Factorio SpeedRunners and Videos
Posted: Fri Nov 27, 2020 11:34 pm
This is a somewhat long post, but it's a discussion of several relevant things. How the game is played by most people, what's interesting to watch, what invites us to purchase the game, and importantly- how to better leverage for community growth, the Twitch/YouTube streaming of games.
The last point is important because Video streaming of games is huge - 364B views and 15% of all video views on the internet[1]. And for some games, Speedrunning videos is a big chunk of those views. 1.6M runs have been submitted to speedrun.com.[2] 1220 runs for factorio have been submitted to speedrun[4]
Critically, 588 of those factorio runs happened in the last 6 months alone. This means an area of recent growth in engagement for Factorio.
Ignoring that last factorio run stat would be a shame in all sorts of ways, as for some, these videos may be how they make a decision to buy a game. I know from my own experience, that one of the early multiplayer factorio speedruns got me interested enough to buy the game a couple of years ago and it was watching a speedrun that renewed my recent interest.
And by recent interest, I mean near super fan. And so as a devoted factorio gamer interested in speedruns, I was wondering how the SpeedRunner mods were optimizing the group and its videos to get more people interested in the game, or at least how they were trying to encourage engagement.
After all, the more engagement, the more Wube can invest in Factorio, and the more fun for all.
Normally this kind of thing could be done by the marketing department, but that's a sensitive area with speedruns, which are more community driven. That is generally just fine, as gamers love to do their best to promote their favorite games and I couldn't imagine speedrunners would be any different.
However, when I went to the speedrun.com subsection for Factorio, the categories didn't seem very reflective of how the game is played or seemed particularly inspiring. I didn't see how it was optimized for community growth at all.
I went in to the speedrun chat channel and listened in for a couple of weeks. Mostly it was just idle chatter about specific optimizations, though some speedrunners were complaining about the priority the mods were using for runs. They mostly were being oblique about their complaints and obviously didn't want to alienate themselves with the community.
The complaints make sense though, as run submittals don't align with how the categories are arranged and the categories don't seem to be that beneficial to the community at large either. If I had to guess, as these things often go when you're not using objective metrics with clearly articulated goals, it's a small group pressuring others to fall in line with their personal preferences.
When I asked for explanation on how they were arranged, it was by 'vote', which kind of sounded like some kind of a popularity contest. Those sorts of popularity contests can easily go awry. For example, when you're in the channel, you hear a lot of condescension about others people submittal categories, which is rather sad, especially since the ones condescending are hardly doing anything to write home about. Guys and Games can be a volatile mix sometimes.
So neither did it seemed optimized for promoting factorio, it didnt seem optimized along the lines of how speedrunners were using it either.
Anyways, once I thought I had a handle on what the group was about, I made the case for using statistical analysis in hopes of improving things.
Perhaps I was a bit verbose in introducing the concept, but I was rather surprised when one of the runners reacted abruptly after I presented some hard stats from the speedrun.com API[3]. Others in the channel started asking smart questions at that point about deeper analysis, but this one guy wanted to put a stop to it. Maybe it was all just weird timing, but shutting down the conversation at that point just seemed odd.
But, giving the benefit of the doubt is always good, so maybe it would have just all gone over better if I went straight to the point, which I'll do now:
Last 6 months of runs submitted:
I also have some subjective, personal observations:
I don't (rather, can't, at least competitively,) speedrun but as an observer, I find Any% the equivalent of shooting fish in a barrel. Weirdly though, the category doesn't allow for blueprint import - but a fixed seed with massively unrealistic resource fields is OK? Obviously they are memorizing/practicing the blueprints ad nauseum or have them on printouts next to their computers. If it attracts views, I guess that's fine, but not exactly showcasing the interesting challenges of Factorio and is a little deceptive. That sort of thing can leave a bad taste in your mouth I think when you discover the truth of the matter. Strangely, some of these runners talk down about the other run types. Warning: I could be pushing back a little here on the unnecessary condescension I saw in the chat channel.
Default Settings, is how the game is played. I think it's more exciting and honest than Any%, but haven't yet done a proper views analysis. I think using a fixed seed would be nice but seed difficulty distribution is all over the place, so that's tricky. Better would be for the community to agree on a set of very challenging seeds and that becomes the standard for the category for awhile. Create new categories over time with new fixed seeds when the previous ones become stale.
100% is next - that doesn't seem right at all. only 6 submissions and if you total up the video views for this category it comes to a small number. Probably because the videos are so long, pain to upload to youtube. Twitch views are tiny. Not sure what's going on here, but could be an experiment which is fine. Doesn't look like it's working out.
