<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom"><title>Z Space Blog - Analytics</title><link href="https://zlg.space/blog/" rel="alternate"/><link href="https://zlg.space/blog/feeds/t/analytics.atom.xml" rel="self"/><id>https://zlg.space/blog/</id><updated>2022-12-11T00:00:00-08:00</updated><entry><title>Gaming Data and Update Treadmills</title><link href="https://zlg.space/blog/gaming-data-and-update-treadmills.html" rel="alternate"/><published>2020-01-04T00:00:00-08:00</published><updated>2022-12-11T00:00:00-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2020-01-04:/blog/gaming-data-and-update-treadmills.html</id><summary type="html">&lt;p&gt;Nintendo recently launched a &lt;a href="https://switch.nintendo.com/year-in-review/"&gt;year-in-review tool on their site&lt;/a&gt; that will
show you your play statistics in 2019. Some may see this as a cool little
feature, but this is exactly what I saw happening when I came home with my
Switch on day one and realized it showed my play time over the network.&lt;/p&gt;
&lt;p&gt;This is similar to how &lt;a href="https://www.adweek.com/creativity/spotify-crunches-user-data-fun-ways-new-global-outdoor-ad-campaign-174826/"&gt;Spotify has used some of their gathered data to create
meme billboards to drum up interest.&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;At the bottom of the page are buttons you can use to get fun little images for
your stats. So, I guess badges to feel proud of being a commercial data faucet.
Curiously missing from the page are links to download the raw data used to come
up with the numbers, options to NOT track play statistics, or options to delete
the data they've presented. Even after disabling my adblocking and tracking
protection, the download links for the images didn't work.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Nintendo recently launched a &lt;a href="https://switch.nintendo.com/year-in-review/"&gt;year-in-review tool on their site&lt;/a&gt; that will
show you your play statistics in 2019. Some may see this as a cool little
feature, but this is exactly what I saw happening when I came home with my
Switch on day one and realized it showed my play time over the network.&lt;/p&gt;
&lt;p&gt;This is similar to how &lt;a href="https://www.adweek.com/creativity/spotify-crunches-user-data-fun-ways-new-global-outdoor-ad-campaign-174826/"&gt;Spotify has used some of their gathered data to create
meme billboards to drum up interest.&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;At the bottom of the page are buttons you can use to get fun little images for
your stats. So, I guess badges to feel proud of being a commercial data faucet.
Curiously missing from the page are links to download the raw data used to come
up with the numbers, options to NOT track play statistics, or options to delete
the data they've presented. Even after disabling my adblocking and tracking
protection, the download links for the images didn't work.&lt;/p&gt;


&lt;h1&gt;Nintendo's game save analytics&lt;/h1&gt;
&lt;p&gt;&lt;a href="https://old.reddit.com/r/Games/comments/741npk/zelda_breath_of_the_wilds_development_process/"&gt;Nintendo officials have confirmed their use of analytics, especially in The
Legend of Zelda: Breath of the Wild.&lt;/a&gt; During its first year, Nintendo
released two DLC packs, the first of which enabled what's called "Hero's Path
Mode". It allows you to press X on the map to have a complete history of your
path through Hyrule, complete with warps and even deaths.&lt;/p&gt;
&lt;p&gt;In order for the DLC to have this information to show on launch, it had to
be gathered from the very beginning of the game. This means that the DLC was
meant to be a base part of the game, players paid extra to receive this, &lt;em&gt;and&lt;/em&gt;
their data was used to create a heat map of Hyrule so Nintendo could attempt to
measure the effectiveness of their game design. There's no way to receive a copy
of this data from your Switch, or even via Nintendo. There's no option to turn
this off, and with Cloud Saves enabled it ensures Nintendo gets a copy of your
save.&lt;/p&gt;
&lt;p&gt;On one hand, this can show some neat little numbers and give you a mild dopamine
hit. Hero's Path absolutely solves the problem of knowing where you've been and
where you haven't -- up to 200 hours or so of gameplay. But is it worth handing
over the details of your playing, and the technical dependencies that need to be
in place in order to carry such schemes out? Couldn't the game have been a
little more explicit in what you've done so the player didn't need assistive
technology to poorly solve a technically simple problem? It's technically
impressive, sure, but the privacy implications are worrisome.&lt;/p&gt;
&lt;h1&gt;Why an update treadmill?&lt;/h1&gt;
&lt;p&gt;Perhaps I'm old-fashioned by modern standards, but I generally don't like these
games that launch unfinished and go through many iterations before they become a
high quality game. It's a hassle, waiting to get what you paid for.&lt;/p&gt;
&lt;p&gt;As a player, it's another piece of software to babysit. If it has any online
component, you'll have little choice but to play the latest version. If you
haven't played in a while, you'll have to wait for it to download and install
the update before you can play. Meanwhile, you pop in a GameBoy Advance
cartridge and it boots the ROM immediately. The "time to gameplay" (TTG) is
embarrassing on modern platforms.&lt;/p&gt;
&lt;p&gt;When you finally do play, the game has probably changed or it has new bugs.
