Estimating the Value of Multiplayer Modes in Video Games: An
Analysis of Sales, Ratings, and Utilization Rates
Eric Nelson Bailey and Kazunori Miyata
Japan Advanced Institute of Science and Technology, Ishikawa, Japan
Keywords: Video Game Development, Online Multiplayer, Project Scope, Functional Scope, Project Management,
Knowledge Discovery in Databases (KDD).
Abstract: Video game organizations are under pressure from growing development costs and competition from other
sources of entertainment. Making informed project scope decisions is critical to avoiding budgetary and
schedule waste, but little information regarding best development practices is made public, and many
decisions are made, not informed by past data, but by the tacit knowledge of project owners. One way
developers have attempted to improve sales on their games and follow-up content is through the inclusion of
online multiplayer functionality. However, multiplayer functionality is expensive to develop and can
significantly add to the costs and schedule of a game project, particularly if the decision to include it is
made late in the process. This research explores publicly available data to discover the value that
multiplayer functionality provides so that project owners can make a more informed decision earlier in the
development process.
1 INTRODUCTION
Video game development companies often rely on
the tacit knowledge of project owners, such as
directors and producers, to decide critical project
management issues such as scope, scheduling, and
budgetary requirements. However, these tacit
assumptions are not always checked against results
in the market and may not reflect the reality of the
ever-changing game development business.
Mistakes in scope decisions can lead to resource
waste and, in worst cases, project failure.
There is room for improvement with project
management practices in video game development.
(Musil et al., 2010) One way to improve project
management is by incorporating data from both the
developer and the larger industry’s past results to
better inform future decisions.
In this research, we examine one of the most
time and resource intensive functional scope
decisions: whether or not to include a multiplayer
feature within a game. Through analyzing the sales
and critical results of 34,263 applications on Valve
Corporation’s Steam PC game service, we provide
decision makers with insight into the value including
multiplayer can add to a video game project.
2 RESEARCH BACKGROUND
2.1 Video Game Development
Video game development is expensive, with
development costs alone reaching $100 million for
one title. (Bleeker, 2013) “How much game to
make?” is an important question that needs to be
answered early in the development process to avoid
costly rework later in production.
“Managing the project scope is primarily
concerned with defining and controlling what is and
is not included in the project." (Project Management
Institute, 2017, p. 129) Scope can impact quality and
the ability to deliver a game project on schedule.
(Washburn et al., 2016) Scope in video games
includes both functional scope – the unique features
and systems available in the game – and content
scope – the amount of content provided with the
game. In particular, one aspect of functional scope
that has the potential to increase the amount of time
and cost required to develop a video game project is
an online multiplayer feature. Games need to be
built with multiplayer in mind from the beginning,
as the entire game may need to be designed for it,
and later implementation can force developers to
rework much of what has already been made.
Bailey, E. and Miyata, K.
Estimating the Value of Multiplayer Modes in Video Games: An Analysis of Sales, Ratings, and Utilization Rates.
DOI: 10.5220/0006898201550162
In Proceedings of the 10th Inter national Joint Conference on Knowledge Discovery, Knowledge Engineering and Knowledge Management (IC3K 2018) - Volume 1: KDIR, pages 155-162
ISBN: 978-989-758-330-8
Copyright © 2018 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
155
Including a multiplayer feature brings many
potential benefits, but it comes with many
drawbacks as well, particularly the expense involved
in developing and maintaining an online mode.
Even when resources go into developing
multiplayer, not all of the features are used by the
majority of players. (Hullet et al., 2011) Within the
game console market, prior research noted that,
because of the need for an active community,
multiplayer can be a valuable addition to the game
towards the end of a console’s life cycle, when there
are enough players to justify it, while a single player
focus can be a stronger strategy earlier in the console
life cycle. (Marchand, 2016)
However, for PC games, the life cycle dynamics
that dominate the console market are not present. Of
the many PC game retail outlets, Valve
Corporation’s digital distribution platform, Steam,
dominates the market with 18.5 million concurrent
users in January 2018. (xPaw and Marlamin, 2018)
There are positives and negatives to including online
multiplayer functionality, so a more data-informed
approach could help product owners decide early in
the development process whether to pursue an online
strategy or to focus resources on the single-player
game.
