1 Introduction

The steadily increasing popularity of computer games has led to the rise of a multi-billion dollar industry, reaching an estimated revenue of $91.5 billion in 2015 (Sinclair 2015). The scale of this industry is demonstrated by the number of players which reaches almost 900,000 players per day for popular games such as the Dota 2 game (Gray 2016).

The wide-spread availability of increasingly fast Internet connections has opened up a range of new opportunities for game developers, such as subscription-based gaming and a changing distribution strategy from offline physical distribution (e.g., through brick-and-mortar stores) to online digital distribution (e.g., through the Xbox Game Store (Microsoft 2015) or Steam (Valve 2016b)). Digital distribution allows game developers to easily distribute game updates and new content to the players through online gaming communities, such as the Steam Community (Valve 2016a). Games purchases on digital distribution platforms reached a revenue of $61 billion (SuperData 2015) in 2015.

In many cases, developers advertise the update notes of new updates of their games through online gaming communities to reach the game players. As such, these update notes offer a valuable insight into the update behavior of a game developer. In particular, we can infer the update cycle of a game, which in turn allows us to identify urgent updates.

Urgent updates are deemed critical enough to not be left unreleased until an upcoming regular-cycle update. As urgent updates are usually released in a state of emergency, i.e., to quickly respond to critical errors that are introduced by a previous game update, urgent updates cause unnecessary stress on developers. The stress of these so-called “fire-fighting conditions” can not only lead to inefficient problem solving, but also introduce changes that can easily create new problems (Bohn 2000), and hence such updates should be avoided by game developers.

In this paper, we perform an empirical study on urgent updates of the 50 most popular games on Steam (Valve 2016b), a popular digital game distribution platform. Our goal is to help game developers understand the causes behind urgent updates, and in turn stimulate the improvement of the development and test processes of games. First, we study the update frequency, update consistency and update strategy of the studied games in a preliminary study. Our preliminary study shows that while 32 % of the games follow a frequent update strategy, 68 % of the studied games follow a build-up candidate update strategy. Games that follow a build-up candidate update strategy hold off their updates until they release a major update which contains many minor updates. Then, we examine the following questions:

ᅟ:

How often do developers release urgent updates? We consider 0-day updates, updates that are released faster than the regular cycle and self-admitted hotfixes to be urgent updates. 80 % of the studied games have urgent updates. Games that use a frequent update strategy have a higher proportion of 0-day updates than games that use a build-up candidate update strategy. 46 % of the studied games have self-admitted hotfixes.

ᅟ:

Why do developers release urgent updates? 36 % of the urgent updates are released to make changes to the rules of a game. Feature malfunctions, crashing games and visual bugs are the most commonly-given reasons for releasing urgent updates.

Prior work on urgent updates focuses on urgent updates that are released to patch security vulnerabilities in software (Arora et al. 2010; Kim et al. 2011). In addition, Hassan et al. (2016) study urgent updates for mobile apps. We are the first, to the best of our knowledge, to empirically study the interesting phenomenon of urgent updates for games.

Paper Organization

The rest of this paper is organized as follows. Section 2 provides background information on the Steam platform, on update strategies and related work. Section 3 presents the methodology that we use in our empirical study. Section 4 presents our preliminary study. Section 5 presents the findings of our empirical study. Section 6 discusses the threats to the validity of our study. Finally, Section 7 concludes the paper.

2 Background

In this section, we give background information for our study. First, we briefly describe the Steam Gaming Platform and the release strategies that we study. Then, we discuss related work.

2.1 Steam Gaming Platform

Steam is a digital game platform, developed by Valve Software, that helps users with the installation, updates and management of their computer games. There are currently over 8,100 games available through Steam and the platform has over 142 million active users (Galyonkin 2016).

Steam acts as a digital game library, as it helps users track their games. For example, users can install the games, that they own, on multiple computers through Steam. Steam helps users to handle ownership logistics, such as storing the license keys that are needed to play a game. In addition, Steam manages the update process for those games, if necessary. Another advantage of Steam is that it provides a unified platform for users of different operating systems, such as Windows and Linux.

Users can buy and download Steam games from the Steam Store (Valve 2016b) or from third-party vendors. To play a Steam game, users must register the game on the Steam platform and install the Steam client. The game is then playable once the user logs into Steam using the client. The Steam client will verify ownership of the game and automatically install any available updates. It is mandatory to install the latest update in order to play a game through Steam. As a result, players are always using the latest version of a game, even if the last update was a buggy update. There is no option for undoing or skipping an update of a Steam game.

In addition, users can enjoy social network-like features such as friends lists and chat functionality through the Steam Community. The Steam Community publishes statistics for games and players. Game developers and journalists can publish news updates for games on so-called channels. Table 1 lists all available channels with a brief description of the content of each channel. Various third-party dashboards, such as SteamSpy (Galyonkin 2016), collect a plethora of aggregated information from the Steam Community about Steam games.

Table 1 All available Steam channels

In general, developers post announcements about game updates to one or more channels, e.g., to the Product Update channel. However, while installing the latest game update on Steam is mandatory for users, developers do not necessarily need to announce all updates that they make. Instead, they may choose to silently update a game. Nevertheless, developers do often post news updates about their games to keep users informed about the latest news about their games.

2.2 Update Strategies

In this paper, we classify each studied game into one of two classes, based on the update strategy that the game uses. The first class contains games that follow a traditional update strategy, i.e., these games hold off their updates until they release a major update which contains many minor updates. In this paper, we call this strategy the build-up candidate strategy, to emphasize that the developer ‘builds up’ a release candidate. A characteristic of the build-up candidate strategy is that the number of days between updates is often large (in the order of months or even years).

