On the operation of massively multiplayer online games.
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  • Three Rings Metrics

    Posted on March 27th, 2009 Bryant

    Daniel James of Three Rings (Puzzle Pirates, Whirled) made a great post with his slides from his GDC presentation. Attention alert: lots of real numbers! It’s like catnip for MMO geeks.

    From a tech ops perspective, I paid lots of attention to those graphs. Page 7 is awesome. That is exactly the sort of data which should be on a graph in your network monitoring software; ideally it should be on a page with other graphs showing machine load, network load, and so on. Everything should be on the same timeline, for easy comparisons. It’s my job to tell people when we’re going to need to order new hardware; a tech ops manager should have a deep understanding of how player load affects hardware load. Hm, let’s have an example of graphing:

    Cacti graphs showing network traffic and CPU utilization.

    Cacti graphs showing network traffic and CPU utilization.

    That’s cacti, which is my favorite open source tool for this purpose right now, although it has its limitations and flaws. This particular pair of graphs shows network traffic on top and CPU utilization for one CPU of the server below; not surprisingly, CPU utilization rises along with network traffic. Data collection for CPU utilization and network traffic is built into cacti, and it’s easy to add collection for pretty much any piece of data that can be expressed as a numeric value.

    That sort of trend visualization also helps catch problem areas before they get bad. Does the ratio of concurrent players to memory used change abruptly when you hit a specific number of concurrent users? If so, talk to the engineers. It might be fixable. And if it isn’t, well, the projections for profitability might have just changed in which case you better be talking to the financial guys. Making sure the company is making money is absolutely part of the responsibility of anyone in technical operations; some day perhaps I’ll rant about the self-defeating geek tendency to sneer at the business side of the house.

    Page 8, more of the same. The observant will notice one of the little quirks of gaming operations: peak times are afternoon to evening, and the peak days are the weekends. The Saturday peak is broader, because people can play during the day more on weekends. You might assume that browser-based games like Whirled would see more play from work, but nope, I guess not.

    I wonder what those little dips on 3/17, 3/18, and 3/20 are? I don’t think Whirled is a sharded game, so that can’t be a single shard crashing. Welp, I’ll never know, but that’s a great example of the sorts of things graphs show. If those were because of crashes, you’d know without needing graphs to tell you because your pager would go off, but if it’s something else you’d want to investigate. Could be a bug in your data collection, for that matter, but that’s bad too.

    Less tech ops, but still interesting: the material on player acquisition is excellent. Read this if you want to know how to figure out the economics of a game. If I were Daniel James, I would also have breakdowns telling me how those retention cohorts broke down based on play time and perhaps styles of play. What kinds of players stick around? Very important question. I believe strongly in the integration of billing metrics and operational metrics. That work is something that technical operations can drive if need be; all the data sources are within your control. It’s worth spending the time to whip up a prototype dashboard and pitch it to your CFO.

    Then there’s a chunk of advice on building an in-world economy that relates to the real world. Heh: it’s MMO as platform again. Whirled is built on that concept, as I understand it. That dovetails nicely with his discussion of billing. When he says “Don’t build, but use a provider,” he is absolutely correct.

    I love this slideshow. In the blog post surrounding it, he talks about how he feels it’s OK to give away the numbers. There are dangers in sharing subscriber numbers and concurrencies, particularly if you’re competing in the big traditional space, but I like seeing people taking the risk. There is plenty of room in the MMO space for more players and plain old numbers are not going to be the secret sauce that makes you rich. How you get those numbers is a different story. So thanks to Daniel for this.

     

    3 responses to “Three Rings Metrics”

    1. J

      Those dips on the 17th, 18th, and 20th are probably update reboots. See March 2009 here: http://wiki.whirled.com/Release_calendar

    2. flit

      I like to see Three Rings continuing to do things the cool and brave way. I have nothing but love for that team.

    3. Bryant

      Ah, that’s probably exactly what they are. The timing makes sense — morning reboots.

      The Lazyweb provides information yet again. Thanks!

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