SlideShare una empresa de Scribd logo
1 de 73
Descargar para leer sin conexión
Data Science Club #3
Why Successful Games Need Analytics
Ivan Trancik, CEO @ Cellense
1
Data Science Club #3
Agenda
1. Introduction
2. Who is behind successful games?
3. How to apply analytics to games?
a. Market research (Nex Machina)
b. Player Experience (Hill Climb Racing 2)
c. Monetization (Unkilled)
4. Q&A
Data Science Club #3
Hello, my name is Ivan (ivan.trancik@cellense.com)
Serial Big-Data entrepreneur
Co-founder @ Infinario (now Exponea)
● Real-time Marketing Cloud
● Maybe you’ve already heard about it :-)
Founder & CEO @ Cellense, BuffPanel
● Full-stack Game Business Analytics
● Bootstrapped, 10+2 employees
● 3 Top #100 Grossing Mobile Games (US)
● 3 Top #1 Best-selling PC Games
Data Science Club #3
About Cellense
1. Introduction - Gaming Market
Data Science Club #3
Introduction - Global Gaming Market
2. Who is (not) behind successful games?
Data Science Club #3
Indie developer?
Data Science Club #3
Marcus “Notch” Persson (Mojang) - Minecraft (sold for $2.5 billion)
Data Science Club #3
Ilka Paananen (Supercell) - Clash Royale ($10 billion valuation)
Data Science Club #3
Marek Rosa (KeenSWH) - Space Engineers (2.5 millions copies)
Data Science Club #3
Šimon Šicko (Pixel Federation) - Diggy’s Adventure (30+ million EUR revenue 2017)
3. Analytics & Games
Data Science Club #3
Games & Data
Games:
1. Global B2C type of product
2. Work only in scale
3. Digital (& online) by design
Data Science Club #3
Games & Data
Games:
1. Global B2C type of product
2. Work only in scale
3. Digital (& online) by design
=> vast amounts of valuable data!
Data Science Club #3
Games & Data - Applications
Games:
1. Global B2C type of product
2. Work only in scale
3. Digital (& online) by design
=> vast amounts of valuable data!
=> interesting optimizations on all fronts to be made :-)
3.a Market Research
Data Science Club #3
Market Research - Nex Machina (Steam, PS4)
Data Science Club #3
Market Research - Nex Machina (Steam, PS4)
Data Science Club #3
Market Research - Nex Machina (Steam, PS4)
Data Science Club #3
Market Research - Nex Machina (Steam, PS4)
Hard questions:
1. Why so underwhelming sales?
a. PR too small?
b. Niche too small?
2. What did more successful games do differently?
Data Science Club #3
Market Research - Nex Machina (Steam, PS4)
Data sources
1. SteamSpy
2. SteamAPI
3. Google Trends
4. Nex’s data
Data Science Club #3
Market Research - Nex Machina (Steam, PS4)
Nex clearly outperformed median game at much higher price
point.
Niche overview:
Data Science Club #3
Market Research - Nex Machina (Steam, PS4)
Out of over 1000 games in its niche, only 3 (+Ruiner) relevant
games had better sales than Nex!
Data Science Club #3
Market Research - Nex Machina (Steam, PS4)
Data Science Club #3
Market Research - Nex Machina (Steam, PS4)
● General info
● #owners
● Price
● Playtime total
● Userscore
● Scorerank
● Developer
● Pre-release
○ News articles timeline
○ Pre-release search trends
● Post-release search trends
● Release info
Data Science Club #3
Market Research - Nex Machina (Steam, PS4)
Data Science Club #3
Market Research - Nex Machina (Steam, PS4)
News articles mentioning Helldivers pre-launch
The peak in news count was almost 10 months before release. Then there was steady
influx of new articles, with bumps every 3-4 months.
Data Science Club #3
Market Research - Nex Machina (Steam, PS4)
News articles mentioning Nex Machina pre-launch
The peak in news count was almost 6 months before release. Coverage was comparable
to other games.
Data Science Club #3
Market Research - Nex Machina (Steam, PS4)
Organic interest for Helldivers pre-launch
PR push resulted in steady interest in the upcoming months.
Data Science Club #3
Market Research - Nex Machina (Steam, PS4)
Organic interest for Nex Machina pre-launch
PR haven’t resulted into any significant organic interest.
Data Science Club #3
Market Research - Nex Machina (Steam, PS4)
3.b Player Experience
Data Science Club #3
Hill Climb Racing 2 - about
Fingersoft
Released Q4 2016
iOS & Android
multiplayer racing game
120 million players
(HCR1 over 700 millions)
Data Science Club #3
Hill Climb Racing 2 - gameplay
Fingersoft
Released Q4 2016
iOS & Android
multiplayer racing game
120 million players
Data Science Club #3
Very short soft-launch (8 weeks)
“Grow KPIs as much as possible”
=> Roadmap prioritization based on the data!
=> FTUE / Early Retention Only
Retention
Data Science Club #3
Level progression funnel - wins only
Retention - Level balancing
Data Science Club #3
Level progression funnel - w/ drop-off after win
Retention - Level balancing
Data Science Club #3
Churn rate - for how many players is the level last (after win & loss)
Retention - Level balancing
Data Science Club #3
Fail rate & failed-over-passed rate - how many times players fail for one completion?
Retention - Level balancing
Data Science Club #3
FUU factor - is losing frustrating or hopeful?
Retention - Level balancing
Data Science Club #3
First time fail - at which level player loses the first time / loses all lives for the first time
Retention - Level balancing
Data Science Club #3
Play time - how long does it take to win or lose?
Retention - Level balancing
Data Science Club #3
Crucial business bottleneck: early matches after player loses
HCR2 is a PvP game => let’s rebalance matchmaking!
Retention
Data Science Club #3
Tweaking win-rate to optimize retention.
What’s the best win-rate for a game like HCR2? 50%? 60%? 80%?
