Can you predict review scores?
Brighton-based company claims to.
Brighton-based usability company Vertical Slice claims to be able to predict videogame review scores.
Speaking exclusively to Eurogamer, director Graham McAllister said his techniques can "inform [companies] to make a better game", pushing them closer to the "magic line" of 80 per cent.
"We just finished some research where we can start to predict a year in advance what the game is likely to get," McAllister told us. "And obviously we get more accurate as time goes on.
"This is brand new research: we're aiming to publish it this year. At the minute we're saying we can get it into these bands: low, medium or high. We're not saying we can predict an eight or a nine, that level of granularity - that's subjective behaviour and all sorts of things. That's nearly impossible, to be honest."
"People think you can't predict a game based on quantifiable data," he added. "What we can do is get these estimators. Some people will just have a hard job believing it. We have analysed the statistics to death, thorough and rigorous, and what we're saying is, 'You may not like it, but this is the best model that anyone has come up with to date.'"
Built on - and run out of - the University of Sussex, Brighton, Vertical Slice uses the brains of physicians and psychologists to compile a series of accurate, scientific tests. It's this approach McAllister feels has been "lacking in the industry to date".
The tests come from reverse-engineering 154 Edge magazine reviews (more on that later) and from something called "behavioural or sequential analysis" - otherwise known as what you say and do while playing videogames.
The latter is based on the work of marriage counsellor John Gottman, who predicted within five minutes whether the couple before him would stay together for the next five years. He was 97 per cent accurate, said McAllister, who has a PhD himself.
Thus, he said: "After 30 seconds, we can predict if the game is going to be bad or good, to a certain extent." Specifically, this means sorting them into bands: low (1-4), medium (5-7), and good (8-10).
"What's important about that first minute," he added, "is that it's the time people play a demo for. That's super critical."
Reverse engineering uses patterns of words or phrases from reviews and matches them with scores. "All the high-scoring games talk about certain aspects; all the medium-scoring games talk about certain things; and all the low-scoring games talk about certain things. And there's a very clear mapping between them."
Who Vertical Slice picks to test the games is handled just as carefully, and the net is cast much wider than usual.
"Four or five years ago people made games for gamers: geeks making games for other geeks, basically. Now you have people making games for everybody. The problem is that the games companies don't understand everybody," said McAllister. "We're very, very thorough about the people we choose to test the game."
Vertical Slice interviews those people militantly, and is investigating psychological profiling techniques to uncover bias tendencies. "No one else is doing these sorts of things. It's really detailed information on who you are testing with."
And you can't lie. "Biometrics is our big thing; we hook people up to equipment that will measure your heart-rate or skin response. If someone says, "This is the scariest game ever," we'll be able to say, "Really? Well, we don't think so." And we'll be able to prove it," said McAllister.
By adding all of those components together, McAllister said Vertical Slice can very accurately predict the outcome of a game.
"We look at what [the testers] say, we map it onto what they were doing at that time on the video, how their video was responding on the biometrics, and we say, 'Look, all these indicators are saying low engagement, this is not looking good, so what's the cause of that?'" he offered.
With that information, McAllister can suggest improvements. "We're not game designers," he said, "but we can influence the game design."
"80 per cent is just so important these days. This is the magic line, can we get our clients towards that or over it?"
Vertical Slice likes to work with companies as early as possible to make sure "they're on track to deliver a bloody good game". Most market research is done on Alpha builds, which is "too late", McAllister reckons. "We're trying to help them much, much further back".
"There's no reason why you would not want it," reasoned McAllister, "the return on investment is potentially huge. At the minute, our clients range from PS3 developers to iPhone developers."
He's not trying to put critics out of a job, either. The usability testing is designed to "complement" reviewers or "expert game players" as he flatteringly dubs them. Even functionality testers like Babel have their place. "All these people should be involved," he said.
"What we hope is that you're reviewing better games."
Pure developer Black Rock has worked with Vertical Slice before. Pure and Split/Second game designer Jason Avent reckons usability testing added 5-10 per cent to Pure scores, and is keen to work with Graham in the future.
"We'll be working with Graham in specific cases where we need independent views and testing or where we can make use of their expertise in rigorous and detailed scientific analysis," Avent told Eurogamer.
In closing, McAllister said he and Vertical Slice have nothing to hide; this is not sorcery but science.
"We're putting it out there and saying, 'Here's our model in detail; broken down, scientific methodology, data analysis, results.' Anybody can look at it, it's completely open, they can go and repeat our process and probably get the same data," he said. "It'll be interesting to see how everyone reacts, you know?"
Find out more over on the Vertical Slice website.
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Comments (59) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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hmmm...What about self fullfiling prophecy ? He "knows" the end results so he will work harder to keep the couple together or don't bother trying too hard.
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Wow... I hope they did this all in their spare time. Otherwise we've seen a big waste of money.
