[Music] my name is aviv stern and i'm the director of analytics at socialpoints and i've been a gamer since the 80s i started with dnd the gateway game and then i matured into xcom unlike today where i played dnd and xcom i've been doing analytics since the 90s we had many names we called it business intelligence we call the data science data mining edit score it's always about the same thing we're trying to answer questions and we're trying to find insights that can help the business i'm currently answering questions and finding insights at socialpoint which is a take to company in barcelona all right why are we here less of a philosophical question more of a specific question we're here to equip you with analytics examples things that we've done mainly at social
point and things that you can use in your games now these examples that we chose for the presentation are examples you can use in any size studio they can work with a single game studio whether you're indie or not multi-game studios i've done this at social points some of these things i've also implemented at plarium which is another gaming company i've worked at and i've even implemented some of these best practices in companies that do mobile apps and didn't do games we are here to learn from some of our mistakes hopefully i can save you guys some headache and some money and we'll talk about some of the things that we've done at social point that didn't work too well or things that we are doing differently and we are not here to make you analytics expert i'm sorry but that might take a bit more than an hour all right our story begins as many stories begin with a company take two acquired social point
at 2017 then social point began a strong focus on growth they brought in heads of product from rovio from king the roster of heads of product which is basically our equivalent of our studio head has grown a lot i joined the company on march about a year ago this is me on my first day so happy and the events that we will be focusing on for this presentation are the events that transpire between my joining and this here presentation all right okay what will we talk about we will be talking about the dark side of analytics analytics can be very valuable i'm a data person of course i believe in analytics but there also can be a very negative side if you do it wrong and it has a cost for example one of the discussions we're currently having in social point is about should we be a b testing a b testing is a practice for those who
do not know is the practice of for example taking a game implementing changes and then releasing the game with the unchanged version and the change version and randomly sampling people into one of the two versions this lets you compare side by side what is the real impact of the changes are people in the new version buying more retaining better converting better that's an a b test why not a b test everything because it costs money and time when i put out a new version i need to wait i need to wait for the results i need to wait for enough users to come in for my analysis to be significant and that means that i'm slowing down the game if the game wants to run very quickly if the game wants to release versions and move on to the next thing sometimes more data is not the answer so that is the dark side of analytics we will talk mainly about mistakes we've done and things you can avoid all right tracking user actions we will talk about
tracking user action by tracking i mean collecting information about logins purchases battles level ups all those events that happen in the game and we collect that information so that we can analyze what happens now this can be less painful if we do some of the things that i will show you today playing levels without players it can be done you can have a level played without users it can actually be very beneficial and i will show you how we did it at social point and why we had to do it basically we had a problem we needed to solve and i will talk about testing specifically a b testing i will talk about testing with small audiences it can be a new game that you're releasing and doesn't have three million downloads or it can be a new feature that you're doing for levels that will level players at level 24 on the third dragon so you might have a small audience and statistics doesn't like small audiences
so i'll show you some hacks that you can implement so you can still use a b tests in those scenarios okay about the cases that i will discuss these are cases from my personal experience they apply like i said to many studios and many games i will try to speak mainly english i'll try to avoid any terms that are too technical too deep but i will be touching on many frameworks from business and from data and analytics is a very quickly evolving field when i do introduce a concept i will try to explain what it is i will not go too deeply into it my presentation will have a deep reference when we upload it onto the website you can go there and you can find descriptions of most of the things that we'll discuss today all right lastly there may be some assembly required what i want to do today is to equip you with things that you can do in your games and i want
you to be able to go to your analytics teams whether they're in-house or vendor and say build me this but you will still need to work with analytics people to get this done or in the immortal words of ikea screwdriver screwdriver hammer all right let's get cooking this is by the way thanks to the tasty town art team that's one of our games and they made sure to splash some color into the presentation we'll also have some dragons okay social point why did we have to start this why do we have to go into this adventure and find ways to use data differently socialpoint was using data long before i came socialboin has been around for about 10 years even more now so data was there why did we have to change things where did all these challenges come from social point during 2018 after the acquisition with the new roster of heads of products faced several dramatic changes that really had
to we had to redefine a lot of the ways we were doing things first thing that happened was we had five games going into 2018 and during 2018 we had 23 games launched some were in development some were launching and dying some were being replaced but we had pretty much five times the amount of games that we were ready to handle and i'll give you a hint analytics did not have five time the head count or the budget so we had to find a way to make it work another thing that happened is we switched from having a company that's very well optimized on live games social point had games they had millions of users they had money and we were trying to do something that was very different which is released a lot of games with very small teams two people teams sometimes those two people were engineers they didn't even have an artist or a designer and do things very quickly have an assembly line of games that keep launching and learning and improving
the other thing we needed to do was really change how quickly we answer questions we have to be able to answer questions when you have a game that has three major versions in a week and launches and next week launches globally and then goes from ios to android you have to be able to keep up with the game you cannot be demanding the game to slow down so that you can give them answers you have to find a way to work within that constraint which was something that was quite new to us we had games that were much bigger and we had much more data it was usually a different case the last thing we had to do was like i said the team didn't expand as the portfolio expanded so we had a lot more games before that before 2018 every game had an analyst which by the way i strongly recommend if you can do it always have someone in your game team that is doing data if that person goes to bed at night thinking about the questions in the game living the game playing the game playing the competitor games that will bring you
