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Studying the urgent updates of popular games on the Steam platform

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The steadily increasing popularity of computer games has led to the rise of a multi-billion dollar industry. This increasing popularity is partly enabled by online digital distribution platforms for games, such as Steam. These platforms offer an insight into the development and test processes of game developers. In particular, we can extract the update cycle of a game and study what makes developers deviate from that cycle by releasing so-called urgent updates. An urgent update is a software update that fixes problems that are deemed critical enough to not be left unfixed until a regular-cycle update. Urgent updates are made in a state of emergency and outside the regular development and test timelines which causes unnecessary stress on the development team. Hence, avoiding the need for an urgent update is important for game developers. We define urgent updates as 0-day updates (updates that are released on the same day), updates that are released faster than the regular cycle, or self-admitted hotfixes. We conduct an empirical study of the urgent updates of the 50 most popular games from Steam, the dominant digital game delivery platform. As urgent updates are reflections of mistakes in the development and test processes, a better understanding of urgent updates can in turn stimulate the improvement of these processes, and eventually save resources for game developers. In this paper, we argue that the update strategy that is chosen by a game developer affects the number of urgent updates that are released. Although the choice of update strategy does not appear to have an impact on the percentage of updates that are released faster than the regular cycle or self-admitted hotfixes, games that use a frequent update strategy tend to have a higher proportion of 0-day updates than games that use a traditional update strategy.
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Studying the Urgent Updates of Popular Games on the
Steam Platform
Dayi Lin ·Cor-Paul Bezemer ·Ahmed E.
Hassan
Received: date / Accepted: date
Abstract The steadily increasing popularity of computer games has led to the rise of
a multi-billion dollar industry. This increasing popularity is partly enabled by online
digital distribution platforms for games, such as Steam. These platforms offer an
insight into the development and test processes of game developers. In particular, we
can extract the update cycle of a game and study what makes developers deviate from
that cycle by releasing so-called urgent updates.
An urgent update is a software update that fixes problems that are deemed critical
enough to not be left unfixed until a regular-cycle update. Urgent updates are made
in a state of emergency and outside the regular development and test timelines which
causes unnecessary stress on the development team. Hence, avoiding the need for an
urgent update is important for game developers. We define urgent updates as 0-day
updates (updates that are released on the same day), updates that are released faster
than the regular cycle, or self-admitted hotfixes.
We conduct an empirical study of the urgent updates of the 50 most popular games
from Steam, the dominant digital game delivery platform. As urgent updates are re-
flections of mistakes in the development and test processes, a better understanding of
urgent updates can in turn stimulate the improvement of these processes, and even-
tually save resources for game developers. In this paper, we argue that the update
strategy that is chosen by a game developer affects the number of urgent updates
that are released. Although the choice of update strategy does not appear to have an
impact on the percentage of updates that are released faster than the regular cycle or
self-admitted hotfixes, games that use a frequent update strategy tend to have a higher
proportion of 0-day updates than games that use a traditional update strategy.
Keywords Update cycle ·update strategy ·urgent update ·computer games ·Steam
Dayi Lin ·Cor-Paul Bezemer ·Ahmed E. Hassan
Queen’s University, Canada
E-mail: dayi.lin@cs.queensu.ca, bezemer@cs.queensu.ca, ahmed@cs.queensu.ca
2 Dayi Lin et al.
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 [36].
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 [9].
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 [24] or Steam [42]). Digital distribution allows game developers to easily
distribute game updates and new content to the players through online gaming com-
munities, such as the Steam Community [41]. Games purchases on digital distribution
platforms reached a revenue of $61 billion [39] 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 up-
coming 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 previ-
ous 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 [6], 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 [42], 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:
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.
Why do developers release urgent updates? 36% of the urgent updates are re-
leased to make changes to the rules of a game. Feature malfunctions, crashing
Studying the Urgent Updates of Popular Games on the Steam Platform 3
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 [3, 15]. In addition, Hassan et al. [10] 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 pro-
vides background information on the Steam platform, on update strategies and related
work. Section 3 presents the methodology that we use in our empirical study. Sec-
tion 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 de-
scribe 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 cur-
rently over 8,100 games available through Steam and the platform has over 142 mil-
lion active users [34].