The second class contains games that release updates frequently. These games release an update as soon as a feature or fix is finished. Hence, the update timeline of these games is filled with minor updates. The characteristic of the frequent update strategy is that the number of days between updates is often small (in the order of days or weeks).

For both update strategies, the number of days between updates may increase as the game matures, for several reasons. For example, a developer may focus on developing new products, while updating older products only when absolutely necessary. Because the number of days between updates may increase over time, we cannot simply classify the games based on the number of days between updates only. In Section 4, we discuss our classification of games based on their update strategy.

2.3 Related Work

In the remainder of this section, we discuss prior research that is related to our work.

2.3.1 Mining Digital Gaming Platforms

Mining data from digital gaming platforms is an area that has been gaining attention recently. Most research in this area is focused on Steam or the Steam community.

Chambers et al. (2005) analyzed two years of game traffic on several gaming platforms, including Steam. They demonstrate the difficulty of providing enough resources at launch time of a game and they show that gamers are extremely difficult to please.

Several empirical studies have examined the social network of the Steam Community. Blackburn et al. (2011) study cheaters in the Steam Community. They analyze more than 12 million player profiles of which 700,000 are flagged as cheater and show that the social network of a player (e.g., whether a player has cheating friends) plays an important role in whether a player becomes a cheater. Becker et al. (2012) analyze the evolution of the Steam Community social network and examine user groups in the Steam community. Sifa et al. (2015) studied cross-game behaviour of players in the Steam Community. They analyze how players that play multiple games on Steam divide their playtime and which games are played by them.

Huang et al. (2013) analyzed gameplay data for Halo Reach, a popular Xbox game, to investigate what differentiates the best players (players with the highest TrueSkill ratings, a Bayesian scoring system similar to the Elo rating in chess) from regular players.

Our work is the first, to the best of our knowledge, that uses a digital gaming platform, i.e., the Steam platform, to analyze urgent updates of games from a software engineering perspective.

2.3.2 Software Engineering and Games

Several studies have examined various software engineering aspects of game development.

Ampatzoglou and Stamelos (2010) examine how software engineering practices are used in game development. They show that game developers adjust traditional software engineering methods to make them fit for game development. Apostolos et al. propose the employment of more elaborate empirical methods, i.e., controlled experiments and case studies, in game development research. Murphy-Hill et al. (2014) perform a study with 14 interviewees and 364 survey respondents to elicite substantial differences between video game development and traditional software development practices. Murphy-Hill et al. find that game developers are hesitant to use automated testing because these tests limit the creativity of game designers, as designers must adhere to the limitations of automated testing.

Washburn Jr et al. (2016) study 155 postmortem retrospectives from game development in which game developers discuss what went wrong and what went right during the development of a game. Washburn Jr et al. extract a set of best practices and pitfalls for game development. They show that planning at the early stage of game development is important.

Most prior work of software engineering practices in a games context focuses on the differences between software engineering practices for traditional software and for games. While we focus on urgent updates in games, we find that prior work on update strategies does not necessarily hold for game development.

Lewis et al. (2010) present a taxonomy of 11 types of failures in video games by surveying game failure videos on YouTube. We compare Lewis et al.’s taxonomy with the reasons we identify for releasing urgent updates in Section 5.

2.3.3 Empirical Studies on Urgent Updates

The majority of empirical studies on urgent updates focus on so-called patch updates, which are updates for security vulnerabilities (Arora et al. 2010; Kim et al. 2011). Arora et al. (2010) show that the release time of a security hotfix is heavily impacted by how fast a competitor that suffers from the same vulnerability addresses the issue. As the release of the hotfix of the competitor also discloses the vulnerability, it becomes essential for others to fix that vulnerability as well.

Arora et al. (2006) show that releasing software faster than a competitor can lead to financial benefit despite the high cost of hotfixes.

Kerzazi and Adams (2016) study 345 releases of a large e-commerce web application and identify 17 recurrent root causes of botched releases, classified into four major categories. Hassan et al. (2016) study 1,000 emergency updates of over 10,000 mobile apps in the Google Play Store. Hassan et al. identify 8 patterns of emergency updates and categorize along two dimensions “Updates due to deployment issues” and “Updates due to source code changes”. Hassan et al. suggest that app developers should carefully avoid these patterns.

Our work is the first, to the best of our knowledge, that conducts an empirical study of urgent updates of games.

2.3.4 Empirical Studies on Update Strategies

Prior work has studied the release strategies of various types of software, for example, mobile apps (Nayebi et al. 2016; McIlroy et al. 2016). Mobile apps are distributed through mobile app stores, which are similar to digital game distribution platforms, as mobile app stores allow users to download, update and comment on mobile apps in one centralized location. Nayebi et al. (2016) show that while mobile app developers mostly prefer frequently releasing updates for an app, users of the app have mixed feelings about frequent updates. As a result, only half of the users automatically install new updates. It is an interesting question whether game users share the same mixed feelings about frequent updates. However, installing a game update is mandatory in Steam, hence these mixed feelings are hard to verify. Nevertheless, having to frequently wait for an update to download and install before one can play a game is likely to frustrate gamers.

