• Funnels Reporting Illustration

    A Deep Dive into Funnel Reporting for Games

    Funnels are a way of visualizing and measuring how your players move through a sequence of events, or ‘steps’. A well-configured funnel gives insight into which of these steps lose the most players, whether your paths to conversion are optimized, and whether your players are progressing through your game as intended. The aim of this […]

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    Exploring Games from the Creator’s Perspective

    There are a few ways we can go about improving our understanding of game design. We can read books, articles, watch talks… We can also analyze games! In this article, I want to explore with you an efficient analysis process, for learning purposes. It is about exploring games with a creator’s eye. For scholars or […]

  • All you need to know about KPIs Banner

    Everything you need to know about interpreting KPIs

    As independent game designers, we generally want to focus on creating games. Sales and marketing related domains often feel foreign to us. Yet, to make a living, we do have to think as a company sometimes. Once we know how to make games, we have to learn how to market and sell them. On a […]

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    Why habit formation is the key to long term retention

    Forenote: The goal of this article is to give you pointers about how habits work, beyond good and evil. It tries to depict some unconcious habit-related mechanisms that come into play in our games. Only that way can we get a better grasp of how we function from a psychological standpoint – and take design decisions in consequence, aware of the consequences of our […]

  • Game Analytics From A Game Designers Perspective

    Game Analytics From A Game Designer’s Perspective

    As game designers, we tend to perceive our activity as a mix of art and science. After all, game design is deeply linked to psychology, as well as design! The design part is pretty straightforward and well-documented. There is plenty of reading on the topic, starting with Jesse Schell’s famous textbook.   It is different […]

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    Quit the Grind: Other Ways to “Level”

    In many RPGs you reach a point when battles are neither novel nor challenging, when you’re just going through the motions for gold or experienceーalso known as grinding. It can kill any momentum the game had going, and it turns play into work. The problem is that grinding is hard to avoid in the standard […]

  • TRUnderworld

    Playstyle and Progression

    In this post Anders Drachen introduces some of the main challenges of finding patterns in how games are played and in how play styles change across levels. He also showcases some new research results which were obtained through a thorough analysis of Tomb Raider: Underworld.

  • The Chaos Factor: The Biggest Challenge for Game Analytics?

    How do you generate order from chaos? This is fundamentally the challenge game analysts face when given the task of making sense of some of the most complex information systems in the world: Massively Multi-Player Online Games. In this post we broach the topic of game balance in MMOGs and why making it perfect is so hard.

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    Frequent itemset and association rule mining

    Frequent itemset mining is an interesting branch of data mining that focuses on looking at sequences of actions or events, for example the order in which we get dressed. Shirt first? Pants first? Socks second item or second shirt if wintertime? Sequence analysis is used in a lot of different areas, and is also highly useful in games for finding behavioral patterns that lead to particular behaviors, for example a player quitting a game. Here is how it works.

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    What are game metrics?

    In a previous post we discussed what game telemetry is, i.e. the data we use as inputs in game analytics processes. Game metrics is what telemetry is transformed into, and what provides the direct value to development and monetization. In this post we try to set up a definition for what a game metric is.