2.2 Software Project Management
Game development organizations try to balance
getting projects done on time and in budget with
giving their employees the creative freedom they
need to innovate. (Cohendet and Simon, 2007)
However, few game development processes are well
defined, and developers could benefit from
improved project management processes. (Musil,
Winkler and Biffl, 2010)
One aspect of project management in particular,
scope management, is difficult in all software
development (Brooks, 1995; DeMarco and Lister,
2003; Yourdon, 1997), but more so in video game
development because the non-utilitarian, experiential
nature of the product makes a definition of “value”
elusive. (Bilton, 2007, p. xvii; Hirsch, 1972; Lampel,
Lant and Shamsie, 2000) Deciding on an appropriate
scope is critical to the quality of the final product.
(Washburn et al., 2016)
2.3 Knowledge Discovery in Databases
Data is an effective way to check perceptions and
possibly fix misperceptions within an organization.
(Weber, 2005, p. 14) In particular, many
organizations rely on their existing knowledge,
which can be difficult to change and lead to
complacency or crises, especially when it has led to
success in the past. (Leonard-Barton, 1995; Nystrom
and Starbuck, 1984; Senge, 1990)
Intelligence gathering and learning not just from
an organization’s past history but from the past
history and best practices of other organizations is
an essential quality of a learning organization.
(Garvin, 1993) Even if the final decision comes
down to the project owner’s judgment, data is
essential for good decision making.
For this research, data mining of web-based
sources is used to derive insights that could be
helpful for video game businesses. We also
introduce a technique that could be used to
determine multiplayer usage through examining
video game “achievements” on a limited sample.
3 RESEARCH METHODOLOGY
3.1 Research Questions
The principle research question that we are
attempting to answer is whether the inclusion of a
multiplayer feature is worth the development effort.
We hypothesize that the inclusion of multiplayer has
a positive impact on sales because it adds to the
utility of a video game for players; however, we also
hypothesize that the additional demands required for
a positive multiplayer experience will have a
negative impact on user ratings. We also
hypothesize that this impact will not be felt as
strongly in professional critic ratings because critics
are testing the game in a more ideal, pre-release
environment. Finally, we hypothesize that the
multiplayer features of games that focus on single-
player content are not used by the majority of
players.
3.2 Research Scope
The sample used in this research includes games (PC,
Mac, Linux) released on Valve Corporation’s Steam
service from its inception to early 2017. More recent
data was not included because it could contain
games that are still selling or receiving reviews.
The Steam service was chosen for three reasons:
first, it is the most popular online PC game retail and
digital distribution platform; second, much of
Steam’s data is publicly available, so it is more
suitable for large-scale sampling; third, the service is
a fully digital distribution platform for the PC, so it
is not subject to game console lifecycles.
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3.3 Data Sources
The primary source of data used in this research is
data made publicly available for video games
released on Valve Corporation’s Steam service
platform. This data includes aggregated professional
critic scores from Metacritic.com. In addition, data
from Sergey Galyonkin’s SteamSpy and “xPaw” and
“Marlamin’s” SteamDB was employed for
estimating the number of owners for each game.
Steam’s Top Sellers of 2017 list (Valve
Corporation, 2018), which is divided into
“Platinum”, “Gold”, “Silver”, and “Bronze”
categories by gross revenue, and The NPD Group’s
10 Best-Selling Games of the Year lists from 2001
to 2017 (The NPD Group, 2017) were used to find
examples of the best-selling games on both Steam
and video game consoles.