McIlroy et al. (2016) show that 45 % of the updates of frequently-updated mobile apps (i.e., at least bi-weekly) do not provide a rationale for updating. In addition, McIlroy et al. show that only 1 % of the apps is updated at least once a week. In our study, we observe that a large portion (44 %) of the games are updated frequently, i.e., often within a week. The most important reason for frequent updates in mobile apps is to fix a bug, which is a consistent observation with our observations about urgent updates for games.

Mäntylä et al. (2013) conduct a case study on Mozilla Firefox about the changes in software testing effort after moving to a rapid release strategy (i.e., releases every six weeks). Mäntylä et al. state that rapid releases lead to a narrower development scope, which allows deeper testing of features and regressions with the highest risk. In addition, the required number of specialized testers grows, in order to sustain testing effort in the rapid release model. Mäntylä et al. conclude that the rapid release strategy does not have a significant impact on the product quality. Souza et al. (2015) study how transitioning to a rapid release strategy changed the backout rate for Mozilla Firefox. The backout rate describes the rate of patches that are reverted after their release. Souza et al. find that the overall backout rate increased under rapid releases but that this increased rate has no effect on users’ perception of product quality. da Costa et al. (2016) conduct an empirical study of the impact of Mozilla Firefox switching to a rapid release strategy on the integration delay of addressed issues. da Costa et al. show that a rapid release strategy may not be able to deliver addressed issues to users faster than through a traditional release strategy. Khomh et al. (2012) empirically studied the development process of Mozilla Firefox during its transition to a rapid release cycle. Khomh et al. find that although with shorter release cycles, users do not experience significantly more post-release bugs and the bugs are fixed faster, users experience these bugs earlier during software execution. Khomh et al. later extend their work (Khomh et al. 2015) and suggest that one of the major challenges when switching to rapid releases is to automate the release engineering process. We are the first to study update strategies for games and in particular we examine how the frequency of releasing updates affects the number of urgent updates.

3 Methodology

In this section, we introduce the methodology of our empirical study of urgent updates of popular games. We detail how we select our subject systems and extract the needed data to conduct our study. Figure 1 gives an overview of our methodology.

Fig. 1
figure 1

Overview of our study

3.1 Selecting Subject Systems

We select the 50 most popular games on Steam on January 12, 2016. The list of top 50 games is provided by Steam Charts (Gray 2016), a website that ranks games by the number of players on that day. Table 2 shows details about the 50 games that we selected for our study.

Table 2 Basic information about the studied games on Steam, sorted by the number of players (as of January 12, 2016)

3.2 Collecting Update Notes

We use the update notes that are posted on the channels in the Steam Community to infer the update cycles of each studied game. As mentioned in Section 2, developers do not necessarily need to announce all updates that they make. We use the published update notes to get a lower bound of the number of updates for each of the studied games.

Although the Steam Community has a special channel available for update notes, called the Product Updates channel, we find that many update notes are not posted on that channel but on other channels instead (e.g., the Community Announcements channel). To avoid missing any update notes, we extract all information across all news channels for all studied games. The ‘Related news’ page of a game in the Steam StoreFootnote 1 aggregates all news updates that are related to that game from all available Steam Community channels. These news updates include for example game announcements, promotions and update notes. Table 3 shows an example of an update note for the Team Fortress 2 game.

We extract all 11,970 news updates for the studied games using a custom-written crawler. We perform the following steps to extract update notes from the news updates:

  1. 1.

    We keep all news updates that are posted on the Product Release or Product Update channel.

  2. 2.

    For the remainder of the news updates, we remove all news updates that are posted on the Steam client announcements channel, or channels that are related to game reviews, or channels that are known to contain only crossposts.

  3. 3.

    We remove all news updates of which the title does not contain the words update, release, patch, hotfix, change log OR a version number.

  4. 4.

    The news updates that are left, together with the news updates from step 1 are considered as update notes.

Table 3 Update note for the Team Fortress 2 game

We must perform step 2 because posts in these channels can contain a review of another update, which will negatively affect the precision of step 3. We manually identify the following channels that are related to game reviews and the Steam client: Rock. Paper. Shotgun, PC Gamer, Shacknews, Kotaku, Eurogamer, Announcements, Steam Blog, Press Releases, Client Updates. In addition, we manually identified the following channels that contain only crossposts: TF2 Official Blog, Left 4 Dead Official Blog, Portal 2 Official Blog. As these channels are for games developed by Valve, i.e., the developer of Steam, update notes are posted to the Product Update channel as well. We removed all news updates that are posted on irrelevant channels. Table 1 gives an overview of the channels that are relevant to our study.

We identify 2,672 update notes for the 50 studied games. In order to validate the precision and recall of our extraction steps, we manually analyze a statistically-representative random sample of 372 news updates (95 % confidence level and 5 % confidence interval, taken from the 11,970 news updates of the studied games) and count the news updates that do not contain update notes. The manual analysis of the representative sample shows that our extraction steps have a precision of 88 % and a recall of 87 %. In order to further enhance the precision of our data, we manually check the identified update notes and remove 253 news updates that do not contain update notes, leaving 2,419 update notes for our study.

3.3 Identifying the Update Notes for Hotfixes and Off-cycle Updates

We distinguish two types of irregular updates in this paper:

  1. 1.

    Self-admitted hotfixes: Game updates that are described by developers as hotfixes.

  2. 2.

    Off-cycle updates: Game updates that are released outside the regular update cycle of a game.