a lot of value we data people work best when we're part of the product team that's when we understand the real problems that need to be solved but when you have 23 games some of them have two people teams and some of them run and have multiple versions every week you don't have an analyst per game we had to change the structure we had to create a pool of analysts that work like internal consultants just to be able to keep up and that's something that was a compromise we had a very hard time with that we really wanted to leave the games we wanted to be living in the games going to everything that the game was doing and being forced to work on multiple games at the same time was something that was a bit of a compromise but it was also something that was very agile and made a lot of sense for the company all right so why why did all this happen why did the games so many games come out why do we have to work in this way the reason behind it is that socialpoint
adopted a lean startup approach to games those of you who are not familiar with the lean startup the lean startup is a methodology it's a lot of things it's probably one of the most impactful movements in how we do startups or how we build businesses with big variants but in game terms it's this i joined social point on my first month there i met my colleagues from take two and we had this conversation they were talking about launching red dead redemption the pro the way you create a red dead redemption a lot of the decisions about design about difficulty about content those decisions are made before the game is shipped all of my games i make the decisions after i hit the market theme difficulty levels balancing content all of these things are things that i can change and i should change and i do change after the game launches lean startup is a methodology that really helps when you're creating a product that you're going to learn by
having it being used that's a very good framework for that another thing that it does is really helps you minimize the cost of failure if you don't know about the lean startup i strongly recommend you read these books if you have the time i think it's going to be worth your while these are the two books i buy everyone on my team has them everything that i join these are the first two books that i buy everyone the idea is in its core to have a lot of focus there's going to be links to this in the reference as well sadly i don't have any equity in the books but they do they have impacted a lot how i do my job and how we work as a company i'm going to do a very short explanation of what lean startup is in our industry the most prominent voice of doing lean startup in the games industry is supercell supercell have a lot of speeches about this a lot of public talks this is a strategy that they have adopted and they know better than me to say how so this is a link for what they
do the idea is when you're doing a lean startup approach to product design you have a loop of stages that you keep doing very quickly you build something like a new maze then you release it you measure how people are playing that maze or a new level or a new game and then you learn you see if people are enjoying this if people are not enjoying this where it works then you build something else and you keep that going where analytics comes into this is analytics really helps you find out what doesn't work the key thing about being lean is not having the secret to success it doesn't necessarily mean all your games will be amazing what it does mean is you'll find out very quickly what doesn't work and this is really really important you can take a game that runs for two years development with a 20 people team and we had this happen in social point is released and then we found some of the problems we had or you can find that out with two people in three months
and then if that doesn't work try something else we're trying new genres we're trying match threes we're trying different themes that doesn't work you want to switch to a different genre you want to do word puzzles take the same team and do that but find out very quickly if you're not reaching that whatever your goal is day one 60 retention conversion of two percent whatever you're aiming for the lean startup is a way to find out very quickly are you getting there are you getting closer or not and if not then you kill it and you move to something else so the idea is to fail fast saves you time and saves you money all right lean analytics lean analytics is a school within the lean startup and this is what we're going to talk about today i'm going to say a few very trivial things now what i'm going to say now in this part of the talk is going to be things that are very common sense none of this is rocket science all of these things that i'm saying will sound very reasonable and i'm not telling you
anything new but this is the part where i'm talking about things we did wrong all of these things are based on things that we did not implement correctly things that we failed to do at social point and other companies that i've worked at so it's really worthwhile to take these things and adopt them this is a discipline that you have to keep and i'll show you in a minute how we keep ourselves very disciplined measure what matters this is a very nice philosophical saying but what's behind it is this social point at the beginning of 2018 had more than a thousand metrics we were using more than a thousand metrics to measure if the game was doing well we had too much data we had so much data when you asked a game designer what they look at every game designer was looking at different things what we did was we really narrowed it down we asked what really is important of all these things what makes the cut what are the super kpis the quark apis
that we have to know when you're driving a car you only know what you need to know the dashboard doesn't give you everything you need to know air pressure the heat of the ground you don't need to know these things when you're doing that if there's a problem we drill down but we've been able to narrow it down to retention conversion ltv we've been able to talk about revenues and when we talk about a very specific cost by the way some things that didn't make the cut second session retention we actually don't have that on the first view of a game when we talk about is the game good we talk about day one retention day three retention but we don't talk about a session granularity sometimes we don't even talk about a daily granularity we look at it on a weekly basis this was a system that was designed for the executive team and really created a different conversation and he changed the mode from bombarded with million reports a million metrics to really focusing on what's important the other thing is don't develop what you can buy
