big data — tiny game

Post on 16-Jul-2015

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..little game

Present-day game normally features tool* allowing to collect data about every player's move

* tracking

Tracking data is intended to be used to tune player's experience and increase revenue

performance figures

demographics

heat-maps

… etc

Key metrics concern• audience• retention• monetization

Other metrics log choices made by players during gaming sessions

Assumption:If I would know what sort of content players love in my game, It will answer what content should I do.

Assumption:If I would know what sort of content players love in my game, It will answer what content should I do.If I would know what weapon my players do purchase, I'll do more weapons like this and have more revenue.

Assumption:If I would know what sort of content players love in my game, It will answer what content should I do.If I would know what weapon my players do purchase, I'll do more weapons like this and have more revenue.If I would know what missions my players like to play, I'll do more missions like this...

Assumption A:If I would know what sort of content players love in my game, It will answer what content should I do.If I would know what weapon my players do purchase, I'll do more weapons like this and have more revenue.If I would know what missions my players like to play, I'll do more missions like this.....bullshit

This idea leads only to making copycats.

This idea leads only to making copycats.Even if you manage to do 'good' copycat of yours most successful content, it will simply cannibalize the original.

Assumption A:If I would know what sort of content players love in my game, It will answer what content should I do.If I would know what weapon my players do purchase, I'll do more weapons like this and have more revenue.If I would know what missions my players like to play, I'll do more missions like this...yeah, it makes

the flowers grow

Another (less specific) assumption:If I would know who plays my game, I'll know what they want.

Another (less specific) assumption:If I would know who plays my game, I'll know what they want.My typical player is 35+ years old housewife, so I'm adding more vanity items: they love shopping.

Another (less specific) assumption:If I would know who plays my game, I'll know what they want.My typical player is 35+ years old housewife, I'm adding more vanity items: they love shopping.

...

The question ishow to use analyticbeneficially

#1Understand the verge between data and it's interpretation

Data

...

Analysis

#1Understandthe verge between data and it's interpretation

1. DataInformation, raw facts

2. MetricsMeasurement, comparison

3. AnalyticsInterpretation, opinion

1. Data— Biased depending on how it's collected— Is a common knowledge and is neither opinion nor answer

1. Data— Biased depending on how it's collected— Is a common knowledge and is neither opinion nor answer2. Metrics— Depends on questions asked and measurements made— Help to answer certain, specific questions

1. Data— Biased depending on how it's collected— Is a common knowledge and is neither opinion nor answer2. Metrics— Depends on questions asked and measurements made— Help to answer certain, specific questions3. Analytics— Is about future, not about already happened events— Relies on asking questions (metrics)

#2Question everything, and ask the right questions

What sort of contentplayers love in my game?Who are my players?

WHY players love this?WHY and HOW players are playing this game?

#3Outline your goals

The process:1. Define the design goals

The process:1. Define the design goals2. Measure and identify characteristics of feature / game

The process:1. Define the design goals2. Measure and identify characteristics of feature / game3. Analyze to develop and design alternatives

The process:1. Define the design goals2. Measure and identify characteristics of feature / game3. Analyze to develop and design alternatives4. Design an improved alternative, best suited per analysis

The process:1. Define the design goals2. Measure and identify characteristics of feature / game3. Analyze to develop and design alternatives4. Design an improved alternative, best suited per analysis5. Verify the design by checking 'pilot' characteristics

thanks!

Two useful links:

Leveraging Analytics and User Segmentation to Drive Revenue // Eric Benjamin Seufert

The Importance of Everything: A Crash Course in Design-Related Analytics// Jim Brown (GDC Europe 2014, available in GDC Vault)http://www.gdcvault.com/play/1020844/The-Importance-of-Everything-A

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