We identify update notes for self-admitted hotfixes using the regular expression (hot.?fix) Footnote 2 on the titles and contents of update notes. Using this regular expression, we identify 163 update notes for self-admitted hotfixes. We manually check all of them and exclude 15 wrongly identified update notes, leaving 148 update notes for self-admitted hotfixes. The wrongly identified update notes are regular update notes that contain a statement such as “We will keep monitoring feedbacks and push hotfixes if necessary”.

To identify off-cycle updates, we calculate the days-between-updates for all adjacent updates for all games. We then use the Median Absolute Deviation (MAD) to identify the outliers of the days-between-updates, i.e., updates that take a statistically significantly longer or shorter period than is usual for that game. The MAD is a robust statistic which measures the variability of a univariate sample of quantitative data. The MAD is defined as the median of the absolute deviations from the data’s median. We use the MAD to identify outliers as suggested by Leys et al. (2013), who show that using the absolute deviation around the median outperforms using the standard deviation around the mean when detecting outliers. Generally, if a value is a certain number of MAD away from the median of the residuals, that value is classified as an outlier. However, Fig. 4 shows that the distributions of days-between-updates are highly unsymmetric. We address this problem by using the Double MAD as suggested by Rosenmai (2013), i.e., we calculate the MAD for the left and right side of the median of the distribution, and use the left MAD to identify outliers on the left tail, while using the right MAD to identify outliers on the right tail. Miller (1991) proposes that depending on the stringency of the researcher’s criteria, the threshold for the number of MADs can be 3 (very conservative), 2.5 (moderately conservative) or 2 (poorly conservative). After a preliminary experiment on the days-between-updates in our dataset, we select 2 as the threshold for our dataset. Figure 2 shows an example of detecting outliers for the Warframe game using the Double MAD. We identified 411 off-cycle updates in total.

Fig. 2
figure 2

An example of detecting outliers for the Warframe game

3.4 Dataset Description

Table 4 presents the description of our collected dataset.

Table 4 Dataset description

4 Preliminary Study of the Update Cycles of the Studied Steam Games

In this section, we present our preliminary study of the update cycles of the studied games. The goal of the preliminary study is to get a better understanding of the update cycle of the studied games by identifying their update frequency, update cycle consistency and update strategy. First, we explain our approach, then we present the findings of our preliminary study.

Approach

Because developers are not obliged to publish update notes for a game update, nor does Steam provide an exhaustive list of game updates, we use the published update notes to get a lower bound of the number of updates for each of the studied games.

To study update frequency, we first remove games with less than 3 updates, as such games do not provide enough information to infer their update cycle. We calculate the median and mode of the days-between-updates (i.e., the days-between-updates that occur most often) of all the studied games as metrics for update frequency.

To study update cycle consistency, we calculate Fisher’s kurtosis (Zwillinger and Kokoska 1999) of the days-between-updates. Kurtosis expresses the peakedness of a distribution. The normal distribution has a kurtosis of 3, and a kurtosis higher than 3 indicates that the distribution has a higher peak than the normal distribution. A higher kurtosis of the days-between-updates indicates that the game has a more consistent update cycle, as the days-between-updates are then centered around a single value.

Table 5 shows the update frequency and update cycle consistency metrics for all studied games. We use these metrics to manually classify all the games into two classes: games that follow a frequent update strategy, and games that use a build-up candidate update strategy. For each studied game, we:

  1. 1.

    Examine the median and mode of the days-between-updates, and compare those numbers with the total number of updates.

    Table 5 Updates of studied games on Steam, sorted by the kurtosis of days-between-updates (as of January 12, 2016)
  2. 2.

    Examine the update timeline of the game. Figure 3 shows the update timeline of the War Thunder game as an example.

  3. 3.

    Examine the update notes when necessary.

  4. 4.

    Classify the game into the frequent update strategy or the build-up candidate update strategy based on the information that is obtained from step 1 to 3.

Fig. 3
figure 3

Update timeline of the War Thunder game. Each vertical line represents an update

To verify our classification, the first and the second author of this paper both did the classification independently, and then compared the results. Only 5 games were classified differently by the two authors, and the differences were easy to resolve after discussion. There was one game (the War Thunder game) which was classified into both classes. Figure 3 shows the update timeline of the War Thunder game. From Fig. 3, we can conclude that between December 2014 and June 2015 the game appears to follow a frequent update strategy, while the game follows a build-up candidate update strategy during other time periods. One possible explanation is that the developer was experimenting with the frequent update strategy for half a year and decided to switch back to the build-up candidate update strategy after that. Another explanation is that the developer did not publish update notes for all updates outside the frequent update period. Because we were unable to find the explanation even after a manual study of the update notes, we decided to classify the War Thunder game into both update strategies. We do not consider the data for the War Thunder game in the rest of our calculations to avoid confusion.

For each studied game, we calculate the percentage of faster off-cycle updates, i.e., off-cycle updates that take less time to release compared to the regular update cycle, and slower off-cycle updates, i.e., off-cycle updates that take more time to release compared to the regular update cycle.

We use the Wilcoxon signed-rank test and Wilcoxon rank sum test to decide whether the distributions of the metrics of update cycles are significantly different. The Wilcoxon signed-rank test is a paired, non-parametric statistical test of which the null hypothesis is that two input distributions are identical, while the Wilcoxon rank sum test is unpaired. If the p-value computed by a test is smaller than 0.05, we conclude that the two input distributions are significantly different. On the other hand, if the p-value is larger than 0.05, the difference between the two input distributions is not significant.