Steam acts as a digital game library, as it helps users track their games. For exam-
ple, 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 [42] 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,
4 Dayi Lin et al.
Table 1: All available Steam channels
Channel Contents Used in our study
Announcements General updates including promotions
Client Updates Steam Client updates
Eurogamer Reviews of games
Kotaku Reviews of games
Left 4 Dead Official Blog Updates for the Left 4 Dead game
PC Gamer Reviews of games
Portal 2 Official Blog Updates for the Portal 2 game
Press Releases Press releases for Valve games
Product Releases New game releases X
Product Updates Game updates X
Rock, Paper, Shotgun Reviews of games
Shacknews Reviews of games
Steam Blog General updates including promotions
Steam Community Announcements Updates for games and promotions X
TF2 Official Blog Updates for the Team Fortress 2 game
such as SteamSpy [34], collect a plethora of aggregated information from the Steam
Community about Steam games.
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 tra-
ditional 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 devel-
oping new products, while updating older products only when absolutely necessary.
Because the number of days between updates may increase over time, we cannot
Studying the Urgent Updates of Popular Games on the Steam Platform 5
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. [7] analyzed two years of game traffic on several gaming plat-
forms, including Steam. They demonstrate the difficulty of providing enough re-
sources 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 Com-
munity. Blackburn et al [5] 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. [4] ana-
lyze the evolution of the Steam Community social network and examine user groups
in the Steam community. Sifa et al. [35] 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. [11] 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 devel-
opment.
Apostolos et al. [1] examine how software engineering practices are used in game
development. They show that game developers adjust traditional software engineer-
ing 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. [27] 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
6 Dayi Lin et al.
because these tests limit the creativity of game designers, as designers must adhere
to the limitations of automated testing.
Washburn et al. [43] study 155 postmortem retrospectives from game develop-
ment in which game developers discuss what went wrong and what went right during
the development of a game. Washburn et al. extract a set of best practices and pitfalls
for game development. They show that planning at the early stage of game develop-
ment 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. [17] 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 [3, 15]. Arora et al. [3] 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. [2] show that releasing software faster than a competitor can lead to
financial benefit despite the high cost of hotfixes.
Kerzazi et al. [12] study 345 releases of a large e-commerce web app and identify
17 recurrent root causes of botched releases, classified into four major categories.
Hassan et al. [10] 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 cate-
gorize 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 [22, 28]. 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. [28] 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
Studying the Urgent Updates of Popular Games on the Steam Platform 7
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. [22] 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.
Mantyla et al. [20] 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). Mantyla 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. Mantyla et al. conclude that the rapid release strategy
does not have a significant impact on the product quality. Souza et al. [37] 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. [8] 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. [13] 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 [14] 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 up-
dates 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.
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 [9], 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.
8 Dayi Lin et al.
Selecting Subject Systems
Collecting Update Notes
Identifying the Update Notes
for Hotfixes and Off-cycle Updates
Steam Charts Select subject
systems
Extract
news
updates
Steam official
website
Extract
update
notes
Identify the
update notes
for hotfixes
50 studied
games
Update
notes
The update
notes
for hotfixes
Preliminary study
of update cycles
(Section 4)
Urgent update
reasons
(Section 5.2)
Identify the
update notes
for off-cycle
updates
The update
notes for off-
cycle updates
Urgent update
frequency
(Section 5.1)
Fig. 1: Overview of our study
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
Studying the Urgent Updates of Popular Games on the Steam Platform 9
Table 2: Basic information about the studied games on Steam, sorted by the number
of players (as of January 12, 2016)
Title Developer Genre Release
year
# of
players
Early
access2
Dota 2 Valve Strategy 2013 858890
Counter-Strike: Global Offensive Valve Action 2012 563938