3.4 Data Preparation
The list of all applications on Steam was obtained
from its API, available from the link:
http://api.steampowered.com/ISteamApps/GetAppLi
st/v0001/ (last accessed April 27
th
, 2018) The unique
AppID identifier was used as a base for collecting
information from Steam Store pages for each game
using Python to generate links of the form:
http://store.steampowered.com/app/(AppID) (last
accessed April 27
th
, 2018) These store pages
included tagging information that could be used to
identify whether Valve had labelled the game
content “Single-player”, “Multiplayer”, and/or “Co-
op” as well as the Metacritic score and Steam user
rating – both as percentages. The same AppID was
used with SteamDB, using a link of the form:
https://steamdb.info/app/(AppID) to gather
SteamSpy owner data for the games in the sample.
Many of the applications with AppIDs were not
game applications and needed to be remove from the
data set. This was done by only including entries
that had either a “Single-player”, “Multiplayer”, or
“Co-op” flag. Also, games without a release date
were removed from the sample as they could
indicate unreleased games or incomplete data. This
reduced the sample from 34,263 to 19,621 (57% of
the total). Games with either a “Multiplayer” or a
“Co-op” flag were combined into one multiplayer
category.
3.5 Data Modeling
Means (M) with 95% confidence intervals (95% CI),
medians (Mdn) with interquartile ranges (IQR), and
maximums were calculated for owner counts,
Metacritic scores, and user ratings of the total
sample as well as for each category.
Two categories were created for sorting
Metacritic scores and Steam user ratings based on
Metacritic’s game sorting: Favorable (>= 75%) and
Unfavorable (< 75%). (Metacritic, 2018) Statistics
for each category were also calculated and analyzed
for possible differences in trends between
unfavorably and favorably rated games.
The data could not be expected to be normally
distributed, so to determine whether the number of
owners, Metacritic scores, and user ratings for
single-player, multiplayer, single-player only, and
multiplayer only games differed significantly from
those of the overall sample population, a Wilcoxon
rank-sum test was performed on each binary factor
because it does not assume a normal distribution.
3.6 Outlier Testing
To discover outliers for further analysis, examples at
the extremes for each of the categories were
examined. In addition, The NPD Group’s 10 Best-
Selling Game lists for the period from 2001 – 2017
and Steam’s Top Sellers of 2017 list were used to
find examples at the top-selling end of the video
game spectrum.
3.7 Achievement Analysis
As the results in Hullet et al. (2011) suggest,
different aspects of multiplayer might be more
utilized by players than others. In prior research,
achievement data was used to analyze the utilization
rates of single-player content. (Bailey and Miyata,
2017) For this research, Steam achievements were
analyzed for single-player games with multiplayer
modes from the “Platinum”, “Gold”, and “Silver”
categories of Steam’s Top Sellers of 2017 list to
discover trends in player utilization of multiplayer
functionality and modes in games with single-player
content. Not all games have achievements related to
multiplayer usage, but several cases were found in
Steam’s list.
4 RESULTS
4.1 Multiplayer Functionality
Of the 19,621 games in the sample, 18,220 games
(93%) were tagged by Steam as “Single-player”,
Estimating the Value of Multiplayer Modes in Video Games: An Analysis of Sales, Ratings, and Utilization Rates
157
6,312 games (35%) were “Multiplayer”, and 5,071
games (26%) were “Co-op”. “Multiplayer” and “Co-
Op” games were combined for a total of 8,285
games (42%) with multiplayer functionality. Games
can be tagged in more than one category; only
11,336 games (58%) were single-player only and
1,401 games (7%) were multiplayer only.
Steam’s Top Sellers of 2017 list is divided into
four tiers based on gross revenue: “Platinum”,
“Gold”, “Silver”, and “Bronze”. In the Platinum tier,
only one game, The Witcher III, was single-player
only. However, single-player only games represent
roughly a third of games in the remaining tiers. The
distribution of game types is listed in Table 1.
Table 1: The number of games in each category of Steam’s
Top Sellers of 2017.
