Plan your tracking
Got your GameAnalytics tracking up and running? Great! The next step is to make sure the events you are collecting are relevant and give you the right insight. This tutorial will help you plan the event structure for your game. The first thing to do is just sit down with a pen and paper and think about the event structure of your game.
What do I want to find out?
Once you answer this question, you can then design an event structure that gives you the data you’re looking for. Let’s start with a common game design conundrum – First Time User Experience (FTUE). To measure it you might ask:
- How long does it take players to complete my tutorial?*
- Are there any steps in my tutorial that people find challenging?*
As a developer, these questions are important to me because if I can get the tutorial success rate to be higher, I will know players are enjoying my game. This brings me to the next question.
Which event type should I use?
You can read about what event each type handles best and then make a decision. All GameAnalytics events can only handle a single value, except for the business event which is specifically designed to handle currencies. When you consider your event design, pick the value you want to analyse most. That might be time spent in a level, XP received, or the number of turns to complete. This will depend entirely on your game. You should always send a numeric value across, because then you can get the benefit of using MIN, MAX, SUM or AVERAGE on your events.
Once you have decided on your final event choice you should then ask Analytical Shakespeare…
“To Funnel or not to Funnel? That is the question”
Funnel Analysis is a great way of viewing events as a linear path or flow. That is, it shows the order in which events happen and what the success rate is at each stage. Commonly, a progression event can almost always fit into a funnel. There are also many cases where Design events fit. You can read more about detailed event structures here.
In this example below, a First Time User Experience a funnel and simple design events have been used because I only wish to know a single variable at each event trigger (the total game time). If you were analysing something with a larger number of values or elements such as an End of Game Round where perhaps the XP, Level or number of enemies is important then a progression event would be better suited.
game_time_total = a value that counts up by 1 second every single time the game start and is a count of the total game time for this player of my game.
game_time_session = a value that counts the game time of the current session and is reset to 0 on every new session start.
In this case, the value sent will be the game time total at the time the event fires. In this way, it will be comparable for all users and you will be able to see a distribution of the time it takes to get to each event.
Test the data received
With all analytics, it’s very likely that your first attempt at collecting data might result in config challenges. If this happens, we recommend you create a development Game ID for your game that you can use to test your events with. Once you’ve made sure you have these right, then for release, you can use a second Game ID, which will take in your real world data.
Know your limits GameAnalytics is a free service with no limits on the size of your game, but we do limit the number of unique events that you can send to us. See the details here.
|ALL||10,000 – Unique Event IDs||Only 10,000 unique event ids per game before we throttle the incoming events.|
|Per Event Type (Design, business, resource etc.)||100 – Unique Dimensions||You can only send 100 unique dimensions per event type. Use groupings of dimensions (1-10) to count larger series (1-1000)|
|Custom Events||100 – Unique Dimensions||You can use 3 custom events for your own purposes, each of these may have 100 unique dimensions.|
Congrats on getting this far! Here are the key things to remember:
- What do I want to find out?
- Which event type should I use?
- To Funnel or not to Funnel?
- Test the data received
If you stick within your limits and think through your game then you will get valuable, interesting data about your players! If you ever need any detailed help then check out our support pages.