Football Manager 2016 SPORTS INTERACTIVE Sports 2015 68949
Fallout 4 Bethesda Game Studios RPG 2015 61214
Grand Theft Auto V Rockstar North Adventure 2015 56419
Team Fortress 2 Valve Action 2007 56390
ARK: Survival Evolved Studio Wildcard RPG 2015 50522 X
Sid Meier’s Civilization V Firaxis Games Strategy 2010 45352
Garry’s Mod Facepunch Studios Simulation 2006 39694
The Elder Scrolls V: Skyrim Bethesda Game Studios RPG 2011 36107
Warframe Digital Extremes Action 2013 35983
Rust Facepunch Studios RPG 2013 35128 X
Rocket League Psyonix Sports 2015 34342
Arma 3 Bohemia Interactive Strategy 2013 32294
Counter-Strike Valve Action 2000 26814
H1Z1 : Just Survive Daybreak Game Company Adventure 2015 24577 X
Euro Truck Simulator 2 SCS Software Simulation 2013 21689
Call of Duty: Black Ops III Treyarch Adventure 2015 21643
Terraria Re-Logic RPG 2011 20594
Unturned Smartly Dressed Games Casual 2014 20466 X
PAYDAY 2 OVERKILL - a Starbreeze Studio. RPG 2013 17064
SMITE Hi-Rez Studios Action 2015 16510
The Witcher 3: Wild Hunt CD PROJEKT RED RPG 2015 14415
War Thunder Gaijin Entertainment Simulation 2013 14364
Path of Exile Grinding Gear Games RPG 2013 14159
Left 4 Dead 2 Valve Action 2009 13866
Europa Universalis IV Paradox Development Studio Strategy 2013 13112
Counter-Strike: Source Valve Action 2004 13068
Tom Clancy’s Rainbow Six Siege Ubisoft Montreal Action 2015 12742
DayZ Bohemia Interactive Action 2013 11505 X
Total War: ROME II - Emperor Edition1Creative Assembly Strategy 2013 10795
Trove Trion Worlds RPG 2015 10216
Mount & Blade: Warband TaleWorlds Entertainment RPG 2010 9976
Don’t Starve Together Klei Entertainment Simulation 2014 9876 X
Borderlands 2 Gearbox Software RPG 2012 9720
METAL GEAR SOLID V: THE PHANTOM PAIN1Konami Digital Entertainment Adventure 2015 9513
XCOM: Enemy Unknown Firaxis Games Strategy 2012 9253
Age of Empires II HD Skybox Labs Strategy 2013 8523
7 Days to Die The Fun Pimps Simulation 2013 8253 X
Cities: Skylines Colossal Order Ltd. Strategy 2015 7369
Company of Heroes 2 Relic Entertainment Strategy 2013 7074
Arma 2: Operation Arrowhead Bohemia Interactive Strategy 2010 7023
AdVenture Capitalist Hyper Hippo Games Casual 2015 6946
Total War: ATTILA Creative Assembly Strategy 2015 6843
Hurtworld Bankroll Studios Simulation 2015 6806 X
Undertale tobyfox RPG 2015 6748
Brawlhalla Blue Mammoth Games Action 2015 6530 X
Just Cause 3 Avalanche Studios Adventure 2015 6518
Dying Light: The Following - Enhanced Edition1Techland RPG 2015 6360
DARK SOULS II: Scholar of the First Sin1FromSoftware, Inc RPG 2015 6342
1. We will use shortened game names throughout the rest of the paper for brevity in the tables.
2. Early access games allow customers to purchase the game during its public beta period while developers continue working
on the game.
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
10 Dayi Lin et al.
Table 3: Update note for the Team Fortress 2 game
Title Team Fortress 2 Update Released
Channel Product Updates
Date 12 Oct, 2015
An update to Team Fortress 2 has been released. The update will be applied
automatically when you restart Team Fortress 2. The major changes include:
- Fixed a client crash related to the contract menu.
- Fixed an issue where some players could not use some of the crafting recipes
- Running in textmode now places the client in insecure mode
- Updated the localization files
Steam Store1aggregates all news updates that are related to that game from all avail-
able Steam Community channels. These news updates include for example game an-
nouncements, 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 up-
dates:
1. We keep all news updates that are posted on the Product Release or Product
Update channel.
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. 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. The news updates that are left, together with the news updates from step 1 are
considered as update notes.
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 Offi-
cial 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
1E.g., related news for Dota 2: http://store.steampowered.com/news/?appids=570
Studying the Urgent Updates of Popular Games on the Steam Platform 11
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. Self-admitted hotfixes: Game updates that are described by developers as hot-
fixes.
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)2on 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 ad-
jacent 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 statis-
tically 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 quanti-
tative 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. [18],
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, Figure 4 shows that the distributions of days-between-updates
are highly unsymmetric. We address this problem by using the Double MAD as sug-
gested by Rosenmai [30], 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 [25] pro-
poses 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 exam-
ple of detecting outliers for the Warframe game using the Double MAD. We identified
411 off-cycle updates in total.
2We attempted to extend this regular expression with more terms such as ‘patch’ and ‘emergency’,
however, we found that these terms incorrectly match too many update notes that are not for hotfixes.