Retention
Data Science Club #3
Tweaking win-rate to optimize retention.
What’s the best win-rate for a game like HCR2? 50%? 60%? 80%?
=> Let’s try them all :-)
Retention
Data Science Club #3
Retention
Data Science Club #3
Retention
=>
Data Science Club #3
Early-retention
● Do a battery of player drop-off tests across multiple variables to be sure you’re
always prioritizing the most important issues
● Always confirm hypotheses by A/B tests
Retention - Summary
Data Science Club #3
LEVEL BALANCING CHALLENGES
- find issues in level design
- optimize difficulty curve
- balance revenue against churn
- improve design of blocker levels
Retention - Level balancing
Data Science Club #3
LEVEL BALANCING CHALLENGES
- find issues in level design
- optimize difficulty curve
- balance revenue against churn
- improve design of blocker levels
SOLUTION
- insights based on level balancing analyses
Retention - Level balancing
Data Science Club #3
LEVEL BALANCING CHALLENGES
- find issues in level design
- optimize difficulty curve
- balance revenue against churn
- improve design of blocker levels
SOLUTION
- insights based on level balancing analyses
Retention - Level balancing
ANALYSES
- level progression funnel
- win & fail rate
- failed-over-passed rate
- churn rate (after win & loss)
- time spent per fail & win
- game specific
- boosters used
- stars achieve
- first time fail
- …
3.c Monetisation
Data Science Club #3
Huge topic
● Retention
● Core Game design
● Currency spend onboarding
● Economy Balancing
...
● Live-ops Offers
Monetization
Game Executive 2017
Monetization - Live-ops Offers
Game Executive 2017
Monetization - Live-ops Offers
STP Model
Well describes the process in
these questions:
● WHO?
● HOW MUCH?
● HOW OFTEN?
● WHAT?
Game Executive 2017
Monetization - Naive approach (Segmentation)
Simple segmentation based on spend
Advantages:
● Easy to understand
● The most widely used
● Enables basic targeting
Game Executive 2017
Monetization - Naive approach
Simple segmentation based on spend
Disadvantages?
Game Executive 2017
Monetization - Naive approach (Segmentation)
Simple segmentation based on spend
Disadvantages:
● Not taking into account different
spending patterns at the same
cumulative spend
● Not answering “WHAT?”
at all
● Not taking player’s activity into
an account
Game Executive 2017
Monetization - Business Analytics approach (Segmentation)
RFM Segmentation
Recency, Frequency and Monetary value
● Directly models purchasing behavior
● Great for predicting purchase
effectiveness
● Easy to understand and apply in content
creation process
● Basis for targeted offers
● Still no answer to WHAT?
Game Executive 2017
Monetization - Business Analytics approach (Segmentation)
Player Progression Segmentation
Players in the game are not the same -
● They unlock different content
● Progress to different points in the story mode
● Different split between game modes
● Different approach for spending currencies.
Game Executive 2017
Monetization - Business Analytics approach (Segmentation)
RFM Segmentation Player Progression Segmentation
Game Executive 2017
Monetization - Business Analytics approach (Targeting)
Number of all segments can be pretty high - we can focus only on a few
● Number of players
● Their payment potential
● (Un)-Availability of content
● Spending habits (which ones are spending premium currencies the most)
Game Executive 2017
Unkilled - about
Madfinger Games
Released Q3 2015
iOS & Android
zombie FPS with PvP
6 million players
Game Executive 2017
Unkilled - gameplay
Madfinger Games
Released Q3 2015
iOS & Android
zombie FPS with PvP
6 million players
Game Executive 2017
Monetization - Business Analytics approach (Example Targeting)
Identified Targetings
● Competitive Hard-core Non-payers
● First-time Payers without Premium Content
● Elite Spenders
● Newbies & At Risk Players
● Hooked Non-payers
Game Executive 2017
Monetization - Business Analytics approach (Example Targeting)
Identified Targetings
● Competitive Hard-core Non-payers
● First-time Payers without Premium Content
● Elite Spenders
● Newbies & At Risk Players
● Hooked Non-payers
Game Executive 2017
Monetization - Business Analytics approach (Example Targeting)
Competitive Hard-core Non-payers
● Last two story tiers.
● Ranked in PvP
● Already completed at least 1 rare or epic weapon
● Interaction with Premium Currency spending
Game Executive 2017
Monetization - Business Analytics approach (Example Offer)
Competitive Hard-core Non-payers
● $5 Price tag (From RFM segmentations)
● Communicate Extra Value for Competitive Players
● Offer stuff they already like to use
Game Executive 2017
Monetization - Business Analytics approach (Example Offer #1)
4 VIP chests + 2 bonus VIP chests (hook)
Regular value is 4 VIP chests for $5, if offer included only
chests it should be interesting
Random hero skin (incentive)
Every player has at least 1-2 heroes at this stage.
12x combination of VIP gadgets (incentive)
VIP gadgets are powerful for PvP, 12 gadgets should suffice
for 12 matches which is plenty
Game Executive 2017
One-time crafted offers
● Created based on an actual player’s payment potential and their current game
progression
● Confirmed by A/B tests
Monetization - Results
Data Science Club #3
● Player segmentation can be a very effective tool to drive the revenue
● 2x-10x revenue during live-ops events
=> Could be as much as 80% of the revenue!
Monetization - Results
=> WE’RE HIRING! <=
ivan.trancik@cellense.com