The Wilcoxon tests determine only whether two distributions are different, but not the magnitude of the difference. Therefore, we compute Cliff’s delta d (Long et al. 2003) effect size to quantify the difference of the distributions. We use the following threshold for interpreting d, as proposed by Romano et al. (2006):

$$\text{Effect size}=\left\{\begin{array}{llllll} negligible (N), & \text{if \(|d| \leq 0.147\)}.\\ small (S), & \text{if \(0.147 <|d| \leq 0.33\)}.\\ medium (M), &\text{if \(0.33 < |d| \leq 0.474\)}.\\ large (L), &\text{if \(0.474 < |d| \leq 1\)}.\\ \end{array}\right. $$

4.1 Update Frequency

Many studied games have periods in which they release frequently

Table 5 shows that 20 out of 45 (44 %) of the studied games have a median days-between-updates that is equal to or less than 7 days, i.e., at least 50 % of the updates of these games are released within a week after the previous update. Moreover, in 81 % of the studied games, at least one of the modes of the days-between-updates is smaller than 7, indicating that these games have periods in which they release frequently.

One possible explanation for the high number of frequent updates is the rich interaction between game developers and players. Games tend to have a more engaged and interactive ecosystem than traditional software or mobile apps through channels such as discussion lists, Twitter, YouTube videos, Twitch.tv, the Steam Community, official websites of games and fan websites. Hence, the gaming community is able to provide feedback to game developers quickly, and game developers tend to address such community feedback in a quick pace as well.

4.2 Update Consistency

Most studied games do not have a consistent update cycle

Figure 4 shows the distribution of the days-between-updates of the 16 games that have the highest kurtosis for the days-between-updates metric. Table 5 shows that only 7 of 45 (16 %) of the games have a kurtosis that is higher than 20, and only 16 (36 %) of the games have a kurtosis that is higher than 10. Figure 4f indicates that even for games with a kurtosis that is higher than 20, the update cycle may not be consistent. We look into the days-between-updates of the Borderlands 2 game and find that one update has a days-between-updates of 394, while the kurtosis of the Borderlands 2 game is 22.09. The reason for the high kurtosis despite the large value of days-between-updates is that the long tail makes the distribution look more peaked. Hence, kurtosis alone is not enough to describe the consistency of the update cycle of a game.

Fig. 4
figure 4

Histogram of the days-between-updates of the 16 games with the highest kurtosis for that metric. days-between-updates greater than 100 are removed for clarity

16 % of the games often update on a specific day

Figure 4e and k hint at an update cycle that is different from most other stable games. The Left 4 Dead 2 game and the Counter-Strike: Global Offensive game have a mode of the days-between-updates of 7. In addition, the second-most occurring days-between-updates of the Left 4 Dead 2 game is 14 days. We manually look into these two games and find that most releases of the Left 4 Dead 2 game are released on Fridays, and most releases of the Counter-Strike: Global Offensive game are released on Wednesdays.

Table 5 shows that there are 7 of 45 (16 %) games for which one of the most occurring values of the days-between-updates is 7 days, indicating that 16 % of the games often update on a specific day.

4.3 Update Strategy

68 % of the studied games use a build-up candidate update strategy

Table 6 shows the results of our update strategy classification. 68 % of the studied games follow the more traditional build-up candidate update strategy. 32 % percent of the games release updates frequently.

Table 6 Update strategies and off-cycle updates of studied Steam games, sorted by the number of players (as of Jan 12, 2016)

Games from the same developers follow the same update strategy

The Left 4 Dead 2 game and the Counter-Strike: Global Offensive game mentioned above are both developed by Valve. Table 6 shows that all games developed by Valve (i.e., the Team Fortress 2 game, the Left 4 Dead 2 game, the Counter-Strike game, the Counter-Strike: Source game, the Counter-Strike: Global Offensive game, and the Dota 2 game) use the frequent update strategy.

In addition, both the Sid Meier’s Civilization V game and the XCOM: Enemy Unknown game from Firaxis Games use the build-up candidate update strategy. The same phenomenon can be observed from other games that are developed by the same developers (i.e., Facepunch Studios, Creative Assembly, Bohemia Interactive, Bethesda Game Studios), suggesting that games from the same developer follow the same update strategy.

The studied games have a median of 15 % off-cycle updates

Table 5 shows the percentage of off-cycle updates of each studied game. Figure 5 shows the distribution of the percentage of off-cycle updates for all the studied games. Although the percentage of off-cycle updates for games varies from 0 % to 52 %, half of them are between 12 % to 20 %, with a median of 15 % off-cycle updates. The game with the highest percentage (52 %) of off-cycle updates is the Counter-Strike: Global Offensive game. Figure 6 shows the release timeline of the Counter-Strike: Global Offensive game. For clarity, we highlight the faster and slower off-cycle updates on separate timelines. We observe that the update cycle of the Counter-Strike: Global Offensive game is fairly consistent. However, there are several periods in which the developers do not release updates. All updates that are released after such an inactive period, are slower off-cycle updates, explaining the relatively large number of slower off-cycle updates that are identified by our approach.

Fig. 5
figure 5

Distribution of the percentage of off-cycle updates of studied games. Each data point represents a studied game

Fig. 6
figure 6

Release timeline of the Counter-Strike: Global Offensive game. Each vertical line represents an update. There were no updates in 2015 and 2016, hence we omitted these years from the timeline for clarity

Most off-cycle updates are slower off-cycle updates

Table 6 shows the percentage of slower and faster off-cycle updates for each of the studied games. Figure 7 shows the distribution of the percentage of slower and faster off-cycle updates for all studied games. All the studied games have at least as many slower off-cycle updates as faster off-cycle updates. The Wilcoxon signed-rank test shows that the difference between the two distributions is significant with a large effect size.

