There are a number of ways to get this information. Metrics like ownership and ratings should help define the success of a title. We can then interrogate the data, and investigate whether particular attributes tend to result in more successful games. Finally we'll summarise our findings in a non-technical report which would be sent to the fictional company in question.Īt the end of the data collection and cleaning stages, we'd like to end up with a table or database like this: name In the future we'll look at cleaning the data, transforming it into a more useful state, then on to data exploration and analysis. The first step will be tackling data collection - the actual retrieval of data from Steam's servers and databases. We will imagine that we have been approached by a company hoping to develop and release a new title, using the findings we provide them to inform decisions about how best to manage their budget and hopefully increase the success of their next release. The motivation for this project is to download, process and analyse a data set of Steam apps (games) from the Steam store, and gain insights into what makes a game more successful in terms of sales, play-time and ratings. With that in mind, if we can construct a dataset from Steam's data, we will have access to a wealth of information about nearly 30,000 games released since 2003, when Steam first launched. Whilst other platforms are emerging and gaining traction, there is likely no better resource for examining gaming over the last decade. It's a bit like Google's Play Store or Apple's App Store for phones.Ī large part of Steam's success as a platform is due to its use of frequent sales, convenience as a unified digital game library, and the aforementioned shift to digital over physical. It hosts a variety of community features, allows pushing game updates to users automatically, and gathers news stories relevant to each title. In case you are not familiar, Steam is a digital store for purchasing, downloading and playing video games. Whilst physical copies still just about feel at home on consoles, the PC market has long since moved digital. However, No More Robots director and veteran publisher Mike Rose argued that it wasn't as bad as it first seemed.Fast-forward a little over 10 years and the Steam Store is huge, ubiquitous as the home of PC gaming and distribution. Galyonkin warned at the time that Valve's decision opened up the PC market to abuse once again. "To be honest, that was already more than they ever said to me before." "I've got a confirmation from Tom Giardino that they've received my message, but that was it. "I wrote a proposal to Valve that would still let SteamSpy run using the old algorithm without exposing any personal data," said Galyonkin. However, he noted that Valve also changed its Store API making it "useless" to SteamSpy, and that the platform holder still hasn't updated its EULA to comply with the new legislation. When Valve announced that it was changing the Steam Web API, Galyonkin assumed it was simply to comply with the new GDPR legislation that comes into force on May 25. "I do believe in giving everyone the access to the essential information, but until I fix everything, SteamSpy will be semi-closed to the general audience." "I did that because I'm still not entirely happy with my new algorithm and its precision, and also because a lot of things on SteamSpy are still broken," he said. "It will take some time and it's still possible that Valve will make another move to shutdown the service, but until that happens, SteamSpy will continue to operate."įor the time being, Galyonkin has placed certain restrictions on access rights for those not supporting his work on Patreon. "I will keep on iterating the new algorithm while slowly bringing back the core functions of SteamSpy," said Galyonkin in a recent blog post. While Galyonkin admits that the new algorithm is "not very accurate", he was able to come within ten per cent margin for the majority games tested, with only a few "crazy outliers". Using coincidental data on games - most of which doesn't come from Steam - SteamSpy creator Sergey Galyonkin has developed a new modified algorithm using machine learning. SteamSpy has been given a new lease of life despite recent changes made by Valve to its Steam Web API, massively restricting the tool's access to useful data.Įarlier this month, Valve removed the data on owned games from users' profiles unless they actively opted-in, effectively closing off access to the most reliable information for estimating sales figures.
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