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Getting the
metrics
right!
Saurav Sahu
Associate Product Manager
Mech Mocha Game Studios
saurav@mechmocha.com
Analytics
vs Art
Saurav Sahu
Associate Product Manager
Mech Mocha Game Studios
saurav@mechmocha.com
Crafting deeply culturalised and
highly addictive games for
mobile-first Indians
Motivation
Why track data?
Helps you validate your assumptions and ideas
Helps you drive games for maximum growth, engagement or revenue
Motivation
Also, helps you to minimize
(Observed Behavior - Expected Behavior)
● What to track?
● How to analyze the data?
Making a new game or a new feature?
● What to track?
● How to analyze the data?
Making a new game or a new feature?
Personal Experience
Once, we had a question we could not find
an answer to.
We realized…[Next Slide]
Analytics should not be an afterthought
● Poorly chosen metrics lead to blind spots.
● Pre-planning of analyses/results we expect to obtain in future, contributes a long
way.
Metrics
Image: “Get All The Info You Can” © Chris Slane
Choosing the right metrics is very important
Actionable vs Vanity Metrics
Figure out the metrics which will help you understand player behavior better.
No matter how user-centered a metric is,
it is unlikely to be useful in practice unless it explicitly
relates to a goal,
and can be used to track progress towards that goal.
“HEART Framework” © Google
Goals
“HEART Framework” © Google
You need Goals!
Goals -> Signals/Qns -> Metrics
“HEART Framework” © Google
Goals -> Signals/Qns -> Metrics
What are my goals?
- Want users to
progress
“HEART Framework” © Google
Goals -> Signals/Qns -> Metrics
Identify signals that
indicate success
- Completion of
missions
- Neither too difficult
or too easy
What are my goals?
- Want users to
progress
“HEART Framework” © Google
Goals -> Signals/Qns -> Metrics
Identify signals that
indicate success
- Completion of
missions
- Neither too difficult
or too easy
What are my goals?
- Want users to
progress
Figuring out the specific
metrics
- %Conversion for
missions
- %Drop Offs
- # of Attempts
“HEART Framework” © Google
Goals -> Signals/Qns -> Metrics -> Evaluation
Figuring out the specific
metrics
- %Conversion for
missions
- %Drop Offs
- # of Attempts
Visual Representation
- Conversion Funnel
- Lapsed Players by
Level
- Attempt
Distribution
“HEART Framework” © Google
Attempt Distribution (For Level Difficulty)
Attempts
Users
Completing
Level 4
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Normal Distribution : Source Google
Attempt Distribution (For Level Difficulty)
Attempts
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Users
Completing
Level 4
Anova Statistics : Source Google
Attempt Distribution (For Level Difficulty)
Users
Completing
Level 4
Attempts
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Hardcore Players
Average Players
Noob Players
Anova Statistics : Source Google
One can use framework
AARRR
Acquisition
Activation
Retention
Referral
Revenue
“Pirate Metrics” © Dave McClure
One can use framework
HEART (by GOOGLE)
“HEART Framework” © Google
Sample Framework
FTUE Progression
Monetisation
Social Aggregate
EngagementAcquisition Misc.
Or Customize...
Area Goal Signals/Questions Metrics Evaluation
Engagement
Onboarding
in Tutorial
(FTUE)
completing tutorial
milestones
Tutorial Start, Tutorial
Completed
Tutorial Conversion Funnel
Tutorial Conversion Over Time -
day/week/month
% New Users who complete Tutorial
by Days since first launch
are the attempts to
complete as
expected?
"Attempts" property in 'Tutorial
Completed' event
Attempts Distribution for each
milestone and overall
good understanding
of control, effective
learning
Session Start, Session End,
Level Start, Level Complete
D0 Session Length
D0 Progression
D1 Retention%
... ... ... ... ...
Example
*not exhaustive
why?
● Because frameworks gives us a structure & a kickstart.
● Helps us clearly understand the goals of our game/feature. Sets up the expectation
beforehand.
● Lets us ensure value from analytics to game design, monetization, art, etc.
● If we can’t measure, we can’t fix
Listing down all metrics does not make sense if you are not gonna use them in future. It’s
a waste of resource, storage, processing, everything
Moving on...
● What to track?
● How to analyze the data?
Making a new game or a new feature?
● Exploratory, Investigative, Predictive and so on
● Dashboards, Alerts, Reports
● What to track?
● How to analyze the data?
Making a new game or a new feature?
Things to watch out for
Confirmation Bias
You see what you want to see
Things to watch out for
Metrics move in directions you can’t
imagine
Going Deeper (5 Ws)
We introduced a new feature
(liked by all testers)
Source: Hacker News
Things to watch out for
Ratio, Percentages (%,) Percentiles
are better than Averages
Anscombe's quartet
Source: Wikipedia
Things to watch out for
Unfair Comparisons
Suppose, in your game ‘Tournament’ is a mode you introduce at level 5.
You would want to know, How does playing tournament affect retention?
Dr Roseboom’s Game Analytics Insight Compendium © DeltaDNA
Things to watch out for
Unfair Comparisons
Dr Roseboom’s Game Analytics Insight Compendium © DeltaDNA
You need to exclude
players who didn’t even
reach Level 5
Things to watch out for
Summary
Measure in a proactive way
● Analytics should be integrated from the onset of a production
● Frameworks helps you in covering all areas & ensure that you are tracking quality
metrics over quantity
● Beware of the biases
When it comes to Games,
Creativity and Intuition are what matters in the end.