Más contenido relacionado

Similar a Why Successful Games Need Analytics

[DSC Europe 23][Pandora] Siyu SUN Data Science Enter The Game.pptx
[DSC Europe 23][Pandora] Siyu SUN Data Science Enter The Game.pptx[DSC Europe 23][Pandora] Siyu SUN Data Science Enter The Game.pptx
[DSC Europe 23][Pandora] Siyu SUN Data Science Enter The Game.pptxDataScienceConferenc1
 
Free2 play soft launch obtaining tangible results through action-oriented a...
Free2 play soft launch   obtaining tangible results through action-oriented a...Free2 play soft launch   obtaining tangible results through action-oriented a...
Free2 play soft launch obtaining tangible results through action-oriented a...Mary Chan
 
[系列活動] 資料探勘速遊 - Session4 case-studies
[系列活動] 資料探勘速遊 - Session4 case-studies[系列活動] 資料探勘速遊 - Session4 case-studies
[系列活動] 資料探勘速遊 - Session4 case-studies台灣資料科學年會
 
Introduction to brainCloud - Sept 2014
Introduction to brainCloud - Sept 2014Introduction to brainCloud - Sept 2014
Introduction to brainCloud - Sept 2014Paul Winterhalder
 
Spatz.ai for Teams - A referee toolkit for fair play
Spatz.ai for Teams - A referee toolkit for fair playSpatz.ai for Teams - A referee toolkit for fair play
Spatz.ai for Teams - A referee toolkit for fair playDesmond Sherlock
 
Big Data in Mobile Gaming - Eric Seufert presentation from IGExpo Feb 1 2013
Big Data in Mobile Gaming - Eric Seufert presentation from IGExpo Feb 1 2013Big Data in Mobile Gaming - Eric Seufert presentation from IGExpo Feb 1 2013
Big Data in Mobile Gaming - Eric Seufert presentation from IGExpo Feb 1 2013Eric Seufert
 
Figuring out the right metrics for your game
Figuring out the right metrics for your gameFiguring out the right metrics for your game
Figuring out the right metrics for your gameSaurav Sahu
 
Game Analytics: Opening the Black Box
Game Analytics: Opening the Black BoxGame Analytics: Opening the Black Box
Game Analytics: Opening the Black BoxAnders Drachen
 
The rise of Hyper-casual & takeaways from Tap Tap Games
The rise of Hyper-casual & takeaways from Tap Tap GamesThe rise of Hyper-casual & takeaways from Tap Tap Games
The rise of Hyper-casual & takeaways from Tap Tap GamesGameCamp
 
Why Your VR Game is Virtually Useless Without Data
Why Your VR Game is Virtually Useless Without DataWhy Your VR Game is Virtually Useless Without Data
Why Your VR Game is Virtually Useless Without DataTreasure Data, Inc.
 
A Case for Predictive Analytics - Aren Arakelyan - Fiveonenine games
A Case for Predictive Analytics - Aren Arakelyan - Fiveonenine gamesA Case for Predictive Analytics - Aren Arakelyan - Fiveonenine games
A Case for Predictive Analytics - Aren Arakelyan - Fiveonenine gamesSociality Rocks!
 
SpatzAI - A referee toolkit to protect bold ideas
SpatzAI - A referee toolkit to protect bold ideasSpatzAI - A referee toolkit to protect bold ideas
SpatzAI - A referee toolkit to protect bold ideasDesmond Sherlock
 
Prioritizing for Profit from AgilePalooza
Prioritizing for Profit from AgilePaloozaPrioritizing for Profit from AgilePalooza
Prioritizing for Profit from AgilePaloozaEnthiosys Inc
 
Choosing A Game Engine - More Than Frames Per Second
Choosing A Game Engine - More Than Frames Per SecondChoosing A Game Engine - More Than Frames Per Second
Choosing A Game Engine - More Than Frames Per SecondNoam Gat
 
SpatzAI - Powering Bold Idea-sharing in Teams Spat by Spat
SpatzAI - Powering Bold Idea-sharing in Teams Spat by SpatSpatzAI - Powering Bold Idea-sharing in Teams Spat by Spat
SpatzAI - Powering Bold Idea-sharing in Teams Spat by SpatDesmond Sherlock
 
SpatzAI - Powering Bold Idea-sharing in Teams Spat by Spat
SpatzAI - Powering Bold Idea-sharing in Teams Spat by SpatSpatzAI - Powering Bold Idea-sharing in Teams Spat by Spat
SpatzAI - Powering Bold Idea-sharing in Teams Spat by SpatDesmond Sherlock
 
Lec 04. The way to production: game testing and analytics
Lec 04. The way to production: game testing and analyticsLec 04. The way to production: game testing and analytics
Lec 04. The way to production: game testing and analyticsOlga Maksimenkova
 
[Pandora 22] Boosting Game Design with Analytics - Nikola Vasiljevic
[Pandora 22] Boosting Game Design with Analytics - Nikola Vasiljevic[Pandora 22] Boosting Game Design with Analytics - Nikola Vasiljevic
[Pandora 22] Boosting Game Design with Analytics - Nikola VasiljevicDataScienceConferenc1
 

Similar a Why Successful Games Need Analytics (20)

[DSC Europe 23][Pandora] Siyu SUN Data Science Enter The Game.pptx
[DSC Europe 23][Pandora] Siyu SUN Data Science Enter The Game.pptx[DSC Europe 23][Pandora] Siyu SUN Data Science Enter The Game.pptx
[DSC Europe 23][Pandora] Siyu SUN Data Science Enter The Game.pptx
 
Free2 play soft launch obtaining tangible results through action-oriented a...
Free2 play soft launch   obtaining tangible results through action-oriented a...Free2 play soft launch   obtaining tangible results through action-oriented a...
Free2 play soft launch obtaining tangible results through action-oriented a...
 
