Whitepaper Analytics driven game design: A developer's guide to designing effective F2P games
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Transcript of Whitepaper Analytics driven game design: A developer's guide to designing effective F2P games
Whitepaper
Analytics driven game design:A developer's guide to designing effective F2P games
© 2013 GamesAnalytics Limited. All Rights Reserved. Confidential and Not For Distribution
contents page
© 2013 GamesAnalytics Limited. All Rights Reserved. Confidential and Not For Distribution
Executive Summary
Recommendations for Analytics Driven Game Design
1______Build in analytics in from day one
2______Effort vs. Pain: Make event data available in the game upfront
3______Build a single player view
4______Synchronise timestamps
5______Create a single session ID
6______Always collect outcomes
7______Do not forget to collect status data
8______Create custom events
9______Be clear on game versions and using cohorts
10_____Consider data completeness vs. operational investment:
Conclusions
1 executive summary
With Free-2-Play (F2P) games attracting a broader more diverse range of player
types, it’s never been more important for publishers and developers to
understand different player behaviours in order to design an experience which is
responsive to varying levels of competency and playing styles.
The games industry is starting to embrace analytics and use player data in more
sophisticated ways. However, delivering real player insight is not
straightforward. It needs to be integrated into the game design from the start of
development and executed with clear focus and objectives. In reality, today,
analytics is often tagged onto the end of the development cycle as an
afterthought. This inevitably results in short-cuts and compromises the ability to
really understand the different types of players that exist in a particular game
and what experiences they are having.
GamesAnalytics works with publishers and developers helping them to develop
robust Player Relationship Management (PRM) strategies that create solid
analytics environments in-game. Its PredictTM technology supports player
segmentation and in-game messaging enabling players to participate in a
personalised gaming experience.
GamesAnalytics’ industry review programme BenchmarkTM has seen hundreds of
hours invested in examining the anatomy of some of the biggest F2P games
across different genres. It highlights today’s realities of the games industry’s
analytics deployments and expertise. Key findings include:
This Developer’s Guide presents 10 essential design and implementation
recommendations to ensure a game is optimised for analytics beyond the metrics
dashboard. It provides best practice advice on how best to make player behaviours
integral to the design decision making and development processes so that the
player experience can be enhanced with retention and monetisation maximised.
© 2013 GamesAnalytics Limited. All Rights Reserved. Confidential and Not For Distribution
• The average score for monetisation loops and techniques implemented in today’s F2P games is only 46% • Only 22% of games currently deliver a good experience aimed at first time payers; by
building in items aimed specifically at encouraging this critical player behaviour
• 83% of games make no attempt to communicate with players on an individual basis; they treat players exactly the same no matter if they are new, engaged or whales
Data taken from GamesAnalytics’ Benchmarket findings, April 2013
The reality is the implementation of data collection to support analytics is often a
low priority amongst all the other tasks on a developer’s to-do list. It is
inevitable that, as the game moves towards launch, developer time is rightly
focused on bug fixing and feature enhancement. Data tagging gets squeezed
into schedules, becoming rushed and potentially compromised.
And we all know from experience there is never time to catch up.
On average, where data collection is integrated at the end of the
development phase, it takes three to five times longer to
implement. Planning data collection into the development
lifecycle, with milestones set at the Game Design
Documentation (GDD) stage, ensures analytics is integral
to the successful development of the game.
By defining the events to be collected in the GDD, the
development team can then make sure the information is
available at the correct point in the game. For example, at
the end of a mission a key metric to understand would be the
number of enemies killed during that mission. If this event defined
up front it makes implementing the data collection seamless.
2 effort vs. pain: make event data available in the game upfront
With events and their parameters well defined, a developer can then determine
what data is required and when. Building this data structure into the code from
the start ensures that the data is easily available at the right point in the code
where the data needs to be sent.
Events often require a number of pieces of information both specific to the
current game action and general information on the status of the player or the
overall game. For example when a revenue event is triggered, the information on
the player’s XP, score and current level are sent to the analytics system along
with the revenue data.
10 recommendations foranalytics driven game design
© 2013 GamesAnalytics Limited. All Rights Reserved. Confidential and Not For Distribution
1 build analytics in from day one
p
d of the
t
t
e the
t defined
Wheredata collectionis integrated at the end of the development
phase, it takes3-5 times
longer
© 2013 GamesAnalytics Limited. All Rights Reserved. Confidential and Not For Distribution
This information is vital for the analyst to understand the
player behaviour at the point of the transaction. In the
game, this data is not required during a transaction,
but making sure it is available upfront makes
creating the event simple. To send an event is
generally very easy and requires only a few lines of
code; what is much more challenging is having all
the data available at the point the event structure
has to be instantiated.
On average, games, where event collection is retro-fitted
into the development process, only collect 60% of valuable
game data; which is the equivalent to leaving money on the table.
3 build a single player view
Analytics looks at player behaviours across the whole game. However, as games
become more complex there are often multiple systems involved. For example,
the registration system might be different from the payment system or in-game
match making platform. This means data is often sent from both servers and
game clients.
It is therefore imperative to build a single player view by having a consistent
concept of a User ID and session. The session is a unique ID for a user that links
all the events together between the point a player starts and ends the game.
This session is extremely useful to understand player behaviour so that the
analyst can derive not only what actions a players has done, but the order of
those actions.
If data is coming from different servers, it is important that they are still
identified to be part of the same session. Ideally, the timestamp will also be
synchronised so the order of events and the single view of the player journey is
maintained. This is often not easy as servers can be separated by time zones.
The additional complexity of data being sent from a client as well as the server
means data will come in with a wide range of timestamps and therefore the User
ID and session are vital to tie these events together into a consistent player journey.