Category Single-
Player Only
Multiplayer
Only
Both
Platinum
(n = 12)
1
(8%)
4
(33%)
7
(58%)
Gold
(n = 12)
4
(33%)
1
(8%)
7
(58%)
Silver
(n = 14)
5
(36%)
5
(36%)
4
(29%)
Bronze
(n = 56)
18
(32%)
4
(7%)
34
(61%)
All
(n = 94)
28
(30%)
14
(15%)
52
(55%)
4.2 Multiplayer and Sales
The first relationship tested was between the
presence of single and multiplayer functionality and
sales. (Table 2) This was done by examining the
Steam Spy estimated owner counts for entries with
the three flags. 4,943 samples had Steam Spy owner
counts. The most owned multiplayer game in the
Table 2: The average number of owners for single and
multiplayer games on Steam (in thousands).
Type M
(95% CI)
Mdn
(IQR)
Single Player
(n = 4,816)
146K
(132 – 160K)
23K
(7 – 104K)
Single Only
(n = 3,508)
117K
(104 – 130K)
21K
(6 – 89K)
Multiplayer
(n = 1,435)
267K
(206 – 329K)
32K
(9 – 167K)
Multi Only
(n = 127)
722K
(157 – 1,286K)
24K
(5 – 186K)
Single & Multi
(n = 1,308)
223K
(185 – 262K)
33K
(9 – 163K)
All
(n = 4,943)
161K
(141 – 181K)
24K
(7 – 106K)
sample was Counter-Strike: Global Offensive with
30.6 million owners, while the most owned single-
player game in the sample was Half-Life 2 with 9.9
million owners.
The mean number of owners for multiplayer (M
= 267K) and multiplayer-only (M = 722K) games
was higher than the overall sample (M = 161K) and
much higher than single-player only games (M =
117K). However, median sales showed a different
trend, with games having both single and
multiplayer modes (Mdn = 32K) being higher than
the overall sample (Mdn = 24K). The presence of a
few hit multiplayer-only titles likely pushed the
mean high, but the median owners for multiplayer-
only games (Mdn = 24K) was similar to that of the
overall sample (Mdn = 24K).
Across the categories, a low median compared to
the mean indicates a strong right skew, which could
be expected given the “hit” nature of the video game
business – a few highly owned outlier titles pull the
mean higher.
A Wilcoxon rank-sum test on the presence of
multiplayer showed a statistically significant
difference (p < .001). Subdividing the data into
“Favorable” and “Unfavorable” user rating and
Metacritic score categories did not affect the results.
4.3 Multiplayer and Ratings
The next relationship tested was between the
presence of single and multiplayer functionality and
Metacritic scores (Table 3). Only a subset (n =
2,506) of games have enough professional reviews
to have a Metacritic score.
Table 3: The average Metacritic scores for single and
multiplayer games on Steam.
Type M
(95% CI)
Mdn
(IQR)
Single
(n = 2,417)
72%
(72 – 73%)
74%
(66% - 80%)
Single Only
(n = 1,449)
72%
(71 – 72%)
73%
(66% - 79%)
Multiplayer
(n = 1,057)
73%
(72 – 74%)
75%
(66 – 81%)
Multi Only
(n = 89)
73%
(70 – 76%)
76%
(67 – 82%)
Single & Multi
(n = 968)
73%
(72 – 74%)
75%
(66 – 80%)
All
(n = 2,506)
72%
(72 - 73%)
74%
(66 – 80%)
The mean Metacritic scores are similar across
categories, but the median was slightly higher for
games with multiplayer (Mdn = 75%) and
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multiplayer-only (Mdn = 76%) versus the overall
sample (Mdn = 74%). A Wilcoxon rank-sum test on
the presence of multiplayer on Metacritic scores
indicated that its presence did result in a statistically
significant difference (p < .001) from the overall
sample.
After subdividing the data into “Favorable” and
“Unfavorable” Metacritic score categories, the effect
of multiplayer presence on Metacritic scores was no
longer statistically significant for Unfavorable
(Metacritic score < 75%) games.
The third relationship tested was between the
presence of single and multiplayer functionality and
Steam user ratings. Given that users can rate all of
the games on Steam, the sample available for testing
user ratings is larger than the critic sample. Of the
19,621 games in the sample, 16,189 have user
ratings associated with them. However, a majority of
games have only a few reviews attached to them. To
avoid overweighing games with few reviews, only
games with more than 30 reviews were used for
testing. This left 7,893 samples for testing. The
results are shown in Table 4.