Any% Multiplayer - I think this should be #1 or #2. Multiplayer Factorio is a lot of fun and is a really awesome way to get new players into the game. It plays to all the strengths of what Wube has built so wonderfully. Yes, it is shooting fish in a barrel, but with new players you're going to want to be gentle. Allowing Blueprint import makes sense as it helps guide the new players. It used to be #1 submittals, not sure what happened. Yes, it probably won't attract the same amount of post-game views, but I think if this gets really pushed it could bring in a lot of new players.
Default Settings Multiplayer (Default + Multiplayer), # of submittals/views are way to small lately, and frankly it makes sense to drop this off the list. Not a great way to introduce the game to new players and clearly not popular for people to run.
Steelaxe% - This and GOTLAP are my personal favorites for sure by far. It speaks to hardcore/intense optimization in a way none of the other categories do. Views seem OK, but drop off quickly after the top 2 or 3 ranked runners.
Here's what I'd like to see instead for the current categories. Purely for discussion, obviously the point is that more stats are needed.
To do, if someone has time (there is potentially $$ here as well):
1. https://www.tubefilter.com/2014/12/19/1 ... ideo-game/
2. https://www.speedrun.com/statistics/runs
3. https://github.com/speedruncomorg/api/t ... r/version1
4. https://www.speedrun.com/api/v1/runs?game=9d35xw1l
5. https://www.speedrun.com/factorio
The last point is important because Video streaming of games is huge - 364B views and 15% of all video views on the internet[1]. And for some games, Speedrunning videos is a big chunk of those views. 1.6M runs have been submitted to speedrun.com.[2] 1220 runs for factorio have been submitted to speedrun[4]
Critically, 588 of those factorio runs happened in the last 6 months alone. This means an area of recent growth in engagement for Factorio.
Ignoring that last factorio run stat would be a shame in all sorts of ways, as for some, these videos may be how they make a decision to buy a game. I know from my own experience, that one of the early multiplayer factorio speedruns got me interested enough to buy the game a couple of years ago and it was watching a speedrun that renewed my recent interest.
And by recent interest, I mean near super fan. And so as a devoted factorio gamer interested in speedruns, I was wondering how the SpeedRunner mods were optimizing the group and its videos to get more people interested in the game, or at least how they were trying to encourage engagement.
After all, the more engagement, the more Wube can invest in Factorio, and the more fun for all.
Normally this kind of thing could be done by the marketing department, but that's a sensitive area with speedruns, which are more community driven. That is generally just fine, as gamers love to do their best to promote their favorite games and I couldn't imagine speedrunners would be any different.
However, when I went to the speedrun.com subsection for Factorio, the categories didn't seem very reflective of how the game is played or seemed particularly inspiring. I didn't see how it was optimized for community growth at all.
I went in to the speedrun chat channel and listened in for a couple of weeks. Mostly it was just idle chatter about specific optimizations, though some speedrunners were complaining about the priority the mods were using for runs. They mostly were being oblique about their complaints and obviously didn't want to alienate themselves with the community.
The complaints make sense though, as run submittals don't align with how the categories are arranged and the categories don't seem to be that beneficial to the community at large either. If I had to guess, as these things often go when you're not using objective metrics with clearly articulated goals, it's a small group pressuring others to fall in line with their personal preferences.
When I asked for explanation on how they were arranged, it was by 'vote', which kind of sounded like some kind of a popularity contest. Those sorts of popularity contests can easily go awry. For example, when you're in the channel, you hear a lot of condescension about others people submittal categories, which is rather sad, especially since the ones condescending are hardly doing anything to write home about. Guys and Games can be a volatile mix sometimes.
So neither did it seemed optimized for promoting factorio, it didnt seem optimized along the lines of how speedrunners were using it either.
Anyways, once I thought I had a handle on what the group was about, I made the case for using statistical analysis in hopes of improving things.
Perhaps I was a bit verbose in introducing the concept, but I was rather surprised when one of the runners reacted abruptly after I presented some hard stats from the speedrun.com API[3]. Others in the channel started asking smart questions at that point about deeper analysis, but this one guy wanted to put a stop to it. Maybe it was all just weird timing, but shutting down the conversation at that point just seemed odd.