Menus are different, strategies that worked before are less effective or removed
altogether, there's usually brand new content to chew through, and so on. This
design is deliberate.&lt;/p&gt;
&lt;h1&gt;Rent-seeking and Planned Obsolescence&lt;/h1&gt;
&lt;p&gt;Throughout the games industry is a collective dislike for the second-hand
market. There's been continuous push in the industry to digital distribution and
DRM, to snuff out collectors and other second-hand markets where they aren't
getting a piece of the pie. Some platforms like Stadia want to eliminate the
idea of game ownership entirely. However, in doing so the lasting value of their
games diminishes. The game I played on launch day is different a year later.&lt;/p&gt;
&lt;p&gt;Sometimes, games that are legitimately paid for will stop working. &lt;a href="https://www.gamerevolution.com/news/621017-drm-securom-tron-evolution-unplayable-activation"&gt;Disney
failed to renew their SecuROM subscription, thereby retroactively bricking
&lt;em&gt;Tron: Evolution&lt;/em&gt; for PC.&lt;/a&gt; These are legitimate copies being disabled long
after the transaction has been negotiated. This should be considered fraud.&lt;/p&gt;
&lt;p&gt;The goal of industry in doing this is to follow the greater trend going on in
markets -- that of rent-seeking. Instead of paying once for a game and bringing
it home to play, you now have DLC, micro-transactions, and the Big Fish for
them: online subscriptions. They want to put players on a proverbial money
treadmill in order to continue playing their games, to get them to think of
games as a service instead of a product.&lt;/p&gt;
&lt;p&gt;Subscriptions are an effective way to bring in revenue because people tend to
leave them on auto-pay or care too much about playing with their friends to let
the subscription lapse. However, it devalues the product and turns entertainment
into a monthly budgeting decision instead of an a la carte purchase. "Have we
paid the monthly Xbox bill? Our Disney+ is due soon and the PSN bill's coming
around too." Sure, you can argue that realistically any family dealing with so
many bills &lt;em&gt;would&lt;/em&gt; do auto-pay, but what happens when one of those companies
with a direct line to your bank account takes too much? They and the bank or
credit union will both drag their feet in getting that money back to you. Data
breaches are a thing, too; what will &lt;em&gt;someone else&lt;/em&gt;, attacking your bank or
game "service" provider, gets access to your account? This is a marked increase
in risk, just to play a game.&lt;/p&gt;
&lt;p&gt;I don't want to add another bill to my budget in order to play games. I don't
want my playing to be spied on so companies can treat art like science and
optimize design for addiction. Video games are interactive art, and they deserve
better than the surveillance technology being peddled as innovative game
features. As I often say, business corrupts every endeavor it touches and robs
it of its humanity and splendor. After gaming hit the mainstream with the rise
of the Wii and mobile phones, it was only a matter of time before the market
became a shithole. I've been talking about it for years and here it is.&lt;/p&gt;
&lt;p&gt;Without ways to opt out of data mining, receive a copy of the data &lt;em&gt;I&lt;/em&gt; generated
(i.e. the fruit of my labor or activity; as the one who generated the data, I
deserve to be the owner of it, as intellectual property), or delete the data
that's being kept, I feel that I am treated like a resource to exploit instead
of a customer who values their product and is rewarding them for a job well
done. I do not want to participate in such a market. The games that are sold
are not held to any release standards, the games change and morph as the game's
design is democratized, and the update treadmills render physical games moot.&lt;/p&gt;
&lt;p&gt;Where are the game makers who care about getting release right? Where are the
game makers who hire game testers and focus groups instead of the shameless
cash-grab that is Early Access? When a publisher can apply some release
standards and show some understanding of the player experience, I might buy more
again.&lt;/p&gt;
&lt;p&gt;In the mean time, if I want a stable gaming experience I need to wait until a
game stops receiving updates before I make a decision on it, or wait for the
inevitable DeFiNiTiVe VeRsIoN. I've been burned too many times by updates that
prevented me from playing at all, or with my partner, and I have too little time
to waste on troubleshooting it. It sucks, but you do what you gotta.&lt;/p&gt;
&lt;h1&gt;Some Demographic Info from Yours Truly&lt;/h1&gt;
&lt;p&gt;Here are some facts that Nintendo might find &lt;em&gt;actually&lt;/em&gt; relevant:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;I am in my 30s, one of your biggest and most spendy audiences.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;I grew up playing and more or less stuck with you, and have bought your games
  for younger family members. I am an influential person in my social circles
  when it comes to games, and my advice changes purchasing decisions.&lt;/p&gt;
&lt;ol start="2"&gt;
&lt;li&gt;
&lt;p&gt;I made more money in 2019 than any other year in my adult life.&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;I spent the least money on games in 2019 than I have since the last time I
   was unemployed.&lt;/p&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Kinda proud of that, actually. :)&lt;/p&gt;
&lt;ol start="4"&gt;
&lt;li&gt;From your own stats, I only played 300 hours of games throughout the year.
