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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, 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
Boosts
Start Play
Shop
End
Replay
Boosts
No Boosts No Boosts
Win and move on
Lost
New
Broken Loop
Boosts
Start Play
Shop
End
• Frustrating, Too hard
• Annoying, Impossible
• Boring, Too easy
Game Design influences Performance
• Two Factors
– FUN
– Difficulty
Less Difficult
Retention
Monetisation
Game Design influences Performance
• Two Factors
– FUN
– Difficulty
More Difficult
Retention
Monetisation
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)
Player
City
ETL
Load
MovieGenerator
Cohorts, Selected Events,
Time Frame
Generate
Level
DataDLC
Raw
Events
API
(Helios)
Sessions/IAPAnalytics
Communication
Level Editor
Workbench
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”
Thanks
Thomas.Hulvershorn@outplay.com
@DerHul
F2P Game Balancing: Data Movies
F2P Game Balancing: Data Movies

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F2P Game Balancing: Data Movies

Notas del editor

  1. I’m Thomas Hulvershorn
  2. This is my wife, playing Mystery Match on her Computer. This is something relatively new and I couldn’t imagine happening say 7 years ago. What drives these players to play our games?
  3. We Outplay Entertainment are developing these Games. How do we know the games are great, how do we make them Fun but also profitable? Let’s look how these games are constructed.
  4. We are proud of the quality of our products. Successful growth since the start.
  5. Level Progression and Core Level Boards, example Mystery Match as typical Free to Play casual Game
  6. Core Flow Elements of most casual games
  7. Core Flow Elements of most casual games
  8. Core Flow Elements of most casual games
  9. Path 1: Start Game, Loose, Replay, Use Boosts, Win Game Path 2: Start Game, replay until you win Game
  10. Path 1: Multiple failures, no pass Path 2: Using Boosts doesn’t help passing the level Path 3: Too easy, direct win
  11. Mood of the player coming out of the loop determines mood of player starting the next level
  12. We got hundreds of levels to balance