[系列活動] 資料探勘速遊 - Session4 case-studies
[系列活動] 資料探勘速遊 - Session4 case-studies[系列活動] 資料探勘速遊 - Session4 case-studies
[系列活動] 資料探勘速遊 - Session4 case-studies
 
Introduction to brainCloud - Sept 2014
Introduction to brainCloud - Sept 2014Introduction to brainCloud - Sept 2014
Introduction to brainCloud - Sept 2014
 
Spatz.ai for Teams - A referee toolkit for fair play
Spatz.ai for Teams - A referee toolkit for fair playSpatz.ai for Teams - A referee toolkit for fair play
Spatz.ai for Teams - A referee toolkit for fair play
 
Big Data in Mobile Gaming - Eric Seufert presentation from IGExpo Feb 1 2013
Big Data in Mobile Gaming - Eric Seufert presentation from IGExpo Feb 1 2013Big Data in Mobile Gaming - Eric Seufert presentation from IGExpo Feb 1 2013
Big Data in Mobile Gaming - Eric Seufert presentation from IGExpo Feb 1 2013
 
Figuring out the right metrics for your game
Figuring out the right metrics for your gameFiguring out the right metrics for your game
Figuring out the right metrics for your game
 
Skill Mapping
Skill MappingSkill Mapping
Skill Mapping
 
Game Analytics: Opening the Black Box
Game Analytics: Opening the Black BoxGame Analytics: Opening the Black Box
Game Analytics: Opening the Black Box
 
The rise of Hyper-casual & takeaways from Tap Tap Games
The rise of Hyper-casual & takeaways from Tap Tap GamesThe rise of Hyper-casual & takeaways from Tap Tap Games
The rise of Hyper-casual & takeaways from Tap Tap Games
 
PHP games
PHP gamesPHP games
PHP games
 
Why Your VR Game is Virtually Useless Without Data
Why Your VR Game is Virtually Useless Without DataWhy Your VR Game is Virtually Useless Without Data
Why Your VR Game is Virtually Useless Without Data
 
A Case for Predictive Analytics - Aren Arakelyan - Fiveonenine games
A Case for Predictive Analytics - Aren Arakelyan - Fiveonenine gamesA Case for Predictive Analytics - Aren Arakelyan - Fiveonenine games
A Case for Predictive Analytics - Aren Arakelyan - Fiveonenine games
 
SpatzAI - A referee toolkit to protect bold ideas
SpatzAI - A referee toolkit to protect bold ideasSpatzAI - A referee toolkit to protect bold ideas
SpatzAI - A referee toolkit to protect bold ideas
 
Prioritizing for Profit from AgilePalooza
Prioritizing for Profit from AgilePaloozaPrioritizing for Profit from AgilePalooza
Prioritizing for Profit from AgilePalooza
 
Choosing A Game Engine - More Than Frames Per Second
Choosing A Game Engine - More Than Frames Per SecondChoosing A Game Engine - More Than Frames Per Second
Choosing A Game Engine - More Than Frames Per Second
 
SpatzAI - Powering Bold Idea-sharing in Teams Spat by Spat
SpatzAI - Powering Bold Idea-sharing in Teams Spat by SpatSpatzAI - Powering Bold Idea-sharing in Teams Spat by Spat
SpatzAI - Powering Bold Idea-sharing in Teams Spat by Spat
 
SpatzAI - Powering Bold Idea-sharing in Teams Spat by Spat
SpatzAI - Powering Bold Idea-sharing in Teams Spat by SpatSpatzAI - Powering Bold Idea-sharing in Teams Spat by Spat
SpatzAI - Powering Bold Idea-sharing in Teams Spat by Spat
 
Lec 04. The way to production: game testing and analytics
Lec 04. The way to production: game testing and analyticsLec 04. The way to production: game testing and analytics
Lec 04. The way to production: game testing and analytics
 
[Pandora 22] Boosting Game Design with Analytics - Nikola Vasiljevic
[Pandora 22] Boosting Game Design with Analytics - Nikola Vasiljevic[Pandora 22] Boosting Game Design with Analytics - Nikola Vasiljevic
[Pandora 22] Boosting Game Design with Analytics - Nikola Vasiljevic
 

Último

COST-EFFETIVE and Energy Efficient BUILDINGS ptx
COST-EFFETIVE  and Energy Efficient BUILDINGS ptxCOST-EFFETIVE  and Energy Efficient BUILDINGS ptx
COST-EFFETIVE and Energy Efficient BUILDINGS ptxJIT KUMAR GUPTA
 