12 Dayi Lin et al.
Days-between-updates
Frequency
0 20 40 60 80 100
0 2 4 6 8 10 12
Median
(8)
Right
threshold
(28) Left threshold: 2x Left MAD (1.5) from the median
Right threshold: 2x Right MAD (10) from the median
Left
threshold
(5)
Outliers
Regular updates
Fig. 2: An example of detecting outliers for the Warframe game.
Table 4: Dataset description
# of studied games 50
# of news updates 11,970
# of update notes for:
All game updates 2,419
Self-admitted hotfixes 148
Off-cycle updates 411
0-day updates 162
3.4 Dataset Description
Table 4 presents the description of our collected dataset.
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 up-
date cycle of the studied games by identifying their update frequency, update cycle
Studying the Urgent Updates of Popular Games on the Steam Platform 13
Table 5: Updates of studied games on Steam, sorted by the kurtosis of days-between-
updates (as of January 12, 2016)
days-between-updates1
Title Updates % Self.adm
hotfixes
% Off-cycle
updates2Median Mode3Kurtosis
Team Fortress 2 464 0 13 3.0 1(100) 82.51
Don’t Starve Together 91 43 15 3.0 1(25) 55.27
Unturned 158 1 20 2.0 1(64) 46.41
Counter-Strike: Source 84 0 21 7.0 0(7) 43.04
Left 4 Dead 2 134 0 21 7.0 7(23) 30.83
Borderlands 2 32 3 19 19.0 1,2,5,9,27,28(2) 22.09
Counter-Strike 29 0 17 2.0 1(10) 20.46
7 Days to Die 68 28 13 5.0 1(11) 18.35
Company of Heroes 2 26 0 15 13.0 0(8) 17.67
Arma 2: Operation Arrowhead 19 5 11 53.5 16(2) 13.61
Counter-Strike: Global Offensive 90 0 52 7.0 7(29) 13.28
Path of Exile 70 9 13 6.0 3(8) 12.82
DayZ 25 48 4 15.0 0,2,28(3) 12.46
Garry’s Mod 66 3 17 13.0 3(8) 11.64
Dota 2 281 0 12 3.0 1(77) 11.12
Brawlhalla 75 0 8 6.0 1(13) 10.29
Dying Light: The Following - E. E. 17 12 12 13.0 4,11(2) 9.48
Euro Truck Simulator 2 33 9 15 21.5 7(3) 9.04
Arma 3 20 5 35 21.0 15,21(2) 8.88
Terraria 12 0 25 13.0 8(2) 8.78
Warframe 58 10 22 8.0 7(11) 8.57
Rust 12 0 17 12.0 6(2) 7.89
Age of Empires II HD 22 5 14 13.0 6,7(2) 7.41
War Thunder 60 2 22 5.0 1(9) 6.78
Trove 42 31 7 4.0 1(9) 6.66
PAYDAY 2 148 19 19 3.0 1(39) 6.53
Sid Meier’s Civilization V 37 14 38 22.0 22(3) 5.76
Mount Blade: Warband 29 10 14 25.5 3,12(2) 5.40
AdVenture Capitalist 9 0 22 24.0 37(2) 5.16
The Witcher 3: Wild Hunt 17 6 24 4.0 0(6) 5.08
Just Cause 3 7 0 14 9.0 3(2) 3.97
Call of Duty: Black Ops III 8 0 13 5.0 0(2) 3.51
Europa Universalis IV 23 35 17 10.5 0(4) 3.47
H1Z1 : Just Survive 61 10 18 5.5 7(9) 2.92
XCOM: Enemy Unknown 10 0 20 34.0 -42.71
The Elder Scrolls V: Skyrim 10 0 10 49.0 -42.64
Total War: ROME II - E. E. 15 0 13 13.5 7(2) 2.50
Rocket League 13 8 8 13.0 20(2) 2.36
Hurtworld 5 0 0 5.5 -42.28
Total War: ATTILA 6 17 17 48.0 -41.92
Fallout 4 6 0 17 5.0 9(2) 1.62
Cities: Skylines 6 0 0 11.0 -41.62
Tom Clancy’s Rainbow Six Siege 4 0 0 6.0 -41.50
Grand Theft Auto V 5 0 0 44.5 -41.44
ARK: Survival Evolved 6 0 0 20.0 -41.43
Football Manager 2016 2 0 - - - -
SMITE 2 0 - - - -
METAL GEAR SOLID V: THE P. P. 1 0 - - - -
Undertale50 - - - - -
DARK SOULS II: S. of the F. S. 1 0 - - - -
1. The days-between-updates metrics are not calculated for games with less than 3 updates.
2. The off-cycle updates are not identified for games with less than 3 updates.
3. Between parentheses we show the numbers of times that the mode occurred. It is possible to have multiple modes with
the same number of occurrences.
