OnLive metrics helping developers "design games better"

Mon 27 Jun 2011 7:00am GMT / 3:00am EDT / 12:00am PDT
OnlineDevelopment

Founder Perlman claims cloud service is "managing core gaming with metrics the same way that Zynga manages social gaming"

OnLive's user feedback is helping developers and publishers design core games more attuned to the player than ever before, according founder Steve Perlman.

The cloud streaming service claims to be offering detailed metrics to partners in such depth only previously seen in the social gaming sector by companies like Zynga and Playfish.

"If you look at Zynga, one of the things I see as complete genius is that they study the data so carefully to understand what makes the best sense for the users and what makes the best sense from a business point of view, and they come up with this happy medium where people love playing their games and they make a lot of money. What's not to like about that?" said Perlman in an interview published today.

We have a very, very unique way for people to look at the whole process of development

Steve Perlman, OnLive

"It's been very, very hard to do that in the core game market because of the very high friction it takes to getting the games out there, and of course with the decline of PC gaming, there's fewer and fewer high performance PCs out there, most people have laptops if not tablets, once again its very hard for the publishers."

"So we gave the publishers tons and tons of data, they love it. It allows them to go and make decisions, to design games better. Now in the design process we can actually go and put up games in a beta group that's closed off from the rest of the world even though it's running on the same servers but no one else can spectate that." He added: "We have again a very, very unique way for people to look at the whole process of development in addition to the opportunities for merchandising."

"This is managing core gaming with metrics the same way that Zynga manages social gaming, that they've never been able to do before."

Perlman also claims publishers receive better margins by selling games via OnLive, as they don't have the second hand market cutting into sales almost immediately after a game has been released.

"From the publishers point of view they want to sell as many of these as they can and right now it's tough because they have this cliff right after the game's released because the used game market begins to carve into all their sales.

"It gets harder and harder to sell new games after they've been out for a couple of months. And then of course, especially on the PC side, but also now on Xbox 360, they're getting increasing amounts of piracy and it's easier to distribute through bit torrent and so forth."

"When it comes to videogames, there's no way to pirate a cloud based game. Because the game is not running locally, it's running in the cloud. And there's also no used games, so the margins zoom up for them. And what that means of course for the consumers is that prices can come down."

The full interview with Perlman, where he details plans for this year's European launch and more, can be read here.

13 Comments

"When it comes to videogames, there's no way to pirate a cloud based game. Because the game is not running locally, it's running in the cloud. And there's also no used games, so the margins zoom up for them. And what that means of course for the consumers is that prices can come down."

But that is irrelevent as long as it's not viable to release a game only on streaming platforms. Someone can't pirate an OnLive copy, they pirate the retail copy instead. Someone wants to sell their games second hand, well then they will by a console disc copy rather than streamed/digital/pc.
For onlive to do anything to combat piracy, it's all or nothing, as long as their is one boxed or download copy running locally, that copy could be pirated.

As for saying you can design games better, using Zynga as an example, from a short term business point of view maybe it makes some sense, but I think I died a little inside reading that.

Posted:A year ago

#1

Jarryd Key
Analyst

I'm not sure Zynga will die the quick death that some are anticipating. They've done a great job of turning the art of game design into a 'science'. As long as their formula is valid, people will continue to buy their games. However, since they are basically deriving their games from usage statistics, their work feels lifeless and iterative. THAT is what makes me said. As long as there are developers out there willing to take risks and create beautiful and unique games, I don't have too much of an issue with Zynga doing the opposite.

Posted:A year ago

#2

Imo one of my biggest personal gripes with metrics is that it can encourage laziness. Relying on the metrics to help you design a game just shows what worked for someone else (in the past) which can stifle creativity if followed too closely.

One thing I love about the games industry is that it is always moving forwards, looking for the next innovation, metrics just encourages the exact opposite: looking backwards and copying someone else.

Posted:A year ago

#3

Well said Mark. Also @Jarryd Key, Game design was a science long before Zynga came along.

Posted:A year ago

#4

Mike Wells
Writer

As long as boxed exists the OnLive model is flawed. It's all very well talking about what's "good for publishers" but it is the consumers that pay the bills. If the cloud service for a new title is priced similarly to the retail copy (which I believe it is in the US) then consumers will go retail because it offers the chance to get money back via trade-in. If publishers seriously want to go cloud-only then they should run the service themselves, own the customer and be in control of all the incremental $ opportunities.