   That's down from 2017 and 2018.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Excusing the obvious full-time employment, my play-time has indeed gone down,
  even compared to past times where I had FTE.&lt;/p&gt;
&lt;ol start="5"&gt;
&lt;li&gt;I didn't buy a single digital game full price, and I looked for physical
   first.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;I waited until I received gift cards and then waited on a sale. Digital simply
  doesn't provide lasting value and I can't trust that it won't be remotely
  disabled later on. A binary on digital storage is not worth $60. It costs
  nearly nothing to distribute digitally, and prices should show that.&lt;/p&gt;
&lt;p&gt;I was forced to buy some games digitally due to artificial scarcity in the
  physical market. With over 50 million Switches sold since launch, I'm sure
  you can negotiate with your cartridge manufacturer on wholesale pricing for
  publishers. Dark Souls Remastered would have been a good buy if Bandai-Namco
  hadn't cheaped out on cartridges. Mega Man X Collection 1 and 2 should've
  been on a single cartridge instead of one cartridge and a download. Same for
  Resident Evil: Revelations 1 and 2. Same for Crash Bandicoot N-Sane Trilogy
  and Spyro Re-ignited Trilogy. We're looking at over $200 in games by three
  different companies that I probably would have bought, but I didn't because of
  the insistence on devaluing my purchase and delivering a poor experience.&lt;/p&gt;
&lt;p&gt;And I'm just &lt;em&gt;one&lt;/em&gt; person. How many others felt the same way after word got
  out? How many other games fall into this same trap, when high-profile studios
  are given free passes on it? It sets an uncomfortable norm.&lt;/p&gt;
&lt;p&gt;Deliver a high quality, as-the-developers-intended Day-1 experience on a
  physical medium that doesn't need patches to be complete and you will get my
  business. I don't ask for anything except some pride in your work and respect
  for my resources. I'm tired of babysitting games, phoning home, data
  aggregation, and so on.&lt;/p&gt;
&lt;p&gt;Continual game patching doesn't tell me that you're working on the game. It
  tells me that you didn't get it right on release due to some shitty
  decision-making and I, the player, get to deal with the result of the
  developer-publisher dysfunctional relationship: a cartridge that is worthless
  and a game that isn't finished. I'm not going to reward that garbage, and
  you shouldn't, either.&lt;/p&gt;
&lt;ol start="6"&gt;
&lt;li&gt;I don't preorder any more since you're allowing publishers to release
   unfinished games at full price.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;I cannot stand games that are not complete without some tag-along digital
  download for the rest of the game. This has happened since the WiiU days.
  Because of this, I cannot be sure that the pre-ordered game will be complete
  with only its cartridge. Digital games, by contrast, are not scarce at all
  and pre-purchasing increases bandwidth usage near launch, meaning that a
  pre-ordered digital game might not be usable and playable until after the
  initial wave of pre-orders and/or downloads. "Pre-loading" is a thing, but
  it's a band-aid that poses some ethical questions: should it be legal for a
  company to sell you a piece of software that is locked prior to a certain
  date? If they can lock it prior to a date, they can lock it &lt;em&gt;after&lt;/em&gt; a date,
  too. Should it be legal for a company to be able to disable access to your
  legitimate purchases, years after purchase? Should the concept of an
  invalidated purchase without refund be allowed in society?&lt;/p&gt;
&lt;p&gt;I do not think any of those should be legal. They reward behavior that
  disrespects and insults legitimate transactions, and it damages trust in the
  market, thereby risking a retread of the Crash of 1983.&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;Am I out of touch, or is the market and play experience really just worse?
People that I've spoken with about the topic in person seem to agree that games
used to be released in better shape and it was nicer to not need updates. Let me
know what you think.&lt;/p&gt;</content><category term="Video Games"/><category term="Analytics"/><category term="Video Games"/></entry></feed>