Table 4: The average user review scores for single and
multiplayer games on Steam.
Type M
(95% CI)
Mdn
(IQR)
Single
(n = 7,470)
75%
(74 – 75%)
79%
(65 – 89%)
Single Only
(n = 4,914)
75%
(74 – 75%)
79%
(65 – 89%)
Multiplayer
(n = 2,979)
73%
(72 – 73%)
76%
(62 – 87%)
Multi Only
(n = 423)
65%
(63 – 66%)
66%
(53 – 80%)
Single & Multi
(n = 2,556)
74%
(73 – 75%)
78%
(64 – 88%)
All
(n = 7,893)
74%
(74%)
78%
(64 – 88%)
The user rating was slightly lower for
multiplayer games (M = 73%, Mdn = 76%) and
much lower for multiplayer-only games (M = 65%,
Mdn = 66%) versus other categories. To test whether
this effect held for popular games with more owners,
the means and medians were checked for games
with more than 100K owners. While the average
user ratings rose (n = 464, M = 74%, Mdn = 78%)
for multiplayer games, the average also rose for the
overall sample (n = 1,215, M = 77%, Mdn = 81%),
and the difference remained.
A Wilcoxon rank-sum test on the single-player
flag indicated that the presence of single-player
resulted in a statistically significant difference (p
< .001) in user ratings from the overall sample. The
presence of multiplayer also resulted in a statistically
significant (p < .001) difference. However, when the
data was divided into “Favorable” (user rating >=
75%) and “Unfavorable” (user rating < 75%) groups,
there was no longer a statistically significant
difference for the presence of multiplayer in
“Unfavorable” games.
4.4 Multiplayer Usage
Although it is not possible to make statistically
significant judgments based on a limited sample, we
examined a few cases of how many players took
advantage of multiplayer features when they were
included in single-player games. The achievement
data for games with multiplayer modes in the
Platinum, Gold, and Silver tiers of Steam’s Top
Sellers of 2017 list was inspected for indications of
multiplayer feature usage in games with single-
player content.
In the Platinum tier, Divinity: Original Sin 2
contained a co-operative play mode that could
optionally be used throughout the game’s campaign,
but it also released two special modes for use with
other players. One mode, “Game Master”, allowed a
player to design and host a game for others. The
“Gather Your Party” achievement showed that only
4.2% of players tried the Game Master mode. The
other mode, Arena, gave players a chance to fight
each other. The achievement “Venture Forth”
showed that only 3.5% of players began a match in
this mode.
Within the Gold tier, the game Total War:
Warhammer has both single and multiplayer modes,
but the achievement “Up For A Scrap” showed only
27.5% of players started a multiplayer battle, with
“Armchair General” indicating 18.7% continued to
play for at least five battles and “Armchair Emperor”
indicating that 7.5% continued to play for 25 battles.
Total War: Warhammer also had a longer
multiplayer campaign mode. “A Confrontational
Nature” showed 23.1% of players participated in a
multiplayer campaign, while “First Among Equals”
indicates only 2.9% went on to win it. Within the
Silver tier, the sequel, Total War: Warhammer II
demonstrated a similar pattern of use. “Spoiling for a
Fight” indicated 26.3% of players participated in a
multiplayer battle, while “First Among Equals”
indicated 10.9% remained for 10 multiplayer battles.
“A Taste for Glory” showed 22.4% participated in a
multiplayer campaign.
Another game in the Gold tier, Civilization VI,
also has both single and multiplayer modes. The
Estimating the Value of Multiplayer Modes in Video Games: An Analysis of Sales, Ratings, and Utilization Rates
159
“Land Party” achievement showed that 28.6% of
players participated in at least one multiplayer game.