Posted:A year ago

#5

Scott Clark
Sr Product Mgr

I don't see them using metrics to design a game. I see it more as them using metrics to tune an existing game system you've already designed.

You won't make the leap from making an FPS to ma,ing an RTS by reading tea leaves :)

But you can improve a specific game mechanic by measuring what users do against what you *want* them to be doing. This is more than just "we want more people to play our game". It's in the realm of driving up engagement with the game, driving up conversations about it, driving up interactions between players, *and* bringing more people into it through outreach.

As Richard says, this science has been in place for a long time. Why just learn from observing when you can have thousands of people send you quantitatively too? :)

Posted:A year ago

#6

Today's top story...

Onlive desperate to try to make investors think they are something like Zynga.

Posted:A year ago

#7

@Jeffrey. Nicely put :D

Posted:A year ago

#8

This is also not necessarily true...

"When it comes to videogames, there's no way to pirate a cloud based
game"

Having it on your servers makes it *securable* but not necessarily secure. And if hes assuming that means its secure, it probably isn't.

We just saw Sony learn that lesson.

Onlive would make an interesting cracker target since once you got in you could steal all their games at once...

Posted:A year ago

#9

I do believe that onlive can be successful in long run but if they want to be successful in very near future what they really need to kick in is the exclusive AAA title(s) that wont be released anywhere else (at least for some time).. just imagine your next mass effect or dead space or assasins creed or "insert your favorite game here" to be exclusively released only on onlive... thats the only way for them to start doing some serious business and attract all those core gamers... other way I'll just go with PC/steam/console/bittorrent version of the game and won't bother with onlive...

Posted:A year ago

#10

That would help them. And wont ever happen. It would take many many millions of dollars to make any producer of a title with that strong an out the door draw feel it was worth it to potentially cripple their launch by launching to such a small initial market.

Not to mention the fear that their title will be reviewed first on OnLive and that the game would get blamed for laggy play and visual artifacts.

Nope. Not a chance.

Edited 1 times. Last edit by Jeffrey Kesselman on 27th June 2011 10:20pm

Posted:A year ago

#11

Tim Carter
Designer - Writer - Producer

Game design is not a science.

Science is a system of inquiry into the natural world.

Game design is not that. It is a syntax. That means it is a language - a system of metaphors.

Let me spell this out: It is a fiction system.

If you treat game design as a science - to manipulate the player into "having an enjoyable time" - the player will know. They'll know they're being sold a bill of goods.

They've already tried this in other entertainment forms. Music, literature (think of harlequin romances), popcorn filmmaking.

Formulaic art is always dead at the core.

Posted:A year ago

#12

There will always be those wanting to quantify an experience - be it the mystical, spiritual, the unknown, commerce, gambling, human behaviour and pattern recognition.

To a extent, it can be observed and classified. But science is NEVER absolute. A law is only a perceived truisim. Newtonian physics only works to a certain extent. Gravity is a quantified expereicne but we still dont really know how it exists...much like electricity (that we were taught in school) we still do not really know how it works.

No one really knows, but they will sure keep on trying.

And then...there is the Art.
Intuition, a gut instinct, human amalgamation of life experiences, anaecdotal, science, humanities, perfect geometry...these all become distilled into the Art

And thats what is great about being creative about Design. It does not adhere to some law or observe facts (for too long). Maybe it can help fine tune a experience..but it only goes so far. Because at the end of the day, its the individual uniqueness of each designer, each game team that makes a game product unique.

DONT fall for the sheeple sameness mentality. Be strong, on your own. Design games for gamers. Even if it means going in the opposite direction. Rules are just tools and with each shift in a game front, are made to be broken.
Metrics can help, but only so much. It should not be evangalised as the way to success or how to make a game good. Thats as naff as using focus groups to make a core character only for it to turn out vanilla 9/10 times (anecdotal evidence).

Players want to enjoy the experiences and richeness we bring to the fold. So, lets just remember that.
Uncharted 2, Bioshock, Mass effect, Little Big Planet, World of Goo, Journey, Sword & Sorcery are gold standards of recent times we can allude to. It says, that in this short (gaming) life, we can achieve greatness by being true to your core audience and with polish, the experience and thus the end gamer enjoyment will enjoy true success.

Monetary gain is a beneficial side effect.

Long live the art of making games!

Posted:A year ago

#13

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