4. All days-between-updates of that game occur once, hence there is no mode.
5. No metrics are calculated for this game because it has no released updates on Steam.
14 Dayi Lin et al.
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 pub-
lished 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 cal-
culate 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 fre-
quency.
To study update cycle consistency, we calculate Fisher’s kurtosis [45] 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 dis-
tribution 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. Examine the median and mode of the days-between-updates, and compare those
numbers with the total number of updates.
2. Examine the update timeline of the game. Figure 3 shows the update timeline of
the War Thunder game as an example.
3. Examine the update notes when necessary.
4. Classify the game into the frequent update strategy or the build-up candidate up-
date strategy based on the information that is obtained from step 1 to 3.
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 Figure 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
Studying the Urgent Updates of Popular Games on the Steam Platform 15
Oct
2013
Jan
2014
Apr Jul Oct Jan
2015
Apr Jul Oct Jan
2016
Fig. 3: Update timeline of the War Thunder game. Each vertical line represents an
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 con-
clude 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[19] effect
size to quantify the difference of the distributions. We use the following threshold for
interpreting d, as proposed by Romano et al. [29]:
Effect size =
negligible(N),if |d| ≤ 0.147.
small(S),if 0.147 <|d| ≤ 0.33.
medium(M),if 0.33 <|d| ≤ 0.474.
large(L),if 0.474 <|d| ≤ 1.
4.1 Update Frequency
Many studied games have periods in which they release frequently. Table 5 shows
that 20 out of 45 (44%) 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, indi-
cating that these games have periods in which they release frequently.
One possible explanation for the high number of frequent updates is the rich in-
teraction 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.
16 Dayi Lin et al.
Table 6: Update strategies and off-cycle updates of studied Steam games, sorted by
the number of players (as of Jan 12, 2016)