Building a single player view allows information to be brought together in the
analytics system no matter where the data originates.
This in
play
g
h
On ave
into the dev
On
Where event collection is
retro-fitted intothe development process collect 60% of valuable
game data
© 2013 GamesAnalytics Limited. All Rights Reserved. Confidential and Not For Distribution
4 it’s important to synchronise timestamps
Similarly, with event data coming from multiple sources, it is essential to
synchronise timestamps to ensure a single consistent view of player behaviour
can be maintained. Client data is often sent using a local timestamp, whereas
server data will most likely be time stamped where the data is stored.
There are two approaches to achieving synchronisation; either all systems must
synchronise to a single universal clock and data is sent with the relevant timestamp,
or data is sent to the analytics system that timestamps the data on receipt. As
long as there is no batching of data then time stamping at the point of the
analytics server is often the simplest solution to achieve a consistent view of time.
If timestamps are not the same, it makes it very hard to understand the true
order of events, which is vital in building a player behaviour profile.
© 2013 GamesAnalytics Limited. All Rights Reserved. Confidential and Not For Distribution
5 create a single session ID for effective analysis
Having a unique Session ID that ties all the events in a single session together is
vital in allowing effective analysis. The alternative is to retro-fit data after the fact
which is inevitably inaccurate and introduces errors.
A great deal of the initial retention analysis is focused on the first session, so
having a consistent and accurate way of defining sessions is essential.
6 always collect outcomes
Events should aim to collect outcomes rather than changes. In other words, it is
much better to collect the outcome of a mission rather than each change that
happened during the mission. For example, collecting what the player achieved
when they complete a mission that is how many points they were rewarded or
enemies they killed is much more useful than collecting every shot fired or,
player killed.
Similarly, when collecting the results of an upgrade, it is better to secure a
snapshot of the result rather than each element of the upgrade. As
players upgrade their character they may make a number of
changes, for example trying on different clothes and weapons.
Although this is interesting information, the valuable data
is the status of the player at the end of the process. By
only collecting the outcomes of any changes and not each
individual change, there is both a reduction in the data
collected, which impacts costs, and the analyst gets only
useful information rather than having to manually create the
status from each individual change.
It is always possible to collect every piece of information on the view that it
might be useful. However, too much information can be as dangerous as too
little. It is important that the data collected is useful or it will rapidly become
unmanageable and more time will be spent wading through huge amounts of
data to find actual useful nuggets and less time on the important analysis that
delivers real insight.
too much information can be as dangerous as too little
7 don’t forget to also collect status data
It is still vital to also collect general information such as player score, XP and
currency balances.
These updates should be collected at the end of each event requiring the data to
be available to send this information. Collecting such status data allows the
developer to view the changes in gameplay stats without having to collect every
change which would be far too much information to collect and store.
8 create custom events; but use them wisely
Standard event lists ensure that implementation is as easy and quick as possible.
However, there will always be some bespoke events in a game that do not fit
with the standard events. It is important to define the custom events that need
to be captured up front, but they should only be used when standard events are
exhausted. Significantly, standard events allow easy comparison across games,
which is critical when considering player behaviours cross-game.
9 be clear on game versions and using cohorts
Ultimately, player insight is delivered by segmenting individual groups of players
– not by looking at the player base as a homogenous entity. By strategically
isolating player cohorts, taking account of game versions and acquisition
strategy, it is possible to define a meaningful cohort of new players to analyse
their playing experience, specifically looking at key retention and monetisation
behaviours such as defection, time to first payment and lifetime value.
By defining cohorts it is possible to create personalised game experiences which
drive player engagement and on average increases retention by 90% and
monetisation by 23%.
© 2013 GamesAnalytics Limited. All Rights Reserved. Confidential and Not For Distribution
drive player engagement and increase retention by 90% and monetisation by 23%
© 2013 GamesAnalytics Limited. All Rights Reserved. Confidential and Not For Distribution
10 data completeness vs. operational investment: where’s the balance?
If events are implemented during the design and development process, the aim
should be to implement data collection for all the events. For games that
integrate analytics at a later stage, practical decisions need to be made to
balance data completeness with development overhead and it is often pragmatic
to phase the event collection.
For all developers, there is always a balance to be struck on the depth
of data collection.
Retention is often the most important aspect of a F2P game to get right, so
making sure events that support retention analysis are implemented first
ensures analytics can start to deliver value quickly and support retention
optimisation. Monetisation events should be next, with complex gameplay
events left to last as these are used to support segmentation and deliver
customised and personalised messaging.
conclusions
This Developer’s Guide is designed to offer publishers and developers practical
tips and best practice recommendations for analytics driven game design.
It is clear that analytics delivers the maximum insight and value when it is
planned and integrated from the start of the development process. There is also
a balance to be achieved around events to be collected and know-how required
around the complexities of today’s F2P games to make the process as efficient
as possible to generate robust and appropriate data.
collection phasing examples
Retention events
Transaction & Social events
Custom – game specific
Install, Game Start/End, Mission Start/End
Transaction, Invite, Message, Gifting, Guilds
E.g. Dock spaceship
© 2013 GamesAnalytics Limited. All Rights Reserved. Confidential and Not For Distribution
about GamesAnalytics
GamesAnalytics improves player satisfaction and increases game revenues. Our
technology platform Predict™ uses advanced data mining and predictive model-
ling to identify and segment significant player behaviours. Through this insight,
game design can be optimised and players targeted with real-time individual
in-game messages to offer personalised experiences that build engagement and
increase retention to drive significant revenue growth.
For more information visit www.gamesanalytics.com
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