You Are Being WATCHED
Xbox Live isn’t just for multiplayer. It lets developers track how we play and what we enjoy — and it’s helping them make games better.

Have you ever been speeding through the streets of Paradise City and felt a ghostly presence in the passenger seat, then the eerie sound of a spectral biro ticking an invisible box as you steer your vehicle around a lamppost? How about unconsciously flicking your eyes around buildings for CCTV as you race around in a match of Halo 3 Slayer? More and more often, online games are tracking what you’re up to, where you’re dying, and what you’re being killed by.
Reams of statistics are flowing from the games you play and into the shadowy HQ of the gaming development elite. Here, like somebody watching the glowing green cascade of The Matrix, they gauge just how much fun you’re having and how to ensure you have even more. “It actually looks more like Hugh Jackman’s hacking scene in Swordfish,” counters Left 4 Dead writer and Valve mouthpiece Chet Faliszek. “There are fancy boxes spinning around on the screen and we all dance around them while drinking wine. Plenty of wine.” Okay. Whatever. Nevertheless, the subtle art known as “telemetry” is here to stay.
The crown prince of this practice is Bungie — the outright master of something called the “heat map.” A heat map is a top-down view of a level, with areas of increased violence marked in splashes of yellow, blue, and red. During development, these are used to watch where game testers and beta participants die, by whose hand, and with what weapon. The results enable both campaign and multiplayer maps to be streamlined before release. During Halo 3 development, for example, certain areas of heat maps were littered with multiple brown splodges indicating kills made by puny grunts. Research revealed that when put behind the wheel of a vehicle, the runts of the Covenant litter received huge, erroneous spikes to their A.I., transforming them into steady-aimed Master Chief–targeting killing machines. This monitoring continues post-release, and now Bungie is so far ahead of the game that its statistic harvesting even provides personal heat maps at bungie.net for you to analyze your own tactics and battle know-how. It’s just like 1984, only with a few more sticky plasma grenades.

Halo 3 — "Assembly": The central hub clearly hums with the bleeps of deleted shields, but it seems that most gamers instinctively avoid the western part of the map — save for a few loner kills here and there.

Halo 3 — "Orbital": The beautiful sniper alleys of "Orbital," our favorite of the Mythic maps, are a healthy blood-red — proving that if you intend to cower behind a crate and hide, then its northern spawn points are the place to do it.
The game that’s been most noticeably affected by intent study of online gamer habits over the past year, however, has been Burnout Paradise. Its many updates have been directly influenced by Criterion’s hovering eye — forever glaring down at your crashes, pile-ups, and write-offs. If you’re online and you’ve accepted EA’s terms and conditions, it’s all fair game. “We make use of tools and metrics that we have access to, which allows us to watch how gamers play our game online,” explains Criterion producer Paul Lake. “It has taught us an incredible amount about how people play, and also takes the guesswork out of the changes that we should make, or any additions we need to create.”
One of the biggest discoveries was that in Burnout Paradise, players didn’t necessarily want to endlessly race each other through the city. They were just, if not more, interested in sticking to certain key areas to watch each other launch themselves off the scenery, endlessly. Crash locations were the key. When looking at the Paradise City heat maps, the developers noted that red spots became ever more virulent in secret areas such as the airfield and the racetrack — areas that were more like playgrounds than linear raceways. As a direct result of this, the recent Big Surf Island DLC is completely attuned to the stay-put-and-goof-off sensibilities that Criterion discovered were so beloved by an audience traditionally viewed to be simply fans of hardcore crash-tinged racing. Completely rebuilt from the version that was first announced, Big Surf has the mentality “if you can see it, you can drive it” — with buildings to drive through, roofs to scrape off, and a Dust Storm buggy designed purely for spectacularly flying through the air.