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Go and spend some of that research money on a PS3 and start it Folding@Home. At least that research will be useful and money well spent.
What a croc.
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Educate yourselves unbelievers!
If more usability testing and profiling is spent during a games development to improve games quality - please tell me how this is a BAD thing?
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"What's important about that first minute," he added, "is that it's the time people play a demo for. That's super critical."
So there's 30 seconds in a minute, that's where I've been going wrong all this time /o\
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We already have quality control for games.
We already have dissenting voices saying, "wait a second, this sequel is barely an improvement at all. Are we just trying to milk the fans?"
But we also have development budgets that can't be wasted needlessly, shareholders, and the need for profits.
We also have buyers who will buy a bunch of chod just because it's branded with a rich chav's face. (Case in point: people actually listen to Chris Moyles).
End result: no change, just earlier moaning.
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Really can't believe developers pay to have these people tell them whether there game is going to be crap, good or amazing! Surely they could have someone in house tell them the exact same thing? An honest opinion from the Q&A team? The producer? Or even inviting some people from there offical forums etc??
Seriously if any of these dev's employed me to do the same job, I'd bet everything I own I would come up with the exact same results as these people!
Blackrock, Infinity Ward, Bungie....Hell email/pm half a dozen people from this forum and I'm sure we'd be willing offer the exact same service for free!
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all of these are too close for proper judgement; if you spend 40-80 hours a week with one game only, it's impossible to have an impartial opinion on it, so an "outside" set of eyes can see things the people on the inside might look over.
however, usually outside playtesting fills that gap. throwing significant money into an agency like this seems a bit like overkill to me
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I just can't believe they need to pay another company to tell them something that should be fairly obvious to anyone remotely interested in videogames!
Or maybe Im just jealous that I didn't come up with the idea myself!
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It wont be used to improve game quality. It will be used to further rig the review scores they achieve.
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I'm genuinely interested actually. Might make a phonecall next week.
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And by using something called 'slice analysis' can give the developers a good idea wether they are knocking it out of the park or are fustrating, boring, exciting or otherwise emotionally engaging the target audience. Using methods that simple Q&A's don't uncover.
Its not 'review' rigging at all - but they are obviously selling it as a 'review predictor' because some companies are, rightly or wrongly, starting to KPI the teams with bonuses etc on metacritic scores.
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And what about PLAY.com. All the idiots who write reviews for films, games and CD's giving them 5 stars before they have even come out saying "did is gunna b wikd".
Retards
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Videogames: Sometimes meritorious but too often formulaic and homogenous, and occasionally present backward, adolescent perspectives of the world. Things should improve when the medium emerges from its own adolescence. 6/10
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***Edit: That is why FIFA does improve each year, as the game eval team get involved very early on in the process.
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Why not save all the cash and just read what people have to say on a forum?
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I`m curious about their biometric testing. From the description it sounds like they are using polygraph type kit, but that can be woefully inaccurate. It's not clear from the description whether they measure things like heart rate while the game is being played, or if it is used to pick up on untruths during the player's feedback. With the former approach I can see some merit, not so for the latter.
I`m generally wary of their claims, but I would have to see a lot more detail in order to make a totally fair judgement. Might have to drop them a line, I need to find a new job and this would seem a top way of combining my programming skills, love of gaming and Psychology PhD.
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I don't see any more on that. Maybe you should get someone to scientifically analyse your articles?
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Reverse engineering uses patterns of words or phrases from reviews and matches them with scores. "All the high-scoring games talk about certain aspects; all the medium-scoring games talk about certain things; and all the low-scoring games talk about certain things. And there's a very clear mapping between them."
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/stokes the BBQ
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Your consultancy fee will be well justified.
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Review body + game * advertising revenue from publisher = review score
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I'd guess for the same reason test screening is bad for movies.
Edit: oops - sorry commissar's_handgun, I didn't see your post there!
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/writes self large pay check
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The big boys already spend an awful lot of money on play testing and research both in and out of house (I see a good few games in alpha and beta due to the marketing nature of my work). There currently is no real industry standard as far as performing this kind of research/testing and it sounds like Vertical Slice are trying to address this, or would be if they published their methodology. Unless they publish then it appears they are just looking for some free market awareness articles. If they do publish...personally I'd love a copy and I might just take them up on replicating it
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If i said Uncharted 2 i think most people would guess a score of 8/9 out of 10
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Vertical Slice will make a shitload of money too, and well done to them.
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Almost like a Voigt Kampff test, in fact.
Thing is, marketing companies have more or less binned these techniques in favour of EEG cognitive testing. If you really want your new product stress tested before you send it to market, you use EEG. There's a company in London called Neurofocus that'll do it for 30 grand.
So the Brighton boys are using outmoded tech to give a very broadbrush figure. Rock n roll.
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I wonder if one minute with the game of Chess would also yield an accurate review score.
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It's a shame for them that I only tend to buy games above 85%.