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Data Movies Visualizing Player behaviour to aid the design and balancing of F2P games Thomas Hulvershorn Operations and Analytics Manager Outplay Entertainment Amazon Appstore Developer Summit, London, 4 th October 2016
38

F2P Game Balancing: Data Movies

Feb 12, 2017

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Page 1: F2P Game Balancing: Data Movies

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

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• Start!• Select Boosts• Play!

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• Win • Play On

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• Continue• Shop

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Replay

Boosts

No Boosts No Boosts

Win and move on

Lost

New

Casual Games Core Loop

BoostsStart Play

Shop

End

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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

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Game Design influences Performance

• Two Factors– FUN– Difficulty

Less Difficult

RetentionMonetisation

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Game Design influences Performance

• Two Factors– FUN– Difficulty

More Difficult

RetentionMonetisation

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Broken Level

Retention Monetisation

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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• …

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Two Chained Loops

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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

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Game Design influences Performance

• Two Factors– FUN– Difficulty

Challenge• Balance each Level!

• Balance the Flow between Levels!

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56 chained Loops

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705 Levels in 38 Areas(09/2016)

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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’

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

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“Classic” Quantitative Analysis

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Experiments

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Game Design influences Performance

• Two Factors– FUN– Difficulty

Alternatives• Quantitative Analysis

–Answers Questions objectively• Qualitative Analysis

–Raises Questions subjectively

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Lights Camera Action

Data Movie Director

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Movie Selection and Setup

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Detail View One Player

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800 Players

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Events per Level

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Detail Analysis, one Event

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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

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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

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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

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“I know that eventually I can beat every level”

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[email protected]

@DerHul

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