But, giving the benefit of the doubt is always good, so maybe it would have just all gone over better if I went straight to the point, which I'll do now:
Last 6 months of runs submitted:
- ('Any%', 337)
- ('Steelaxe%', 95)
- ('Any% Duo', 51)
- ('New Game+ Massive Multiplayer', 34)
- ('Getting on track like a pro', 20)
- ('Default Settings', 17)
- ('Any% Multiplayer', 14)
- ('Any% Botless', 8)
- ('100%', 6)
- ('Default Settings Multiplayer', 4)
- ('Any%', 549)
- ('Steelaxe%', 202)
- ('Default Settings', 101)
- ('Getting on track like a pro', 93)
- ('Any% Multiplayer', 87)
- ('Any% Duo', 81)
- ('New Game+ Massive Multiplayer', 36)
- ('Default Settings Multiplayer', 30)
- ('100%', 21)
- ('New Game+', 15)
- ('Any% Botless', 8)
- Any% (Peaceful / Very very rich resources, launch rocket)
- Default Settings (Launch Rocket)
- 100% (Any%, but all achievements,
- Any% Multiplayer (Any% + multiplayer + Launch Rocket)
- Default Settings Multiplayer (Default + Multiplayer)
- Steelaxe% (Just get to steelaxe)
I also have some subjective, personal observations:
I don't (rather, can't, at least competitively,) speedrun but as an observer, I find Any% the equivalent of shooting fish in a barrel. Weirdly though, the category doesn't allow for blueprint import - but a fixed seed with massively unrealistic resource fields is OK? Obviously they are memorizing/practicing the blueprints ad nauseum or have them on printouts next to their computers. If it attracts views, I guess that's fine, but not exactly showcasing the interesting challenges of Factorio and is a little deceptive. That sort of thing can leave a bad taste in your mouth I think when you discover the truth of the matter. Strangely, some of these runners talk down about the other run types. Warning: I could be pushing back a little here on the unnecessary condescension I saw in the chat channel.
Default Settings, is how the game is played. I think it's more exciting and honest than Any%, but haven't yet done a proper views analysis. I think using a fixed seed would be nice but seed difficulty distribution is all over the place, so that's tricky. Better would be for the community to agree on a set of very challenging seeds and that becomes the standard for the category for awhile. Create new categories over time with new fixed seeds when the previous ones become stale.
100% is next - that doesn't seem right at all. only 6 submissions and if you total up the video views for this category it comes to a small number. Probably because the videos are so long, pain to upload to youtube. Twitch views are tiny. Not sure what's going on here, but could be an experiment which is fine. Doesn't look like it's working out.
Any% Multiplayer - I think this should be #1 or #2. Multiplayer Factorio is a lot of fun and is a really awesome way to get new players into the game. It plays to all the strengths of what Wube has built so wonderfully. Yes, it is shooting fish in a barrel, but with new players you're going to want to be gentle. Allowing Blueprint import makes sense as it helps guide the new players. It used to be #1 submittals, not sure what happened. Yes, it probably won't attract the same amount of post-game views, but I think if this gets really pushed it could bring in a lot of new players.
Default Settings Multiplayer (Default + Multiplayer), # of submittals/views are way to small lately, and frankly it makes sense to drop this off the list. Not a great way to introduce the game to new players and clearly not popular for people to run.
Steelaxe% - This and GOTLAP are my personal favorites for sure by far. It speaks to hardcore/intense optimization in a way none of the other categories do. Views seem OK, but drop off quickly after the top 2 or 3 ranked runners.
Here's what I'd like to see instead for the current categories. Purely for discussion, obviously the point is that more stats are needed.
- Default Settings with fixed community seed(s) that is challenging.
- Any% MP (no limits on players) With Blueprint Import
- Any%
- Any% Duo
- SteelAxe
- Deathworld (with fixed challenging seeds)
To do, if someone has time (there is potentially $$ here as well):
- An anonymous survey of the runners, written by an impartial 3rd party group with an interest in growing factorio
- Does factorio have a good affiliate program that can be utilized with the videos? It should help measure conversions, do A/B testing and what makes sense to optimize for
- Having links to various resources that help measure engagement / conversions (factorio forums, wikis, starting up the game, etc)
- Analyze the above based on views. Draw in YouTube / Twitch APIs. For this, I think adjusting based on position in the top categories makes sense as above the fold positioning can artificially inflate numbers
1. https://www.tubefilter.com/2014/12/19/1 ... ideo-game/
2. https://www.speedrun.com/statistics/runs
3. https://github.com/speedruncomorg/api/t ... r/version1
4. https://www.speedrun.com/api/v1/runs?game=9d35xw1l
5. https://www.speedrun.com/factorio