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXssuser89054b
 
GEAR TRAIN- BASIC CONCEPTS AND WORKING PRINCIPLE
GEAR TRAIN- BASIC CONCEPTS AND WORKING PRINCIPLEGEAR TRAIN- BASIC CONCEPTS AND WORKING PRINCIPLE
GEAR TRAIN- BASIC CONCEPTS AND WORKING PRINCIPLEselvakumar948
 
Bhubaneswar🌹Call Girls Bhubaneswar ❤Komal 9777949614 💟 Full Trusted CALL GIRL...
Bhubaneswar🌹Call Girls Bhubaneswar ❤Komal 9777949614 💟 Full Trusted CALL GIRL...Bhubaneswar🌹Call Girls Bhubaneswar ❤Komal 9777949614 💟 Full Trusted CALL GIRL...
Bhubaneswar🌹Call Girls Bhubaneswar ❤Komal 9777949614 💟 Full Trusted CALL GIRL...Call Girls Mumbai
 
Kuwait City MTP kit ((+919101817206)) Buy Abortion Pills Kuwait
Kuwait City MTP kit ((+919101817206)) Buy Abortion Pills KuwaitKuwait City MTP kit ((+919101817206)) Buy Abortion Pills Kuwait
Kuwait City MTP kit ((+919101817206)) Buy Abortion Pills Kuwaitjaanualu31
 
Hospital management system project report.pdf
Hospital management system project report.pdfHospital management system project report.pdf
Hospital management system project report.pdfKamal Acharya
 
School management system project Report.pdf
School management system project Report.pdfSchool management system project Report.pdf
School management system project Report.pdfKamal Acharya
 
Navigating Complexity: The Role of Trusted Partners and VIAS3D in Dassault Sy...
Navigating Complexity: The Role of Trusted Partners and VIAS3D in Dassault Sy...Navigating Complexity: The Role of Trusted Partners and VIAS3D in Dassault Sy...
Navigating Complexity: The Role of Trusted Partners and VIAS3D in Dassault Sy...Arindam Chakraborty, Ph.D., P.E. (CA, TX)
 
Orlando’s Arnold Palmer Hospital Layout Strategy-1.pptx
Orlando’s Arnold Palmer Hospital Layout Strategy-1.pptxOrlando’s Arnold Palmer Hospital Layout Strategy-1.pptx
Orlando’s Arnold Palmer Hospital Layout Strategy-1.pptxMuhammadAsimMuhammad6
 
Standard vs Custom Battery Packs - Decoding the Power Play
Standard vs Custom Battery Packs - Decoding the Power PlayStandard vs Custom Battery Packs - Decoding the Power Play
Standard vs Custom Battery Packs - Decoding the Power PlayEpec Engineered Technologies
 
DC MACHINE-Motoring and generation, Armature circuit equation
DC MACHINE-Motoring and generation, Armature circuit equationDC MACHINE-Motoring and generation, Armature circuit equation
DC MACHINE-Motoring and generation, Armature circuit equationBhangaleSonal
 
A Study of Urban Area Plan for Pabna Municipality
A Study of Urban Area Plan for Pabna MunicipalityA Study of Urban Area Plan for Pabna Municipality
A Study of Urban Area Plan for Pabna MunicipalityMorshed Ahmed Rahath
 
Design For Accessibility: Getting it right from the start
Design For Accessibility: Getting it right from the startDesign For Accessibility: Getting it right from the start
Design For Accessibility: Getting it right from the startQuintin Balsdon
 
AIRCANVAS[1].pdf mini project for btech students
AIRCANVAS[1].pdf mini project for btech studentsAIRCANVAS[1].pdf mini project for btech students
AIRCANVAS[1].pdf mini project for btech studentsvanyagupta248
 
HAND TOOLS USED AT ELECTRONICS WORK PRESENTED BY KOUSTAV SARKAR
HAND TOOLS USED AT ELECTRONICS WORK PRESENTED BY KOUSTAV SARKARHAND TOOLS USED AT ELECTRONICS WORK PRESENTED BY KOUSTAV SARKAR
HAND TOOLS USED AT ELECTRONICS WORK PRESENTED BY KOUSTAV SARKARKOUSTAV SARKAR
 
Engineering Drawing focus on projection of planes
Engineering Drawing focus on projection of planesEngineering Drawing focus on projection of planes
Engineering Drawing focus on projection of planesRAJNEESHKUMAR341697
 
Work-Permit-Receiver-in-Saudi-Aramco.pptx
Work-Permit-Receiver-in-Saudi-Aramco.pptxWork-Permit-Receiver-in-Saudi-Aramco.pptx
Work-Permit-Receiver-in-Saudi-Aramco.pptxJuliansyahHarahap1
 
Computer Networks Basics of Network Devices
Computer Networks  Basics of Network DevicesComputer Networks  Basics of Network Devices
Computer Networks Basics of Network DevicesChandrakantDivate1
 
Introduction to Serverless with AWS Lambda
Introduction to Serverless with AWS LambdaIntroduction to Serverless with AWS Lambda
Introduction to Serverless with AWS LambdaOmar Fathy
 

Último (20)

COST-EFFETIVE and Energy Efficient BUILDINGS ptx
COST-EFFETIVE  and Energy Efficient BUILDINGS ptxCOST-EFFETIVE  and Energy Efficient BUILDINGS ptx
COST-EFFETIVE and Energy Efficient BUILDINGS ptx
 
Integrated Test Rig For HTFE-25 - Neometrix
Integrated Test Rig For HTFE-25 - NeometrixIntegrated Test Rig For HTFE-25 - Neometrix
Integrated Test Rig For HTFE-25 - Neometrix
 