Fig. 7
figure 7

Distribution of the percentage of off-cycle updates (of all updates) of each studied game. The vertical lines represent the median. The distributions are significantly different with a large effect size

A possible explanation is that games require less updates as they mature. Hence, the days-between-updates increases with time, causing these updates to be identified as slower off-cycle updates. We study the faster off-cycle updates in Section 5.1 and Section 5.2, and we discuss slower off-cycle updates in Section 5.4.

There is no difference in the percentage of off-cycle updates or hotfixes between games that follow a frequent update strategy and games that follow a build-up candidate update strategy

Figure 8 shows the distribution of the percentage of faster off-cycle updates (of all updates). Figure 9 shows the distribution of the percentage of slower off-cycle updates. The Wilcoxon rank sum test shows that the distributions of faster and slower off-cycle updates of the two update strategies are not significantly different. In addition, the Wilcoxon rank sum test also shows that the distributions of hotfixes of the two update strategies are not significantly different, indicating that the choice of update strategy does not appear to have an impact on the percentage of off-cycle updates or hotfixes.

Fig. 8
figure 8

Distribution of the percentage of faster off-cycle updates (of all updates) of each studied game. The vertical lines represent the median. The distributions are not significantly different (p > 0.05)

Fig. 9
figure 9

Distribution of the percentage of slower off-cycle updates (of all updates) of each studied game. The vertical lines represent the median. The distributions are not significantly different (p > 0.05)

5 Urgent Updates of Popular Steam Games

In this section, we study the urgent updates of popular Steam games. First, we explain the motivation and approach of our empirical study. Finally, we present our findings.

Motivation

Urgent updates are updates that are released to fix an urgent issue that is introduced in the previous botched update. Urgent updates are usually released in a state of emergency and developed outside of the regular update cycle. Therefore, urgent updates tend to be costly (Tassey 2002), and should be avoided by game developers.

In this study, we consider 0-day updates (i.e., updates with a days-between-updates of 0), off-cycle updates that are released faster than the regular cycle, and self-admitted hotfixes as urgent updates. We study the reasons given in the update notes of urgent updates to get a better understanding of what drives game developers to release urgent updates. With this understanding, game developers can pay more attention to issues that are likely to lead to urgent issues, in order to avoid the need for urgent updates at a later stage.

Approach

First, we study the frequency of urgent updates. To study frequency, we analyze the data that we collected as described in Section 3. Second, we study the reasons that are given by developers in their update notes for releasing urgent updates. We manually extract and categorize the reasons for urgent updates from their update notes. We perform an iterative process that is similar to Coding (Seaman et al. 2008; Seaman 1999) for identifying which reasons lead to urgent updates. The procedure is shown in Listing 1.

figure d

We manually examine the update notes for 162 0-day releases, 47 faster off-cycle updates, and 148 self-admitted hotfixes. We read all release notes and label them with one or more reasons for releasing the urgent update. For example, if an urgent update contains a fix for an issue that is related to crashes and performance, we label the urgent update with both the ‘CrashingGame’ and ‘Performance’ reasons. Note that we only focus on the changes in the update notes that fix issues rather than those that add features, as the fixes are more likely to help us understand the reasons that drive developers to release urgent updates.

During our analysis, we identify 11 reasons from the update notes of urgent updates. Table 7 shows all reasons with their description and an example that is taken from a studied update note. The second author of the paper has manually validated the first author’s analysis of reasons that are given in the update notes for urgent updates. The second author tagged a statistically-representative random sample of 76 update notes (95 % confidence level, 10 % confidence interval, out of 357 update notes) with reasons from the set of reasons that were identified by the first author. Both authors disagreed on only 5 out of the 76 update notes. All disagreements were for update notes that contained a very game-specific description of the update, which were misinterpreted by the second author. Hence, after a short discussion, the disagreements were straightforward to resolve.

Table 7 Identified reasons for releasing urgent updates

5.1 Urgent Update Frequency

80 % of the studied games have urgent updates

40 out of 50 (80 %) of the studied games have urgent updates, while the other 10 games all have less than 7 updates (making it difficult to identify urgent updates for these games). The high percentage of games that have urgent updates shows that urgent updates are a common phenomenon across popular games.

Games that use a frequent update strategy tend to have a higher proportion of 0-day updates than games that use a build-up candidate update strategy

As mentioned in Section 4, the number of off-cycle updates or hotfixes is not impacted by the choice of update strategy. However, the Wilcoxon rank sum test shows that the difference between the distributions of the percentage of 0-day releases of games using different update strategies is significant, with a medium effect size. Figure 10 shows the distribution of the percentage of 0-day updates. 60 % of the games that use a build-up candidate update strategy have no 0-day updates, while 93 % of the games that use a frequent update strategy have at least one 0-day update. 57 % of the games that use a frequent update strategy have at least 5 % 0-day updates.

Fig. 10
figure 10

Distribution of the percentage of 0-day updates (of all updates) of each studied game. The vertical lines represent the median. The distributions are significantly different with a medium effect size

It is interesting to observe that games that follow a build-up candidate update strategy either have very robust updates, i.e., updates that do not require urgent updates, or hold off their fixes until the next update candidate. Another possibility is that the development processes of games that use a build-up candidate update strategy are not suitable for releasing an update so shortly after the previous update (e.g., because the update process is too tedious).