In the Silver tier game XCOM 2, “The Most
Dangerous Game” indicated only 2.0% of players
went on to win a multiplayer match. In another
Silver tier game, Path of Exile, players could join up
with up to six others. “Band Together” showed
13.6% of players joined a party. However, another
game mode, “Capture the Flag”, was less popular;
only 0.8% of players captured a flag according to the
statistics for the “Capture the Flag” achievement.
4.5 Single-Player Outliers
Although there may be a perceived pressure that
online multiplayer is required in the current market
to succeed, there are examples of single-player only
games that have sold well. Three examples of
console games without online multiplayer features
from The NPD Group’s 10 Best-Selling Games of
2017 list were: Nintendo’s Super Mario Odyssey,
The Legend of Zelda: Breath of the Wild, and
Ubisoft’s Assassin’s Creed: Origins. In the latter
case, previous installments of the Assassin’s Creed
series featured online multiplayer, so it is notable
that it was not included in the most recent game.
Also, The Witcher III made Steam’s Top Sellers
of 2017 highest “Platinum” category despite having
only a single-player experience. Although The
Witcher III was the only example in the “Platinum”
gross revenue list, roughly a third of games in the
“Gold” (4 out of 12), “Silver” (5 out of 14), and
“Bronze” (18 out of 56) were single-player only
experiences.
5 DISCUSSION
5.1 Multiplayer Effect on Sales
The data indicates that games including an online
multiplayer feature tend to do better in sales than
games without one. As one goal in implementing a
multiplayer feature is to create a hit, it is important
to consider both the mean, even if it is sensitive to
outliers, and the median values. In particular, the
“owners” ceiling is much higher for the best-selling
outliers, which results in a mean of 117K owners for
single-player only games versus a higher mean of
223K owners for games with a single-player mode
and a multiplayer mode. The median values are
closer, with 21K for single-player only games versus
33K for games with both modes.
Also, although there are some notable exceptions,
most of the games in Steam’s Top Sellers of 2017
list and The NPD Group’s 10 Best-Selling Games of
2017 list do have online multiplayer. However, even
if games with multiplayer tend to sell better, the
sales numbers may not justify the development risks
and expenses involved.
5.2 Single-Player Only Option
One important observation to make is that every
example of a best-selling game, in both The NPD
Group’s top 10 best-selling games of 2017 list and
the “Platinum” and “Gold” categories of Steam’s
Top Sellers of 2017 list, without online multiplayer
contained a significant volume of single-player
content. For developers aiming for a top-selling hit,
the question comes down to whether it is better to
devote resources to expanding functionality by
adding online multiplayer, and risk diluting the
single player experience, or by expanding or
improving the single-player content. However,
adding single-player content is expensive, and may
only add value for a limited number of players.
(Bailey and Miyata, 2017) Cuphead and Resident
Evil VII, two examples from the “Silver” category,
do show that games with a more compact single-
player experience still have the potential to sell well.
However, the lack of shorter, more linear single-
player experiences from the top of both lists does
seem to indicate that it is unlikely for such a game to
reach the top. A developer either has to focus on
creating a strong multiplayer experience or an open,
expansive single-player experience – both of which
are development resource-intensive, high-risk, high-
reward options.
From a ratings perspective, based on Metacritic
scores, there is no significant advantage to critical
reception for including an online multiplayer feature.
However, when it comes to user ratings, the data
showed that games including online multiplayer
tended to fare worse than single-player games. This is
likely due to user reactions to a range of issues, such
as player and connectivity issues, and inspection of
negative user reviews for games with multiplayer
features supports this could be the case. An absent
online community could certainly impact the multi-
player experience, but the data showed that popularity
is not the only issue; even for games with more than
100K owners, user ratings were lower for games with
multiplayer than games in the overall sample. This
seems to indicate that the inclusion of multiplayer will
tend to result in lower user ratings, possibly due to
issues outside of the developer’s control.
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Some games with a single-player focus but some
multiplayer features did have a significant portion of
players trying the multiplayer content. Total War:
Warhammer I and II as well as Civilization VI had
more than a quarter of its user base trying
multiplayer. However, only roughly a tenth of
players continued to use the multiplayer features in
Total War: Warhammer II for at least ten matches,
indicating the fall-off could be steep in some cases.