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
 
GEAR TRAIN- BASIC CONCEPTS AND WORKING PRINCIPLE
GEAR TRAIN- BASIC CONCEPTS AND WORKING PRINCIPLEGEAR TRAIN- BASIC CONCEPTS AND WORKING PRINCIPLE
GEAR TRAIN- BASIC CONCEPTS AND WORKING PRINCIPLE
 
Bhubaneswar🌹Call Girls Bhubaneswar ❤Komal 9777949614 💟 Full Trusted CALL GIRL...
Bhubaneswar🌹Call Girls Bhubaneswar ❤Komal 9777949614 💟 Full Trusted CALL GIRL...Bhubaneswar🌹Call Girls Bhubaneswar ❤Komal 9777949614 💟 Full Trusted CALL GIRL...
Bhubaneswar🌹Call Girls Bhubaneswar ❤Komal 9777949614 💟 Full Trusted CALL GIRL...
 
Kuwait City MTP kit ((+919101817206)) Buy Abortion Pills Kuwait
Kuwait City MTP kit ((+919101817206)) Buy Abortion Pills KuwaitKuwait City MTP kit ((+919101817206)) Buy Abortion Pills Kuwait
Kuwait City MTP kit ((+919101817206)) Buy Abortion Pills Kuwait
 
Hospital management system project report.pdf
Hospital management system project report.pdfHospital management system project report.pdf
Hospital management system project report.pdf
 
School management system project Report.pdf
School management system project Report.pdfSchool management system project Report.pdf
School management system project Report.pdf
 
Navigating Complexity: The Role of Trusted Partners and VIAS3D in Dassault Sy...
Navigating Complexity: The Role of Trusted Partners and VIAS3D in Dassault Sy...Navigating Complexity: The Role of Trusted Partners and VIAS3D in Dassault Sy...
Navigating Complexity: The Role of Trusted Partners and VIAS3D in Dassault Sy...
 
Orlando’s Arnold Palmer Hospital Layout Strategy-1.pptx
Orlando’s Arnold Palmer Hospital Layout Strategy-1.pptxOrlando’s Arnold Palmer Hospital Layout Strategy-1.pptx
Orlando’s Arnold Palmer Hospital Layout Strategy-1.pptx
 
Standard vs Custom Battery Packs - Decoding the Power Play
Standard vs Custom Battery Packs - Decoding the Power PlayStandard vs Custom Battery Packs - Decoding the Power Play
Standard vs Custom Battery Packs - Decoding the Power Play
 
DC MACHINE-Motoring and generation, Armature circuit equation
DC MACHINE-Motoring and generation, Armature circuit equationDC MACHINE-Motoring and generation, Armature circuit equation
DC MACHINE-Motoring and generation, Armature circuit equation
 
A Study of Urban Area Plan for Pabna Municipality
A Study of Urban Area Plan for Pabna MunicipalityA Study of Urban Area Plan for Pabna Municipality
A Study of Urban Area Plan for Pabna Municipality
 
Design For Accessibility: Getting it right from the start
Design For Accessibility: Getting it right from the startDesign For Accessibility: Getting it right from the start
Design For Accessibility: Getting it right from the start
 
AIRCANVAS[1].pdf mini project for btech students
AIRCANVAS[1].pdf mini project for btech studentsAIRCANVAS[1].pdf mini project for btech students
AIRCANVAS[1].pdf mini project for btech students
 
HAND TOOLS USED AT ELECTRONICS WORK PRESENTED BY KOUSTAV SARKAR
HAND TOOLS USED AT ELECTRONICS WORK PRESENTED BY KOUSTAV SARKARHAND TOOLS USED AT ELECTRONICS WORK PRESENTED BY KOUSTAV SARKAR
HAND TOOLS USED AT ELECTRONICS WORK PRESENTED BY KOUSTAV SARKAR
 
Engineering Drawing focus on projection of planes
Engineering Drawing focus on projection of planesEngineering Drawing focus on projection of planes
Engineering Drawing focus on projection of planes
 
Work-Permit-Receiver-in-Saudi-Aramco.pptx
Work-Permit-Receiver-in-Saudi-Aramco.pptxWork-Permit-Receiver-in-Saudi-Aramco.pptx
Work-Permit-Receiver-in-Saudi-Aramco.pptx
 
Computer Networks Basics of Network Devices
Computer Networks  Basics of Network DevicesComputer Networks  Basics of Network Devices
Computer Networks Basics of Network Devices
 
Introduction to Serverless with AWS Lambda
Introduction to Serverless with AWS LambdaIntroduction to Serverless with AWS Lambda
Introduction to Serverless with AWS Lambda
 