46 % of the studied games have self-admitted hotfixes

Table 5 shows that 23 out of 50 (46 %) of the studied games have self-admitted hotfixes. In addition, in 12 of these 23 games more than 10 % of the updates are self-admitted hotfixes.

Table 5 shows that the DayZ game and the Don’t Starve Together game are the games with the highest percentage of self-admitted hotfixes (i.e., more than 40 % of the total number of updates). The high percentage of self-admitted hotfixes for the DayZ game and the Don’t Starve Together game can be explained by the fact that these games are early access gamesFootnote 3. Early access games allow customers to purchase the game during its public beta period while developers continue working on the game. Developers of early access games can receive crucial feedback and bug reports directly from their target community in the earlier state of development. Hence, developers may frequently release self-admitted hotfixes to respond to the received customer feedback. The other early access games that we studied follow a strategy that appears to be less focused on hotfixes, as the percentage of self-admitted hotfixes for those games varies from 0 % to 23 %. We look into the early access games and find that the Rust game publishes its update notes on Twitter. We manually inspected the Twitter account of Rust and found that its developer releases small updates frequently, often within a week of the previous update, which may be the reason for publishing release notes through informal Twitter updates instead of formal Steam updates.

Although almost half of the studied games have self-admitted hotfixes, Table 5 shows that the seven most popular games do not release self-admitted hotfixes. In total, 27 out of 50 games never release self-admitted hotfixes. Moreover, only 10 % of the 0-day updates are self-admitted hotfixes. We manually look into the update notes of 0-day updates which are not self-admitted hotfixes. In most cases, Developers do not give an explanation as to why they are releasing the urgent update within the same day as the previous update. The lack of an explanation and the self-admittance that an update is an urgent update, suggests that developers might be trying to hide their botches.

An interesting observation is that while non-game software developers tend to avoid frequent updates because of customer complaints (e.g., Microsoft’s ‘Patch Tuesday’ (Microsoft 2003)), game developers do not seem to care as much about avoiding frequent updates. The explanation could be that the impact of frequent updates on the player of a game is much smaller than on users of non-game software applications, as these are often used in enterprise situations in which updating software requires much effort (e.g., for testing interactions with other applications and the need for carefully planned rollouts of updates).

5.2 Reasons for Releasing Urgent Updates

36 % of the urgent updates are released to make changes to the rules of a game

Table 8 shows the frequency of each reason given in the update notes of urgent updates. While the identified most commonly-given reasons for releasing urgent updates apply to software in general, the rule-changing urgent updates are specific to games. We calculate that 36 % of the urgent updates are labelled as RuleLoophole or RuleChange (or both). On the one hand, loopholes in the rules (23 %) must be rapidly fixed in order to prevent cheating. For example, in the Brawlhalla game, an urgent update was released to address the following: “Dodging in the same direction of an item will not provide dodge forgiveness immunity. Ex: Dodging away from a throw means you will be immediately vulnerable to a weapon thrown directly at you.” On the other hand, developers can decide to make the game more playable by slightly changing the rules of a game by modifying the value of particular parameter settings (25 %). For example, in the same game, an urgent update was released to make items spawn faster after a game starts: “Community Request: - Lowered the delay at the start of the game until items begin spawning by 750ms”. Both of the aforementioned urgent updates for Brawlhalla were released in response to player requests.

Table 8 Reasons given in the update notes for urgent updates (separated by urgent update type, ordered by % of update notes)

Feature malfunctions, crashing games and visual bugs are the most commonly given reasons for releasing urgent updates

Table 8 shows that 64 % of the update notes mention a functional issue as a reason for releasing the urgent update. Moreover, a functional issue is also the top reason for releasing the three kinds of urgent updates. While the other reasons that we identified relate to issues that negatively impact the gaming experience, feature malfunctions, crashing games and visual bugs are issues that can actually render a game unplayable.

The major difference between the reasons that are given across the two update strategies is that games that use a build-up candidate update strategy release a higher percentage of urgent updates because of a RuleChange. Table 9 compares the frequency of each reason across the two update strategies. As stated by the League of Legends game, an imbalance in the rules of a game is a type of issue that requires an immediate fix (Lesensmer 2013), as it directly affects gameplay. Because the days-between-updates is higher for games that use a build-up candidate update strategy, these games need to release an urgent update to immediately address a RuleChange issue, while games that use a frequent update strategy are more likely to be able to include the fix in a regular update.

Table 9 Reasons given in the update notes for urgent updates (seperated by update strategy, ordered by % of update notes)

Localization and security are the least commonly-given reasons for releasing urgent updates

Although it is understandable that localization issues are not deemed urgent, in only 3 % of the analyzed update notes, security is given as a reason for releasing the urgent update. This may seem as a surprisingly low number, considering the possible impact of security vulnerabilities and the urgent need for a quick solution. In online games, security vulnerabilities are often related to cheating. Cheating allows players to break game rules, which in turn may lead to financial benefit (McGraw and Hoglund 2007), e.g., by illegally obtaining access to high-level gaming profiles or rare in-game items. Motoyama et al. (2011) show that Steam accounts are the second most popular trading item on underground forums, beating credit cards in popularity. In addition, hacking Steam accounts has been offered as an on-demand service on underground forums (Stone 2016). We expect that the low number of security-related urgent updates is because developers do not give security as a reason, but explain such urgent updates instead as for example, fixes for functional issues or loopholes in the rules of the game. Another possible explanation is that some urgent updates that are related to security issues can be fixed (or at least temporarily addressed) through server-side changes only. Hence, there are no update notes for these urgent updates as there is no downloadable component (Wiki 2009).