Update strategy
Title Frequent
update
Build-up
candidate
% Faster
off-cycle
updates2
% Slower
off-cycle
updates2
% 0-day
updates2
Dota 2 X0 12 6
Counter-Strike: Global Offensive X21 31 3
Football Manager 20161- - - - 0
Fallout 4 X17 0 0
Grand Theft Auto V X0 0 0
Team Fortress 2 X0 13 11
ARK: Survival Evolved X0 0 0
Sid Meier’s Civilization V X19 19 5
Garry’s Mod X0 17 0
The Elder Scrolls V: Skyrim X0 10 0
Warframe X10 12 2
Rust X0 17 8
Rocket League X0 8 0
Arma 3 X5 25 0
Counter-Strike X0 17 7
H1Z1 : Just Survive X3 15 3
Euro Truck Simulator 2 X0 15 0
Call of Duty: Black Ops III X0 13 25
Terraria X8 17 0
Unturned X0 20 1
PAYDAY 2 X0 19 11
SMITE1- - - - 0
The Witcher 3: Wild Hunt X0 24 35
War Thunder X X 0 22 10
Path of Exile X0 13 3
Left 4 Dead 2 X6 15 6
Europa Universalis IV X0 17 17
Counter-Strike: Source X0 21 8
Tom Clancy’s Rainbow Six Siege X0 0 0
DayZ X0 4 12
Total War: ROME II - E. E. X0 13 0
Trove X0 7 2
Mount Blade: Warband X0 14 0
Don’t Starve Together X0 15 5
Borderlands 2 X0 19 3
METAL GEAR SOLID V: THE P. P.1- - - - 0
XCOM: Enemy Unknown X0 20 0
Age of Empires II HD X0 14 5
7 Days to Die X0 13 0
Cities: Skylines X0 0 0
Company of Heroes 2 X0 15 31
Arma 2: Operation Arrowhead X0 11 5
AdVenture Capitalist X11 11 0
Total War: ATTILA X0 17 0
Hurtworld X0 0 0
Undertale1- - - - 0
Brawlhalla X0 8 13
Just Cause 3 X0 14 0
Dying Light: The Following - E. E. X0 12 6
DARK SOULS II: S. of the F. S.1- - - - 0
1. The metrics are not calculated for games with less than 3 updates.
2. Percentage of all updates.
Studying the Urgent Updates of Popular Games on the Steam Platform 17
(a) Team Fortress 2
kurtosis:82.51
Days-between-updates
Frequency
0 20 40 60 80 100
0 20 40 60 80 100
(b) Don't Starve Together
kurtosis:55.27
Days-between-updates
Frequency
0 20 40 60 80 100
0 5 10 15 20 25 30
(c) Unturned
kurtosis:46.41
Days-between-updates
Frequency
0 20 40 60 80 100
0 20 40 60 80 100
(d) Counter−Strike: Source
kurtosis:43.04
Days-between-updates
Frequency
0 20 40 60 80 100
0 5 10 15 20 25 30
(e) Left 4 Dead 2
kurtosis:30.83
Days-between-updates
Frequency
0 20 40 60 80 100
0 5 10 15 20 25 30
(f) Borderlands 2
kurtosis:22.09
Days-between-updates
Frequency
0 20 40 60 80 100
0 5 10 15 20 25 30
(g) Counter−Strike
kurtosis:20.46
Days-between-updates
Frequency
0 20 40 60 80 100
0 5 10 15 20 25 30
(h) 7 Days to Die
kurtosis:18.35
Days-between-updates
Frequency
0 20 40 60 80 100
0 5 10 15 20 25 30
(i) Company of Heroes 2
kurtosis:17.67
Days-between-updates
Frequency
0 20 40 60 80 100
0 5 10 15 20 25 30
(j) Arma 2: Operation Arrowhead
kurtosis:13.61
Days-between-updates
Frequency
0 20 40 60 80 100
0 5 10 15 20 25 30
(k) Counter−Strike: Global Offensive
kurtosis:13.28
Days-between-updates
Frequency
0 20 40 60 80 100
0 5 10 15 20 25 30
(l) Path of Exile
kurtosis:12.82
Days-between-updates
Frequency
0 20 40 60 80 100
0 5 10 15 20 25 30
(m) DayZ
kurtosis:12.46
Days-between-updates
Frequency
0 20 40 60 80 100
0 5 10 15 20 25 30
(n) Garry's Mod
kurtosis:11.64
Days-between-updates
Frequency
0 20 40 60 80 100
0 5 10 15 20 25 30
(o) Dota 2
kurtosis:11.12
Days-between-updates
Frequency
0 20 40 60 80 100
0 20 40 60 80 100
(p) Brawlhalla
kurtosis:10.29
Days-between-updates
Frequency
0 20 40 60 80 100
0 5 10 15 20 25 30
Fig. 4: Histogram of the days-between-updates of the 16 games with the highest kur-
tosis for that metric. days-between-updates greater than 100 are removed for clarity.
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 kur-
tosis 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 4(f) 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.
18 Dayi Lin et al.
0 10 20 30 40 50
Percentage of off−cycle updates
Fig. 5: Distribution of the percentage of off-cycle updates of studied games. Each dot
represents a studied game.
16% of the games often update on a specific day. Figure 4 (e) 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 fol-
low the more traditional build-up candidate update strategy. 32% of the games release
updates frequently.
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 Un-
known 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
Studying the Urgent Updates of Popular Games on the Steam Platform 19
Fig. 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.
0 5 10 15 20 25 30
% of off−cycle updates
Slower off−cycle updates
Faster off−cycle updates
Fig. 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 signifi-
cantly different with a large effect size.
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 percent-
age 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 time-
lines. 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.
Most off-cycle updates are slower off-cycle updates. Table 6 shows the per-
centage 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
20 Dayi Lin et al.
0 5 10 15 20
% of faster off−cycle updates
Frequent update
Build−up candidate
Fig. 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).
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.
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 be-
tween games that follow a frequent update strategy and games that follow a
build-up candidate update strategy. Figure 8 shows the distribution of the percent-
age 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 differ-
ent, indicating that the choice of update strategy does not appear to have an impact
on the percentage of off-cycle updates or hotfixes.
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 [40], and should be avoided by game developers.
Studying the Urgent Updates of Popular Games on the Steam Platform 21
0 5 10 15 20 25 30
% of slower off−cycle updates
Frequent update
Build−up candidate
Fig. 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).
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 rea-
sons 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 [32, 33] for identify-
ing which reasons lead to urgent updates. The procedure is shown in Listing 1.