Why Successful Games Need Analytics

  • 1. Data Science Club #3 Why Successful Games Need Analytics Ivan Trancik, CEO @ Cellense 1
  • 2. Data Science Club #3 Agenda 1. Introduction 2. Who is behind successful games? 3. How to apply analytics to games? a. Market research (Nex Machina) b. Player Experience (Hill Climb Racing 2) c. Monetization (Unkilled) 4. Q&A
  • 3. Data Science Club #3 Hello, my name is Ivan (ivan.trancik@cellense.com) Serial Big-Data entrepreneur Co-founder @ Infinario (now Exponea) ● Real-time Marketing Cloud ● Maybe you’ve already heard about it :-) Founder & CEO @ Cellense, BuffPanel ● Full-stack Game Business Analytics ● Bootstrapped, 10+2 employees ● 3 Top #100 Grossing Mobile Games (US) ● 3 Top #1 Best-selling PC Games
  • 4. Data Science Club #3 About Cellense
  • 5. 1. Introduction - Gaming Market
  • 6. Data Science Club #3 Introduction - Global Gaming Market
  • 7. 2. Who is (not) behind successful games?
  • 8. Data Science Club #3 Indie developer?
  • 9. Data Science Club #3 Marcus “Notch” Persson (Mojang) - Minecraft (sold for $2.5 billion)
  • 10. Data Science Club #3 Ilka Paananen (Supercell) - Clash Royale ($10 billion valuation)
  • 11. Data Science Club #3 Marek Rosa (KeenSWH) - Space Engineers (2.5 millions copies)
  • 12. Data Science Club #3 Šimon Šicko (Pixel Federation) - Diggy’s Adventure (30+ million EUR revenue 2017)
  • 13. 3. Analytics & Games
  • 14. Data Science Club #3 Games & Data Games: 1. Global B2C type of product 2. Work only in scale 3. Digital (& online) by design
  • 15. Data Science Club #3 Games & Data Games: 1. Global B2C type of product 2. Work only in scale 3. Digital (& online) by design => vast amounts of valuable data!
  • 16. Data Science Club #3 Games & Data - Applications Games: 1. Global B2C type of product 2. Work only in scale 3. Digital (& online) by design => vast amounts of valuable data! => interesting optimizations on all fronts to be made :-)
  • 18. Data Science Club #3 Market Research - Nex Machina (Steam, PS4)
  • 19. Data Science Club #3 Market Research - Nex Machina (Steam, PS4)
  • 20. Data Science Club #3 Market Research - Nex Machina (Steam, PS4)
  • 21. Data Science Club #3 Market Research - Nex Machina (Steam, PS4) Hard questions: 1. Why so underwhelming sales? a. PR too small? b. Niche too small? 2. What did more successful games do differently?
  • 22. Data Science Club #3 Market Research - Nex Machina (Steam, PS4) Data sources 1. SteamSpy 2. SteamAPI 3. Google Trends 4. Nex’s data
  • 23. Data Science Club #3 Market Research - Nex Machina (Steam, PS4) Nex clearly outperformed median game at much higher price point. Niche overview:
  • 24. Data Science Club #3 Market Research - Nex Machina (Steam, PS4) Out of over 1000 games in its niche, only 3 (+Ruiner) relevant games had better sales than Nex!
  • 25. Data Science Club #3 Market Research - Nex Machina (Steam, PS4)
  • 26. Data Science Club #3 Market Research - Nex Machina (Steam, PS4) ● General info ● #owners ● Price ● Playtime total ● Userscore ● Scorerank ● Developer ● Pre-release ○ News articles timeline ○ Pre-release search trends ● Post-release search trends ● Release info
  • 27. Data Science Club #3 Market Research - Nex Machina (Steam, PS4)
  • 28. Data Science Club #3 Market Research - Nex Machina (Steam, PS4) News articles mentioning Helldivers pre-launch The peak in news count was almost 10 months before release. Then there was steady influx of new articles, with bumps every 3-4 months.
  • 29. Data Science Club #3 Market Research - Nex Machina (Steam, PS4) News articles mentioning Nex Machina pre-launch The peak in news count was almost 6 months before release. Coverage was comparable to other games.
  • 30. Data Science Club #3 Market Research - Nex Machina (Steam, PS4) Organic interest for Helldivers pre-launch PR push resulted in steady interest in the upcoming months.
  • 31. Data Science Club #3 Market Research - Nex Machina (Steam, PS4) Organic interest for Nex Machina pre-launch PR haven’t resulted into any significant organic interest.
  • 32. Data Science Club #3 Market Research - Nex Machina (Steam, PS4)
  • 34. Data Science Club #3 Hill Climb Racing 2 - about Fingersoft Released Q4 2016 iOS & Android multiplayer racing game 120 million players (HCR1 over 700 millions)
  • 35. Data Science Club #3 Hill Climb Racing 2 - gameplay Fingersoft Released Q4 2016 iOS & Android multiplayer racing game 120 million players
  • 36. Data Science Club #3 Very short soft-launch (8 weeks) “Grow KPIs as much as possible” => Roadmap prioritization based on the data! => FTUE / Early Retention Only Retention
  • 37. Data Science Club #3 Level progression funnel - wins only Retention - Level balancing
  • 38. Data Science Club #3 Level progression funnel - w/ drop-off after win Retention - Level balancing
  • 39. Data Science Club #3 Churn rate - for how many players is the level last (after win & loss) Retention - Level balancing
  • 40. Data Science Club #3 Fail rate & failed-over-passed rate - how many times players fail for one completion? Retention - Level balancing
  • 41. Data Science Club #3 FUU factor - is losing frustrating or hopeful? Retention - Level balancing
  • 42. Data Science Club #3 First time fail - at which level player loses the first time / loses all lives for the first time Retention - Level balancing
  • 43. Data Science Club #3 Play time - how long does it take to win or lose? Retention - Level balancing
  • 44. Data Science Club #3 Crucial business bottleneck: early matches after player loses HCR2 is a PvP game => let’s rebalance matchmaking! Retention
  • 45. Data Science Club #3 Tweaking win-rate to optimize retention. What’s the best win-rate for a game like HCR2? 50%? 60%? 80%? Retention
