F2P Game Balancing: Data Movies

Post on 12-Feb-2017

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Data MoviesVisualizing Player behaviour to aid the design and balancing of F2P games

Thomas HulvershornOperations and Analytics Manager Outplay Entertainment

Amazon Appstore Developer Summit, London, 4th October 2016

• Start!• Select Boosts• Play!

• Win • Play On

• Continue• Shop

Replay

Boosts

No Boosts No Boosts

Win and move on

Lost

New

Casual Games Core Loop

BoostsStart Play

Shop

End

Replay

Boosts

No Boosts No Boosts

Win and move on

Lost

New

Broken Loop

BoostsStart Play

Shop

End

• Frustrating, Too hard• Annoying, Impossible• Boring, Too easy

Game Design influences Performance

• Two Factors– FUN– Difficulty

Less Difficult

RetentionMonetisation

Game Design influences Performance

• Two Factors– FUN– Difficulty

More Difficult

RetentionMonetisation

Broken Level

Retention Monetisation

Game Design influences Performance

• Two Factors– FUN– Difficulty

Influencing Difficulty• Initial moves • Variations of Colours • Type and ratio of Blockers• Goals• Restrictive Tiles• Mechanics• Size and Shape of Board• …

Two Chained Loops

Game Design influences Performance

• Two Factors– FUN– Difficulty

Fun• Impact

– Greater Tolerance– Higher Monetisation– Better Retention

• How to design “fun”?– Quality in everything (Visuals, Animations, Audio, FPS, …)– Celebrate Achievements– Time to complete a level– Appropriate Difficulty

Game Design influences Performance

• Two Factors– FUN– Difficulty

Challenge• Balance each Level!

• Balance the Flow between Levels!

56 chained Loops

705 Levels in 38 Areas(09/2016)

Game Design influences Performance

• Two Factors– FUN– Difficulty

Game Analytics• Measuring

– Pass Rates (Outcomes)– Boost usage– Time to completion– Moves left, Star Achievements– …

• >1 Millions Data events per day per game (already sampled)

• Data stored in AWS, accessed with SQl, analysed with ‘R’

How to make sense of this?How to make the right decisions?

“Classic” Quantitative Analysis

Experiments

Game Design influences Performance

• Two Factors– FUN– Difficulty

Alternatives• Quantitative Analysis

–Answers Questions objectively• Qualitative Analysis

–Raises Questions subjectively

Lights Camera Action

Data Movie Director

Movie Selection and Setup

Detail View One Player

800 Players

Events per Level

Detail Analysis, one Event

Game Design influences Performance

• Two Factors– FUN– Difficulty

Data Model• Pacers

– Event Counter– Day– Session

• Context– Player ID– Level Number

• Content– Events Type, e.g. Loss, Won

Movie Configurator

Game

Events(Olga)

PlayerCity

ETL

Load

Mov

ie G

ener

ator

Cohorts, Selected Events, Time Frame

Generate

LevelDataDLC

RawEvents

API(Helios)

Sess

ions

/ IA

P

Anal

ytics

CommunicationLevel EditorWorkbench

Provide Insights

Data Movies

On Demand/

Batch

Integration

Game Design influences Performance

• Two Factors– FUN– Difficulty

Summary• Balancing one Level is hard• Balancing of a thousand Levels is harder

• Getting it right is the essence of sustained success for a F2P Game

• Qualitative Analysis can support the effort by raising questions and providing context and insights

“I know that eventually I can beat every level”

ThanksThomas.Hulvershorn@outplay.com

@DerHul

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