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Data Basics for Game Companies: Finale

Sudha Agarwal • Nov 10, 2021

Data Basics for Game Companies: Finale

Sudha Agarwal • Nov 10, 2021

(This short series is written to give some guidance on the basics of working with game data. Get in touch with us if you’d like to know more.)



In parts 1-4 we’ve gone through what to measure, when to measure, how to focus data on actionability and assess it for quality and relevance. For our last part let’s look at a case study that brings these lessons together. 


Let’s say the design team of a world class fighting game is introducing a new character. Their hope is that the new character will help improve both revenue and engagement, meaning that players will like the new character enough to want to acquire and play with it. To stimulate that, they plan to introduce the new character alongside some live events that allow players to earn a character-specific currency, which perhaps can be converted for customization items for the character. The character can be won through live events by collecting character fragments or purchased through packs using hard currency or soft currency. All of which will only be available for a limited time. 


What should be measured, when, why, and how will it be assessed for quality.


As the developer is interested in how the character will improve both revenue & engagement, the simplest starting point is where those numbers currently stand in comparison to other new character introductions in the game. That might give a sense of expectation as to performance for the new character, but equally it’s important to look at how multiple instances of such events might have changed in performance over the long term. Does introducing new characters tend to give a steady result, for example, or is the audience responding less and less. Are they bored of seeing the same thing and need to see something new? Do you need some qualitative data to understand this? Maybe.


As to what to track, it’s probably a good idea to obtain these:


  1.  Unique users that played the game when the character was live.
  2. How many users engaged with character content (through live events or buying the character specific packs).
  3. How many users managed to own the character.
  4. How many users managed to acquire character customization items.
  5. How many users further used the character or the items. Did they like the addition of these elements or did they quickly lose interest?
  6. Total purchasers, purchases & quantity of character specific packs (hard currency & soft currency) and conversion.

 What kind of event hooks should you use to find out these sorts of numbers? Here’s a potential list:

Sl. no. Trigger Char Char 1 Char 2 Char 3 Num1 Num2
1 Player views any character specific events Character name View Event Name
2 Player engages in live events by clicking on fight Character name Engage Event Name
3 Player wins character fragment Character name Fragment earned # of fragments won Total fragments
4 Player wins a whole character either through event or by combining fragments Character name Character earned Fragments/whole character
5 Player earns character specific currency Character name Currency name earned Quantity
6 Player spends character specific currency Character name Currency name spent Item name purchased Price Quantity
7 Player purchases a customization item Character name Customization item name purchased Currency spent Price Quantity
8 Player purchases character from the store Store Pack id Pack name Real money/ other in game currency spent Value
Player obtains soft currency from conversion of character specific currency Soft currency Earned Character currency conversion Quantity obtained Quantity of character Currency spent

Are they all actionable? Do we really need all the data hooks? Probably not. Data hook 1 is likely not actionable, for example, because a player could view multiple live events associated with the same character and that would be tracked each time. It would generate tens of records for a single player in a single session, probably telling us very little as a result. Hence the data hook should not be placed, and similar questions should be asked of all of the above hooks. 


Is the data of high quality? There are probably some redundancies that we can reduce. Data hooks 3 and 4, for example, might be telling us essentially the same thing twice. If a player needs to collect 20 fragments of a character to own the whole character, for example, then hook 3 is likely just a denomination of hook 4. Unless, that is, there turned out to be a significant game design imbalance in earning those 20 fragments causing players to fall out before completion. Then it might make sense to place those hooks back in to check. You should, however, avoid over-anticipating what might be a need as it will likely obscure your other data. 


Similarly for data hooks 6 and 7, character specific currency can only be spent on customization items and customization items cannot be obtained by any other means. While data hook 6 tracks character currency spent, data hook 7 tracks customization items purchased. Either of the data hooks can be used to derive other information and it’s probably redundant to specifically know both.


As for checking for quality, in this case it’s important to run checks that identify skews in the data or incomplete data. It’s usually worth using both a combination of statistical checks (as mentioned above) as well as visual spot-checks on individual records to assess whether there are problems. What happens if half the results from hook number 9 return a zero value, for example? You can’t just assume that the monitoring event is working fine. Take a good look. Through such simple exercises carried out at the data hook design stage, you should be able to ensure data quality. Play the game, track your in-game actions and get a slice of your raw data, this will help you understand if the data is consistent with the in-game actions and is a true representation of a player’s game state. Additionally, it will help correct data type issues where integers could be captured as strings, thereby making simple manipulations more complex in queries.

Conclusion

 This is just the tip of the data iceberg, but I hope that it’s helped you understand some of the things that you need to consider when working with data. Data skills are only becoming ever more important, especially in the world of bigger and bigger data sets operating in more complicated platforms. Again, please get in touch with us at Mobile Game Doctor if you’d like to hear more.

By Dave Rohrl 08 May, 2024
GDC is a highlight of my year each and every year. 2024 was the 30th year I’ve attended, and 23rd consecutive year that I’ve lectured at GDC. Every year, it feels more and more like the world’s biggest class reunion, where I get to see and spend time with the remarkable folks I’ve made games with, learned from, worked alongside, or otherwise connected with over 3 decades in the videogames industry. This year was no exception; I got the chance to once again connect with a variety of friends - old and new - at a variety of points in their careers and from all over the industry. 2024 was a notable GDC in a number of ways. After years of canceled conferences and arduous entry requirements stemming from Covid-19, the conference finally felt like it was all the way back, with more than 30,000 attendees and a bustling expo floor. On the other hand, the industry itself didn’t feel nearly all the way back at GDC. Best estimates are that the game industry shed around 10,000 jobs last year and layoffs have continued at a brisk pace in early 2024. In my large social circle, there are always some people who are looking for a new role, but this year there were far more people in that situation, and with more urgency. And they came from across all sectors of the industry - console, PC, mobile, and more. But despite the challenges facing the industry - and especially those facing mobile gaming companies - we saw a lot of encouraging signs. The game industry remains vibrant, dynamic, and ever changing. There were a lot of companies in the mobile game space looking for expert help to get their projects on track. This isn’t the first conference in 2024 where we’ve connected with new and exciting teams, and we look forward to working with them on their projects. I was surprised and pleased to meet a large number of developers from emerging markets ranging from Brazil to Vietnam who have had success making ad-monetized hypercasual games and are looking to play for higher stakes by making deeper, more sophisticated games with hybrid monetization and better retention. We are excited to help these studios achieve their goals, and think the ecosystem as a whole will benefit from the new and exciting ideas these teams from around the world will bring to bear. I also spoke to a variety of PC developers who have seen their audiences shift from expecting a one-time release to demanding a living, breathing game that is receiving constant attention from the development team. Although not every lesson from mobile games will be relevant in the realm of PC gaming many of them will, and we look forward to helping these developers expand into the exciting world of games as a service. I also saw some intriguing new types of game emerging (and re-emerging). There was far more talk about HTML5 games on the web than I’ve ever seen before, and blockchain gaming seems to be having another moment, ushering in a wave of far smarter, subtler implementations of web3 in games. I expect to see compelling (and very different) developments in both of these markets in the near future. So looking back, GDC 2024 was great. This is in part because GDC is always great - the best place in industry to learn, connect, and grow. And in part because although there are many challenges facing the game industry in general and mobile games in particular, there are still tons of exciting new developments out there, and the Mobile Game Doctor team and I couldn’t be more excited to be part of them.
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