But, Data can go a long way to amplify and sharpen it.
saurav@mechmocha.com
Image © Séa

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Figuring out the right metrics for your game

  • 1. Getting the metrics right! Saurav Sahu Associate Product Manager Mech Mocha Game Studios saurav@mechmocha.com
  • 2. Analytics vs Art Saurav Sahu Associate Product Manager Mech Mocha Game Studios saurav@mechmocha.com
  • 3. Crafting deeply culturalised and highly addictive games for mobile-first Indians
  • 4. Motivation Why track data? Helps you validate your assumptions and ideas Helps you drive games for maximum growth, engagement or revenue
  • 5. Motivation Also, helps you to minimize (Observed Behavior - Expected Behavior)
  • 6. ● What to track? ● How to analyze the data? Making a new game or a new feature?
  • 7. ● What to track? ● How to analyze the data? Making a new game or a new feature?
  • 8. Personal Experience Once, we had a question we could not find an answer to. We realized…[Next Slide]
  • 9. Analytics should not be an afterthought ● Poorly chosen metrics lead to blind spots. ● Pre-planning of analyses/results we expect to obtain in future, contributes a long way.
  • 10. Metrics Image: “Get All The Info You Can” © Chris Slane
  • 11. Choosing the right metrics is very important Actionable vs Vanity Metrics Figure out the metrics which will help you understand player behavior better.
  • 12. No matter how user-centered a metric is, it is unlikely to be useful in practice unless it explicitly relates to a goal, and can be used to track progress towards that goal. “HEART Framework” © Google
  • 13. Goals “HEART Framework” © Google You need Goals!
  • 14. Goals -> Signals/Qns -> Metrics “HEART Framework” © Google
  • 15. Goals -> Signals/Qns -> Metrics What are my goals? - Want users to progress “HEART Framework” © Google
  • 16. Goals -> Signals/Qns -> Metrics Identify signals that indicate success - Completion of missions - Neither too difficult or too easy What are my goals? - Want users to progress “HEART Framework” © Google
  • 17. Goals -> Signals/Qns -> Metrics Identify signals that indicate success - Completion of missions - Neither too difficult or too easy What are my goals? - Want users to progress Figuring out the specific metrics - %Conversion for missions - %Drop Offs - # of Attempts “HEART Framework” © Google
  • 18. Goals -> Signals/Qns -> Metrics -> Evaluation Figuring out the specific metrics - %Conversion for missions - %Drop Offs - # of Attempts Visual Representation - Conversion Funnel - Lapsed Players by Level - Attempt Distribution “HEART Framework” © Google
  • 19. Attempt Distribution (For Level Difficulty) Attempts Users Completing Level 4 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Normal Distribution : Source Google
  • 20. Attempt Distribution (For Level Difficulty) Attempts 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Users Completing Level 4 Anova Statistics : Source Google
  • 21. Attempt Distribution (For Level Difficulty) Users Completing Level 4 Attempts 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Hardcore Players Average Players Noob Players Anova Statistics : Source Google
  • 22. One can use framework AARRR Acquisition Activation Retention Referral Revenue “Pirate Metrics” © Dave McClure
  • 23. One can use framework HEART (by GOOGLE) “HEART Framework” © Google
  • 24. Sample Framework FTUE Progression Monetisation Social Aggregate EngagementAcquisition Misc. Or Customize...
  • 25. Area Goal Signals/Questions Metrics Evaluation Engagement Onboarding in Tutorial (FTUE) completing tutorial milestones Tutorial Start, Tutorial Completed Tutorial Conversion Funnel Tutorial Conversion Over Time - day/week/month % New Users who complete Tutorial by Days since first launch are the attempts to complete as expected? "Attempts" property in 'Tutorial Completed' event Attempts Distribution for each milestone and overall good understanding of control, effective learning Session Start, Session End, Level Start, Level Complete D0 Session Length D0 Progression D1 Retention% ... ... ... ... ... Example *not exhaustive
  • 26. why? ● Because frameworks gives us a structure & a kickstart. ● Helps us clearly understand the goals of our game/feature. Sets up the expectation beforehand. ● Lets us ensure value from analytics to game design, monetization, art, etc. ● If we can’t measure, we can’t fix Listing down all metrics does not make sense if you are not gonna use them in future. It’s a waste of resource, storage, processing, everything
  • 28. ● What to track? ● How to analyze the data? Making a new game or a new feature? ● Exploratory, Investigative, Predictive and so on ● Dashboards, Alerts, Reports
  • 29. ● What to track? ● How to analyze the data? Making a new game or a new feature? Things to watch out for
  • 30. Confirmation Bias You see what you want to see Things to watch out for
  • 31. Metrics move in directions you can’t imagine Going Deeper (5 Ws) We introduced a new feature (liked by all testers) Source: Hacker News Things to watch out for
  • 32. Ratio, Percentages (%,) Percentiles are better than Averages Anscombe's quartet Source: Wikipedia Things to watch out for
  • 33. Unfair Comparisons Suppose, in your game ‘Tournament’ is a mode you introduce at level 5. You would want to know, How does playing tournament affect retention? Dr Roseboom’s Game Analytics Insight Compendium © DeltaDNA Things to watch out for
  • 34. Unfair Comparisons Dr Roseboom’s Game Analytics Insight Compendium © DeltaDNA You need to exclude players who didn’t even reach Level 5 Things to watch out for
  • 35. Summary Measure in a proactive way ● Analytics should be integrated from the onset of a production ● Frameworks helps you in covering all areas & ensure that you are tracking quality metrics over quantity ● Beware of the biases
  • 36. When it comes to Games, Creativity and Intuition are what matters in the end. But, Data can go a long way to amplify and sharpen it.