Not all urgent updates address issues that are caused by the previous update

12 (4 %) of the studied update notes advertise the release of new downloadable content. A possible explanation is that the development of new downloadable content is done in parallel with the regular update cycle of games.

In addition, the developers of the Rust game explain that an unexpected urgent update is due to a request from the Steam platform to add a censorship module to the game, as Steam does not want players to “flood the rest of Steam with pictures of cavemen genitalia” (RUBAT 2013). The Rust case suggests that external pressure to the developers can also be a reason of interrupting their usual update cycle.

5.3 Comparison with Previous Work

As mentioned in Section 2.3, Lewis et al. identified 11 types of failures in video games by surveying game failure videos on YouTube. Table 10 shows a mapping of Lewis et al.’s taxonomy and the reasons that we found for releasing urgent updates. An interesting observation is that some of the reasons that we found for releasing urgent updates are difficult to observe from game failure videos (e.g., CrashingGame and Security). Therefore, Lewis et al.’s and our taxonomy are complementary to each other.

figure e
Table 10 Mapping between Lewis et al.’s categories (Lewis et al. 2010) and the reasons for releasing urgent updates that are identified in this paper

5.4 Discussion

As mentioned in Section 4, slower off-cycle updates are commonly identified in the studied games. In this section, we discuss the possible reasons for slower off-cycle updates. We study the update timeline of all studied games and we observe that many games take longer to release an update as the age of the game increases. Figure 11 shows the update timeline of the Left 4 Dead 2 game as an example. As shown in the figure, the game updates very frequently at the beginning of its lifetime. However, after July 2013 (approximately three years after the initial release), the days-between-updates significantly increases. Hence, most updates after July 2013 are slower off-cycle updates. A possible explanation is that, after a certain time period, games reach maturity and require maintenance updates only. Another possible explanation is that a game developer focuses on releasing updates for other games (e.g., a new version of the game) and releases only updates that are necessary to keep the game playable.

Fig. 11
figure 11

Update timeline of the Left 4 Dead 2 game. Each vertical line represents an update

6 Threats to Validity

In this section, we present the threats to the validity of our findings.

6.1 Internal Validity

A threat to the validity of our findings is that it is not necessary for game developers to publish update notes for a game update to one of the Steam channels. Hence, all numbers that we give in this paper may be low bound estimates of the actual number of updates.

In our study, we assume that a problem which later leads to an urgent update is introduced by the update preceding that urgent update. While this assumption may threaten the validity of our findings, we encountered only a very small portion (i.e., approximately 4 %, the downloadable content and the censorship updates) of urgent updates that exhibited proof against this assumption during our analysis.

6.2 External Validity

In our empirical study, we studied the 50 most popular games on Steam. The findings of our study may not generalize to other games with different distribution mechanisms. However, as stated in Section 2, Steam is the largest digital distribution platform for PC gaming. Hence, popular Steam games are representative for a large number of games.

6.3 Construct Validity

We identify off-cycle updates with a threshold of 2 times MADFootnote 4. Although we conduct a preliminary experiment to find the threshold that works best for our data, it is possible that some off-cycle updates are not identified by this threshold.

We manually validated our approach for collecting update notes for self-admitted hotfixes and found that our approach has a precision of 88 % and a recall of 87 %, as described in Section 3.2.

7 Conclusion

In this paper, we study the urgent updates of popular games on Steam. Urgent updates fix issues that are deemed critical enough to not be left unfixed until the next regular update.

We conduct an empirical study on 2,419 update notes of the 50 most popular games on the Steam platform, a popular platform for digital game distribution. We use update notes to 1) identify the update strategy that is followed by each game, 2) identify and study urgent updates and 3) study the reasons for releasing urgent updates. The most important findings of our study are:

  1. 1.

    80 % of the studied games have urgent updates. Games that use a frequent update strategy have a higher proportion of 0-day updates than games that follow a build-up candidate update strategy.

  2. 2.

    46 % of the studied games have self-admitted hotfixes. Only 10 % of the 0-day updates are self-admitted hotfixes, which suggests that developers try to hide their mistakes.

  3. 3.

    36 % of the urgent updates are released to make changes to the rules of a game.

  4. 4.

    Feature malfunctions, crashing games and visual bugs are the most commonly given reasons for releasing urgent updates.

The most important contribution of our paper is the finding that the choice of update strategy seems to affect the proportion of 0-day updates that developers have to release. We observe that games that release frequently also release a higher proportion of 0-day updates than games that use a traditional build-up candidate update strategy. Our findings are consistent with the findings of Souza et al. (2015), who show that releasing frequently leads to a higher proportion of patches that must be reverted.

Prior work (Khomh et al. 2012; Khomh et al. 2015; da Costa et al. 2016) on update strategies focuses mostly on the Mozilla Firefox project, in which the update strategy changed from traditional build-up candidate updates to frequent updates (i.e., every six weeks). In this paper, we show that most games update much more frequently than once every six weeks, a phenomenon that was recently observed for mobile apps (McIlroy et al. 2016). The unique distribution mechanism (e.g. online store) of games and mobile apps allows developers to release updates for their software at an increasingly rapid pace. Future research efforts need to carefully reconsider how such rapid pace of updating software influences our well-established understandings of software engineering practices and theories.