Burnout Paradise: Analysis of online data revealed that most players didn’t explore the whole city, but clustered in busy areas to watch each other crash. The Big Surf Island DLC was designed to suit this playing style.
The system takes a log of around 100 different statistics from a selected group of players. Every 15 minutes it outputs its findings for future analysis, often flagging areas in which development has gone wrong, as well as where it has gone right. Another aspect of Burnout that the electronic study of gamer habits exposed was the love of Freeburn challenges — the goofy tasks that you and your server-pals tackle cooperatively, whether you’re all performing a set number of near-miss leaps over a certain canyon or everyone congregates on the roof of a specific metal bridge. Online stats proved that these were huge among the traditionally hard-racing Burnout community, and thus Criterion’s created a steady flow of new Freeburn options, more varied tasks, and timed challenges in DLC.
Telemetry also flagged clear problems within the game that Criterion will be taking care to avoid in their next spin around the Paradise block. Seven percent of players ignored the tutorial section that has you visiting a drive-through and getting your car fixed up, for instance, thereby robbing themselves of knowledge that could have done them well in a bout of Road Rage or Marked Man.
This tech has also revealed cost-saving facts in other EA games. In the huge sports franchises, the massive (and expensive) animated sequences in story modes were found to be viewed by only 5 to 10 percent of players. They’re something the profit-minded publisher will be sure to avoid in future titles.

Team Fortress 2 — "2Fort": Not surprisingly, most of the deaths happen around the key choke point of the bridge. The main surprises are the red spots just inside each base — probably those Sniper corpses piling up on the battlements.
Similar techniques flow through the servers of co-op zombie murderizer Left 4 Dead. Developer Valve weighs data from Microsoft on session length, unique users, Achievement gains, deaths, map selections, and the like and compares it to stats harvested from their Steam service catering to PC gamers. From this info, Valve deciphers which campaigns, weapons, and Special Infected are the most popular — helping them design new downloadable content with this knowledge. While creating the two new Versus campaigns in the recent Survival Pack, for example, the team clearly had to sort out heat maps of co-op campaign areas that were low on bright splashes of red (sections where the A.I. zombies would generally give you a breather) when tweaking Dead Air and Death Toll for Versus mode. The pace here has to be relentless, and equally fair to both teams of survivors and zombies.

Half-Life 2: Episode Two — "Outland": The level near the end of the game that has you throwing bombs at incoming Striders is well-balanced, but the big red dot reveals that many a heroic defense ended just at the gate.
Beyond all the game-improving data, though, telemetry can simply provide developers with a barrage of interesting, yet essentially meaningless, game facts. “It looks like Francis and Zoey are the most popular characters played in Left 4 Dead, and if you break it down by damage dealt, the most popular weapons are the assault rifle and auto shotgun,” begins Valve’s Chet Faliszek, as he reels off a goliath list of zombie-slaying trivia. “As a sidenote, the molotov has actually dealt the most damage by a significant margin. The most popular maps are always the campaign finales, and Blood Harvest has the highest completion rate.” In other news: 30 percent of witches go unbothered and the Tank incapacitates an average of 0.71 survivors per spawn.
So are you being watched? Well, yes…the way you play is propping up statistics like these and coloring in heat maps with ever-thicker dollops of red every time a Covenant baddie chumps a poor ol’ Master Chief. You’re a faceless cog in the gaming machine, but that doesn’t mean it’s a bad place to be…
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gibberish-95
February 13, 2010 at 2:41am
http://www.youtube.com/watch?v=Qs-4v65FFxM&feature=related I wonder how devlopers taste. Hehe. http://www.youtube.com/watch?v=2D37POA11KY
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SwiftGlassEater
December 12, 2009 at 7:20pm
I dont play Halo but I do like the idea of mysterious people watching me..... Check out some of my writing at RealTalkGaming.com and in Bull Magazine! www.myspace.com/spitonthetip
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bmgurney88
November 03, 2009 at 12:36am
Not to sure what i think about being watched, even if it is for the benefit of games.















