2. Presentation Overview
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Introduction
Fun in Video Games
Distractions to Fun
SPE in Online Games
Surveyed Papers
XBlast Experiment
Game Score Experiment
Conclusion
3. Introduction
11/29/2010 Joe Krall - West Virginia University 3
Introduction
Fun in Video Games
Distractions to Fun
SPE in Online Games
Surveyed Papers
XBlast Experiment
Game Score Experiment
Conclusion
4. Introduction
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Games need to be fun
Why else would people
play games?
What makes a game fun?
What about immersion?
So focused you hardly
notice you play
But distractions can
break immersion
5. Introduction
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SPE promotes fun in games
Design with intent of
minimizing distraction
Surveyed papers
To prove our points
Distractions do degrade fun
Conclusion
Now go make fun games
6. Fun in Video Games
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Introduction
Fun in Video Games
Distractions to Fun
SPE in Online Games
Surveyed Papers
XBlast Experiment
Game Score Experiment
Conclusion
7. Fun in Video Games
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Games are supposed to be fun, right?
Fun -> Immersion
Immersion -> Fun
When are games not fun?
Subjective reasoning
Too hard to play
Negative Karma
Performance Issues
8. Fun in Video Games
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Performance Issues
Game runs slow
Network lag/delay
Cause Distractions
Effect of Distractions
“C’mon, load up already!”
Break Immersion
9. Distractions to Fun
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Introduction
Fun in Video Games
Distractions to Fun
SPE in Online Games
Surveyed Papers
XBlast Experiment
Game Score Experiment
Conclusion
10. Distractions to Fun
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What is a distraction?
Immersion
Requires steady state of concentration
No Immersion, No Fun
Two Kinds of Distractions:
External
Internal
An interruption; an
obstacle to concentration
11. Distractions to Fun
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External Distractions
Outside of the computer
In the Real World
Solutions
Earphones, private room?
No real Control
12. Distractions to Fun
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Internal Distraction
Inside the computer
Hardware, Software, Network
Hardware
Faulty I/O
Slow client or servers (Delay)
Solutions? – Buy Upgrades & SPE
13. Internal Distractions
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Software
Code not optimized
Too fancy, takes too long to run
Solutions: Optimize, Redesign & SPE
Network
End-to-End Delay / Latency
Packet Loss & Jitter
Solutions: Upgrade network & SPE
Common Solution: SPE
14. SPE in online Games
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Introduction
Fun in Video Games
Distractions to Fun
SPE in Online Games
Surveyed Papers
XBlast Experiment
Game Score Experiment
Conclusion
15. SPE in online Games
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Want to:
Minimize distractions
Run efficiently
Save money in long run
Don’t let performance degrade fun
Levels of Distraction
No Distraction – unnoticeable delay
Slight Distraction – noticeable delay
Major Distraction – significant delay
16. SPE in online Games
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Levels of Distraction
No Distraction – unnoticeable delay
Slight Distraction – noticeable delay
Major Distraction – significant delay
Key Parameters
End-To-End Delay (Latency)
Total Delay (System + Network)
Total Throughput
Jitter & Packet Loss
17. SPE in online Games
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Developers:
Define performance requirements
Design for the available hardware & network
Levels of Requirements
Minimum Requirements
Few Major Distractions, Some Slight Distractions
Recommended Requirements
No Major Distractions, Few Slight Distractions
18. Surveyed Papers - XBlast
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Introduction
Fun in Video Games
Distractions to Fun
SPE in Online Games
Surveyed Papers
XBlast Experiment
Game Score Experiment
Conclusion
19. Surveyed Papers - XBlast
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Resembles Bomberman
20. Surveyed Papers - XBlast
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Experiment:
12 Test Subjects
representative population
Test effect of Latency to MOS
Mean Opinion Score (MOS)
Scale from 1 to 5
Player perception (game rating)
5 = best
21. Surveyed Papers - XBlast
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Game Rules
140s long or lose all lives
Each player matched with another
Each player plays three times
Asked to rate each game on MOS
Control Variable
Induced Latency
Expect MOS to decrease for high latency
Subjects do not know the amount of latency
22. Surveyed Papers - XBlast
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Results
MOS does decrease
Telecommunication standards
3.5 MOS is “acceptable”
For XBlast, this means 139ms Latency
Scenario latency Avg. MOS
Scenario 1 0ms 3.92
Scenario 2 250ms 3.12
Scenario 3 500ms 2.58
23. Surveyed Papers – Game Score
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Introduction
Fun in Video Games
Distractions to Fun
SPE in Online Games
Surveyed Papers
XBlast Experiment
Game Score Experiment
Conclusion
24. Surveyed Papers – Game Score
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Two main contributions:
New “Game Score” metric (GOS)
A pair of experiments
Game Opinion Score (GOS)
Percentage rating
“How well did you play?”
Score: outcome of the game
25. Surveyed Papers – Game Score
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First Experiment – A Questionaire
What players think about latency in games
Maximum tolerable & acceptable latency
Posted online around game forums
319 Respondents
Results
Average of 80ms is acceptable
Above 150ms is untolerable
26. Surveyed Papers – Game Score
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Second Experiment – Lab Experiment
Selected 8 players
Organized into two teams of four
Test effects of network on MOS & GOS
Network setup:
One side gets lag
Other doesn’t
27. Surveyed Papers – Game Score
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Tests:
3 Games: Need for Speed Underground 2,
Counter Strike and Unreal Tournament 2004
Latency vs. MOS & GOS
Jitter vs. MOS & GOS
Results:
Latency is a significant indicator of MOS
Latency – weird effects on GOS
Jitter is unsignificant
28. Surveyed Papers - Conclusion
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Introduction
Fun in Video Games
Distractions to Fun
SPE in Online Games
Surveyed Papers
XBlast Experiment
Game Score Experiment
Conclusion
29. Surveyed Papers - Conclusion
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Relationship between Fun & Immersion
Distractions break Immersion
Distractions caused by performance
Use SPE to keep distractions minimal
Set requirements and develop for them
Game should run smoothly now
But is the game fun? <Future research>
30. The End
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Thanks for listening!
Any Questions?