22 Dayi Lin et al.
Inputs = All urgent updates, a list of reasons leading to urgent updates
(which is initially empty)
For each urgent update:
Manually examine the content of this urgent update.
If the urgent update matches an existing reason:
Label the urgent update with that/those reason(s).
Else:
Add a new reason to the list of reasons leading to urgent updates.
Restart labelling with new list of reasons.
Outputs = All urgent updates (labelled with appropriate reasons), and a
list of reasons leading to urgent updates.
Listing 1: Our coding process for urgent updates
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 up-
dates. 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 mis-
interpreted by the second author. Hence, after a short discussion, the disagreements
were straightforward to resolve.
5.1 Urgent Update Frequency
80% of the studied games have urgent updates. 40 out of 50 (80%) 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
Studying the Urgent Updates of Popular Games on the Steam Platform 23
Table 7: Identified reasons for releasing urgent updates
Reason Description Example
Functional Feature malfunctions “Fixed save game does not save your
minibike”
CrashingGame Game crashes “Client crashes on some PC’s with intel
video card have been fixed.
RuleLoophole Loophole in a rule of the game (i.e., a ‘bug’
in a rule)
“Overlords of colonies and Protectorates
can no longer transfer trade power”
RuleChange Change of numerical parameter in a rule of
the game
“Lowered dog chase give up time to 18 sec-
onds”
Content Fix for an element in the game (e.g. map or
weapon)
“Fixed the Sobek and Torid weapons so
that they can be fired when coming out of a
sprint”
Visual Bug related to visual effects “Fixed rain striped effect on surfaces”
Sound Bug related to sound effects “Flash thunder and weather sounds on en-
tering game fixed”
UserInteraction User interaction related bug “The ‘End Turn’ button incorrectly dis-
plays ‘Please Wait’ rather than ‘Unit
Needs Orders’”
Performance CPU, network, memory, or disk perfor-
mance related issues (including online
gaming issues such as desynchronization
or network lag)
“Fixed a dedi server taking full CPU time
of a single core even if no user was con-
nected”
Localization Error related to languages or regions “Fixed a localization issue in English”
Security Security vulnerability “Fixes the steam ID spoofing or account
hijacking bug”
0 10 20 30
% of 0−day updates
Frequent update
Build−up candidate
Fig. 10: Distribution of the percentage of 0-day updates (of all updates) of each stud-
ied game. The vertical lines represent the median. The distributions are significantly
different with a medium effect size.
24 Dayi Lin et al.
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.
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 up-
dates, 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%) 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 games3. Early access games allow customers to pur-
chase 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 re-
ports 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 Tues-
day’ [23]), game developers do not seem to care as much about avoiding frequent
3http://store.steampowered.com/earlyaccessfaq/
Studying the Urgent Updates of Popular Games on the Steam Platform 25
Table 8: Reasons given in the update notes for urgent updates (separated by urgent
update type, ordered by % of update notes)
0-day updates Faster off-cycle updates Self.adm hotfixes All urgent updates
Reason % Reason % Reason % Reason %
Functionality 59 Functionality 71 Functionality 64 Functionality 64
CrashingGame 32 UserInteraction 49 CrashingGame 46 CrashingGame 39
Visual 26 Visual 37 Visual 35 Visual 32
UserInteraction 22 RuleChange 34 RuleLoophole 27 UserInteraction 27
RuleChange 21 CrashingGame 29 UserInteraction 25 RuleChange 25
Content 19 RuleLoophole 24 RuleChange 25 RuleLoophole 23
RuleLoophole 18 Performance 24 Performance 25 Performance 22
Performance 16 Content 20 Content 20 Content 19
Sound 9 Sound 15 Sound 11 Sound 11
Localization 4 Localization 5 Localization 4 Localization 4
Security 3 Security 0 Security 4 Security 3
* Note that these percentages do not add up to 100% as multiple reasons can be given in the
update notes of a single update.
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 ef-
fort (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 up-
dates. While the identified most commonly-given reasons for releasing urgent up-
dates 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.
Feature malfunctions, crashing games and visual bugs are the most com-
monly 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.