  • 46. Data Science Club #3 Tweaking win-rate to optimize retention. What’s the best win-rate for a game like HCR2? 50%? 60%? 80%? => Let’s try them all :-) Retention
  • 47. Data Science Club #3 Retention
  • 48. Data Science Club #3 Retention =>
  • 49. Data Science Club #3 Early-retention ● Do a battery of player drop-off tests across multiple variables to be sure you’re always prioritizing the most important issues ● Always confirm hypotheses by A/B tests Retention - Summary
  • 50. Data Science Club #3 LEVEL BALANCING CHALLENGES - find issues in level design - optimize difficulty curve - balance revenue against churn - improve design of blocker levels Retention - Level balancing
  • 51. Data Science Club #3 LEVEL BALANCING CHALLENGES - find issues in level design - optimize difficulty curve - balance revenue against churn - improve design of blocker levels SOLUTION - insights based on level balancing analyses Retention - Level balancing
  • 52. Data Science Club #3 LEVEL BALANCING CHALLENGES - find issues in level design - optimize difficulty curve - balance revenue against churn - improve design of blocker levels SOLUTION - insights based on level balancing analyses Retention - Level balancing ANALYSES - level progression funnel - win & fail rate - failed-over-passed rate - churn rate (after win & loss) - time spent per fail & win - game specific - boosters used - stars achieve - first time fail - …
  • 54. Data Science Club #3 Huge topic ● Retention ● Core Game design ● Currency spend onboarding ● Economy Balancing ... ● Live-ops Offers Monetization
  • 55. Game Executive 2017 Monetization - Live-ops Offers
  • 56. Game Executive 2017 Monetization - Live-ops Offers STP Model Well describes the process in these questions: ● WHO? ● HOW MUCH? ● HOW OFTEN? ● WHAT?
  • 57. Game Executive 2017 Monetization - Naive approach (Segmentation) Simple segmentation based on spend Advantages: ● Easy to understand ● The most widely used ● Enables basic targeting
  • 58. Game Executive 2017 Monetization - Naive approach Simple segmentation based on spend Disadvantages?
  • 59. Game Executive 2017 Monetization - Naive approach (Segmentation) Simple segmentation based on spend Disadvantages: ● Not taking into account different spending patterns at the same cumulative spend ● Not answering “WHAT?” at all ● Not taking player’s activity into an account
  • 60. Game Executive 2017 Monetization - Business Analytics approach (Segmentation) RFM Segmentation Recency, Frequency and Monetary value ● Directly models purchasing behavior ● Great for predicting purchase effectiveness ● Easy to understand and apply in content creation process ● Basis for targeted offers ● Still no answer to WHAT?
  • 61. Game Executive 2017 Monetization - Business Analytics approach (Segmentation) Player Progression Segmentation Players in the game are not the same - ● They unlock different content ● Progress to different points in the story mode ● Different split between game modes ● Different approach for spending currencies.
  • 62. Game Executive 2017 Monetization - Business Analytics approach (Segmentation) RFM Segmentation Player Progression Segmentation
  • 63. Game Executive 2017 Monetization - Business Analytics approach (Targeting) Number of all segments can be pretty high - we can focus only on a few ● Number of players ● Their payment potential ● (Un)-Availability of content ● Spending habits (which ones are spending premium currencies the most)
  • 64. Game Executive 2017 Unkilled - about Madfinger Games Released Q3 2015 iOS & Android zombie FPS with PvP 6 million players
  • 65. Game Executive 2017 Unkilled - gameplay Madfinger Games Released Q3 2015 iOS & Android zombie FPS with PvP 6 million players
  • 66. Game Executive 2017 Monetization - Business Analytics approach (Example Targeting) Identified Targetings ● Competitive Hard-core Non-payers ● First-time Payers without Premium Content ● Elite Spenders ● Newbies & At Risk Players ● Hooked Non-payers
  • 67. Game Executive 2017 Monetization - Business Analytics approach (Example Targeting) Identified Targetings ● Competitive Hard-core Non-payers ● First-time Payers without Premium Content ● Elite Spenders ● Newbies & At Risk Players ● Hooked Non-payers
  • 68. Game Executive 2017 Monetization - Business Analytics approach (Example Targeting) Competitive Hard-core Non-payers ● Last two story tiers. ● Ranked in PvP ● Already completed at least 1 rare or epic weapon ● Interaction with Premium Currency spending
  • 69. Game Executive 2017 Monetization - Business Analytics approach (Example Offer) Competitive Hard-core Non-payers ● $5 Price tag (From RFM segmentations) ● Communicate Extra Value for Competitive Players ● Offer stuff they already like to use
  • 70. Game Executive 2017 Monetization - Business Analytics approach (Example Offer #1) 4 VIP chests + 2 bonus VIP chests (hook) Regular value is 4 VIP chests for $5, if offer included only chests it should be interesting Random hero skin (incentive) Every player has at least 1-2 heroes at this stage. 12x combination of VIP gadgets (incentive) VIP gadgets are powerful for PvP, 12 gadgets should suffice for 12 matches which is plenty
  • 71. Game Executive 2017 One-time crafted offers ● Created based on an actual player’s payment potential and their current game progression ● Confirmed by A/B tests Monetization - Results
  • 72. Data Science Club #3 ● Player segmentation can be a very effective tool to drive the revenue ● 2x-10x revenue during live-ops events => Could be as much as 80% of the revenue! Monetization - Results
  • 73. => WE’RE HIRING! <= ivan.trancik@cellense.com