototype to prove the system would work with side-view movement as well. It mostly worked so coders fully implemented that solution.

Editing Tools

  • Initial version of editor tools was entirely physical and exactly the same as playing the game. This was one of their strongest initial principals. Moving away from entirely physical effort took a lot of prodding, and eventually it happened when part of the team coded up a prototype to try and convince the rest of the team, which eventually worked.
  • Once they moved to a more abstract editor, they had  a variety of UI problems, especially involving placing and scaling objects.  They tried to optimize button count and text, but the problem was actually the basic metaphor used by the editing tools.
  • The final editor design ended up being an extension of the only fun part of editing before, placing stickers. This lead to the integration of very complicated CSG tech for allowing arbitrary material shapes, but this was deemed to be worth it despite the risk.
  • At point in production, all editing of shipped gameplay started taking place using entirely the console editor. This forced the designers to never cheat, so lead to improvements to console editor as well as entirely consistent, physical gameplay. Players knew they could do exactly what the designers did

Community Tools

  • Original design for community tools (search, etc) were very much using the Web metaphor, and used a lot of images and text. This had problems with display and interface.
  • Shipped community tools shifted dramatically the opposite direction towards ease of use and simplicity. They felt they probably shifted too far, and worked post launch to bring back some of the missing functionality.
  • Discovered that anything more than 2 clicks from the front page had a dramatic falloff in participation. This lead to a positive feedback loop where the highest played levels STAYED the highest played levels, and new content had a hard time breaking through.
  • The quality of content during the internal Alpha was lower then they were hoping. Content quality during the semi-open Beta was significantly better then they expected. Moral is that you can’t rush into decisions about community, sometimes it takes a while for things to develop.
  • During Q&A I stammered through a question about the priority of Share compared to Play and Create. They admitted that it didn’t get nearly the attention as the other two, because Create was operational so late, and they didn’t ever come up with a method of testing Share in any meaningful way other than just doing the betas. No way to do it without just trying.

I enjoyed this talk, and a good bit more than some other people I talked to. It was fairly unstructured and it did come off as a bit unprepared, but I thought the content was clearly worth it. I found the details about their development process and various mistakes very useful. It was definitely worth my time, especially as someone who’s interested in UGC.

Posted in Game Development, GDC 2009 | Tagged: , , | 4 Comments »

GDC09: Advanced Data Mining and Intelligence from Large-Scale Game Data

Posted by Ben Zeigler on March 27, 2009

Here are my notes from the GDC 09 session Advanced Data Mining and Intelligence from Large-Scale Game Data. As an overview, it was a discussion of academic analysis of Everquest 2 log data, co-presented by Dmitri Williams from USC and Bruce Ferguson from Sony Online Entertainment. I very well may have written something down incorrectly, so feel free to correct me in the comments.

Research Process

  • Data analyzed came from a combination of database, chat, and gameplay log files, as well as survey data collected directly be the researchers. Data had to be cleaned of personal information, but still collatable. Survey data could be combined with log data to compare reporting to actual behavior.
  • An in-game item was provided as incentive for completing the surveys, and this proved to be more effective than more traditional small cash payments for research participation.
  • Data was analyzed by a team of one half-time coder, and a group of 20 researchers with varying degrees of involvement.
  • Storage needed ended up being about 3x the data set, due to analysis techniques. Analysis was performed on beefy machines using some custom code on top of SQL databases.
  • The NSF and US Army provided most of the funding for the project, a total of $1.5 million. Rationale for funding was to study how this could help team dynamics.

Demographic Results

  • In general, play time increased as age increased. Much of the time spent playing EQ2 appears to have come at the expense of Television, and not at the expense of social or other activities.
  • Female players were fewer (80-20), but tended to play the game more on average, and enjoyed their time more. However, they tended to under report play time more (3 hours under reported vs 1 hour for males)
  • Hardcore roleplayers took up about 5% of sample size. In general they tended to be unhappier vs non roleplayers, but this appears to be explainable by the fact that a larger percentage are from marginalized social groups, such as those with disabilities. Unhappiness seems to lead to role playing, instead of the other way around
  • The data was useful for basic economic analysis. Because they had access to 100% accurate measures, it was good for studying the relationship between things such as GDP and Price stability
  • Group size and performance was measured. Solo play was 16% of content, with average XP of 68 per content-unit. 6-player groups was 23% of content with average XP of 78. Average XP was lowest for 4 player teams, despite them still being fairly popular. This could be a gameplay balance problem, and is worth looking in to.
  • Political leaning was studied. Players with more moderate political beliefs generally ended up in better groups than those with more extreme beliefs, plausible that extreme beliefs could alienate group members.

Gold Farmers

  • Just started on research into Gold Farmers. Research was requested by Sony, and they have not done any explicit study of the actual harm of Farmers.
  • 4 Types of accounts: Collectors who get the money and materials, Mules who hold it, Spammers who advertise, and Traders who do the final transaction. Each had different properties
  • As an early filter, many gold farmers were from Alaska or Antarctica (first in list). Simple guessing could filter out a large %
  • More advanced methods were discussed (Regression analysis, Brute force pattern matching, Network analysis) but nothing conclusive was available because research is still ongoing.

Overall, I quite enjoyed the talk. The mix of academic info and practical knowledge was perfect for me, and the speakers were engaging. It was a good use of my time and I will seek out any future talks on this subject.

Posted in Game Development, GDC 2009 | Tagged: , , , , | 3 Comments »

 
Follow

Get every new post delivered to your Inbox.