26 Dayi Lin et al.
Table 9: Reasons given in the update notes for urgent updates (seperated by update
strategy, ordered by % of update notes)
Frequent update Build-up candidate
Reason % Reason %
Functionality 61 Functionality 72
CrashingGame 39 RuleChange 38
Visual 31 CrashingGame 35
UserInteraction 26 Visual 35
RuleChange 21 RuleLoophole 35
RuleLoophole 20 UserInteraction 29
Performance 20 Performance 26
Content 18 Content 23
Sound 10 Sound 14
Localization 3 Localization 5
Security 2 Security 5
* Note that these percentages do not add up to
100% as multiple reasons can be given in the
update notes of a single update.
Moreover, a functional issue is also the top reason for releasing the three kinds of ur-
gent 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 fre-
quency 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 [16], 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.
Localization and security are the least commonly-given reasons for releas-
ing 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 rea-
son 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 cheat-
ing. Cheating allows players to break game rules, which in turn may lead to financial
benefit [21], e.g. by illegally obtaining access to high-level gaming profiles or rare
in-game items. Motoyama et al. [26] 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 un-
Studying the Urgent Updates of Popular Games on the Steam Platform 27
Table 10: Mapping between Lewis et al.’s categories [17] and the reasons for releasing
urgent updates that are identified in this paper
This paper Lewis et al. [17]
Functional Invalid value change, Artificial stupidity, Information,
Action, Invalid position over time, Invalid context state
over time, Interrupted event
CrashingGame -1
RuleLoophole Invalid value change, Object out of bounds, Action
RuleChange Invalid event occurrence over time
Content Object out of bounds
Visual Invalid graphical representation, Information, Implemen-
tation response issues
Sound Interrupted event
UserInteraction -1
Performance Implementation response issues
Localization -1
Security -1
1. We do not find any Lewis et al.’s category which maps this reason.
derground forums [38]. We expect that the low number of security-related urgent up-
dates 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 [44].
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 con-
tent. 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” [31]. The Rust case suggests that external pressure to the devel-
opers 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.
28 Dayi Lin et al.
Jul
2010
Jan
2011
Jul Jan
2012
Jul Jan
2013
Jul Jan
2014
Jul Jan
2015
Jul Jan
2016
Fig. 11: Update timeline of the Left 4 Dead 2 game. Each vertical line represents an
update.
80% of the studied games have urgent updates. Games that follow a frequent
update strategy tend to have a higher proportion of 0-day updates. Feature
malfunctions, crashing games and visual bugs are the most commonly-given
reasons for releasing urgent updates.
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.
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.
Studying the Urgent Updates of Popular Games on the Steam Platform 29
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 mecha-
nisms. However, as stated in Section 2, Steam is the largest digital distribution plat-
form for PC gaming. Hence, popular Steam games are representative for a large num-
ber of games.
6.3 Construct Validity
We identify off-cycle updates with a threshold of 2 times MAD4. Although we con-
duct 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. 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. 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. 36% of the urgent updates are released to make changes to the rules of a game.
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. [37], who show that
releasing frequently leads to a higher proportion of patches that must be reverted.
4Median Absolute Deviation, see Section 3.
30 Dayi Lin et al.
Prior work [8, 13, 14] on update strategies focuses mostly on the Mozilla Fire-
fox 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 [22]. 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 re-
consider how such rapid pace of updating software influences our well-established
understandings of software engineering practices and theories.
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Context. The game industry is increasingly growing in recent years. Every day, millions of people play video games, not only as a hobby, but also for professional competitions (e.g., e-sports or speed-running) or for making business by entertaining others (e.g., streamers). The latter daily produce a large amount of gameplay videos in which they also comment live what they experience. But no software and, thus, no video game is perfect: Streamers may encounter several problems (such as bugs, glitches, or performance issues) while they play. Also, it is unlikely that they explicitly report such issues to developers. The identified problems may negatively impact the user's gaming experience and, in turn, can harm the reputation of the game and of the producer. Objective. In this paper, we propose and empirically evaluate GELID, an approach for automatically extracting relevant information from gameplay videos by (i) identifying video segments in which streamers experienced anomalies; (ii) categorizing them based on their type (e.g., logic or presentation); clustering them based on (iii) the context in which appear (e.g., level or game area) and (iv) on the specific issue type (e.g., game crashes). Method. We manually defined a training set for step 2 of GELID (categorization) and a test set for validating in isolation the four components of GELID. In total, we manually segmented, labeled, and clustered 170 videos related to 3 video games, defining a dataset containing 604 segments. Results. While in steps 1 (segmentation) and 4 (specific issue clustering) GELID achieves satisfactory results, it shows limitations on step 3 (game context clustering) and, above all, step 2 (categorization).
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