In games with strong single-player content,
multiplayer may not be necessary. In one example
from the limited achievement sample, XCOM 2, only
2% of players won a multiplayer match against other
players online, which indicates few players obtained
utility from the multiplayer functionality.
5.3 Multiplayer Variety
Even if the decision is made to include online
multiplayer, reducing the amount of variety to focus
on more popular modes is an option for controlling
development costs without reducing the utility
provided to players. When analyzing data from
Microsoft’s Xbox 360 racing game Project Gotham
Racing 4, Hullet et al. (2011) found that 30 - 40% of
the content in the features they analyzed was used in
less than 1% of races, 12 of 29 event types were
used less than 1% of the time, and 50 out of 134
unique vehicles were used in less than 0.25% of
races.
One example from this research, Path of Exile’s
“Capture the Flag” mode was used by less than 1%
of players. In Divinity: Original Sin 2, less than 5%
of players used the multiplayer “Game Master”
mode, and less than 4% of players fought each other
online in the “Arena” mode. Both games have a
large number of players, meaning the modes did not
go unused, but they only contributed value for a
fraction of the user base and may not have justified
the development time and cost.
Lower user ratings for multiplayer games suggest
the hurdle to developing satisfying multiplayer
content is higher. Players not only need functioning
multiplayer, they also need enough other players
using the same online features. If a mode or
multiplayer in general is not likely to support a large
enough community, then it would be better left out
of the game.
5.4 Directions for Future Research
Further research into the value and utilization of
multiplayer functionality in games is required to
help project owners make better decisions.
Currently, few numbers are available regarding
development costs for multiplayer projects. What
numbers do exist are either anecdotal, or are given in
a post-mortem fashion, which has two problems:
post-mortems tend to have a success bias because
they are done for games that survive to release, and
post-mortems only cover the final numbers, not the
initial projections or the amount of resources lost
due to scope underestimation or change. Detailed
research into the actual cost and schedule impact of
multiplayer is required, particularly on the impact of
making the decision in the early phases of
development versus later phases.
Also, although a limited sample of multiplayer
usage rates based on Steam achievements was
included, a comprehensive survey of multiplayer
usage rates is needed to provide specific insight into
multiplayer utility value, particularly the multiplayer
value to players from different implementation
varieties.
Finally, text mining Steam Store rating and
community pages for multiplayer issues could yield
valuable insights into which areas in particular
contribute to lower user ratings.
6 CONCLUSION
Developers not only need to make scope decisions
based on the potential value that scope will provide
to their players, developers need to make those
decisions early in the process and stick to them to
avoid the costs that come from re-scoping.
Given that the highest selling games tend to have
multiplayer, and that the average number of owners
with both single and multiplayer features was higher
than that of games with only single-player
functionality, there seems to be a sales benefit to
including multiplayer. However, relatively low
utilization of multiplayer features in games with a
single-player focus seems to indicate that forcing a
multiplayer feature into a game will not provide
additional value to most users, and could result in
lower satisfaction, as judged by user ratings and
reviews. Multiplayer-only games have the potential
to become the biggest hits, and do not appear to
suffer from the lack of single-player features.
However, players have high expectations for
multiplayer; if these expectations cannot be met,
results can suffer.
Traditionally, there has been a pressure to
implement multiplayer features because they add
utility for players, discourage piracy, and prevent
used sales, but in a digital distribution environment,
Estimating the Value of Multiplayer Modes in Video Games: An Analysis of Sales, Ratings, and Utilization Rates
161
the latter two reasons no longer apply. The results of
this research demonstrated that there is value to
including multiplayer functionality; however, that
value may not be enough to justify the additional
costs, time, and risks added to development or the
diluting of the single-player experience. Based on
the data, unless a developer is confident that their
multiplayer mode will be capable of maintaining a
strong audience as well as contribute significantly
and positively to the game experience, it would be
better to avoid it if the costs and risks of
implementing it are high.
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