now this is really true for small companies and it's also true for big companies we have a very strong data engineering team and we do do a lot of our tools in-house we also have scientists when i do a b tests it's my scientists who create the tools for that and my analysts benefit from that but even with that there's things that i don't develop one of the things one of the problems that we had at social point we had kpis that were misbehaving we had a process that was getting data for example apps fire data about user attribution this was data that was telling us which user came into the game through which came marketing campaign which was really key because we spent a lot of money in marketing so we want to know absolutely had a bug our process was the same process we didn't get any notice about the process failing but appslier had a bug i think about four months ago and they just gave us double the data so we ran the same process nothing failed no red flags and we got double the installations so either way we're doing our job really
really good at marketing or something was wrong this is called the business anomaly by the way business anomalies can happen for a good reason it could be that a new market opens up for you and users are really liking what you do but it means that the kpi is behaving not in the way you'd expect you can develop this in-house or you can use a tool that does that and we're using anodot for that by the way we're working with king we have a center in barcelona which is the business incident management center i believe it's called and working with the people there to learn how they're doing it now this is king and social point these are big companies and we're still benefiting from buying things and not developing them in-house so if you're a small studio and you want to have analytics but you don't have an analytics team and it doesn't make sense for you to have analytics team use something like delta dna you can still have analytics you don't need to create everything in-house there's enough services use a cloud you don't need to develop a cloud the world's come a long way all right
focus on value pmf product market fit product market fit is a very fancy way to say in lean startup terms that work on things that people care about i'll give you an example one of the things one of the first researches that i saw from the data science team i came into social point what are we working on and i talked to the scientists one of them presented a model that was very clever he was analyzing sentiment analysis so how people were reacting to our games to our versions he took data from story views social media customer center he built a very robust system that shows if people have a positive or negative response to versions to changes that we're making amazing super interesting no one ever used it for anything he did that analysis it took a lot of time it took a lot of data it was very clever no one in the games was waiting for that no one in the games was using that as part of the decision making he just sat
there and became a very good article for the university but that's it so when you work on things make sure there's a value attached to that there is a caveat to that a lot of the things you do in analytics are a leap of faith i'm not sure this will move the money needle i'm not sure whether this will be something that is going to major impact on the game but even though you choose sometimes things that are a bit of a risk make sure that you ask yourself is this something is this the best thing i could be doing now this is true when you have 26 people like we have and it's more true when you have one what is the most important answer i should be working on right now because if i'm working on the impact of the new maze or the new island or the new dragon i'm not working on how to monetize existing users so always make sure that you're very disciplined and i'll show you how we do that in social points one last thing another trivial bit
remember the big picture when you're working on problems we have a very strong tendency as people to focus on that problem we were doing a virality analysis for one of our games we had to intervene and make sure that analysis applies to other games we were doing a new game with match threes we had a game a version that we launched for a game that we killed the only reason we did that was not because that game would benefit from that but we would get some learning for things we do in the future even if you only have one game in your life i really hope you'll be making more games always remember take something from it always try to do things in a way that benefits other games when you answer a question who buys try to answer that question in a way that you can rewrite or rerun it in other games this is really important when you're running analytics in a company all right so how do we at social point make sure that we don't lose focus how do we make
sure that when we're working on something it's something interesting now i will say this due diligence i had two startups that were amazing and would have changed the world i created an ai that plays games and does everything for you and was remarkable and no one bought it both of my startups ended as being very very good experiences but no one used them just because you think something is interesting just because you think someone is going to use this that's not the way you need to make sure that you measure if someone is using this and this is how we do that at social points the chart that you're seeing here remember i told you we took the super kpis and we created a dashboard for the super kpis it was originally intended for 20 people just in the executive team and a bit more and it was very widely adopted in the company just to keep in mind the whole company is about 300 people so we had a very wide adoption of the tool now this is an internal product i don't really have monetization other
than my salary but i am looking all the time at how many active users are there and when i release a new version for something that i develop internally i make sure that people use it and if they don't i ask why what did i miss the other thing we do is and this is specifically for analysis this is actually the same classification tree that we use i know it's a bit small but basically it starts with is it actionable first thing you want to do when you start this is this actionable is someone going to use this is this going to tie into a process sentiment analysis is brilliant is it actionable no don't do it if you know someone is going to use it if customer service is going to use it if marketing is going to use it community managers yes but first validate that it's actionable then ask does this affect a core kpi 25 the focus that we got because we defined a very close group of kpis is a focus that serves us for everything
now whenever i have a conversation with anyone in the company the first thing we will ask is this what are you aiming to do is this something that's going to affect a core kpi if it doesn't affect conversion ltv retention revenues why are we having this conversation cpi so this is basically how we do this we go through these stages and we classify all our work in analytics across the teams engineering analysts data scientists everything we do we work around this and we always try to maximize how much of what we're doing is high impact and it's a lot harder than it sounds it would sound trivial just put people in the game teams and let the game teams work the game teams sometimes ask questions that are very not interesting some game designer will ask is the halloween dragon better because it's orange or not say i find an answer for that what are you gonna change next year you're gonna do a different dragon let's talk about it when we get to the next halloween right now it's not applicable so always make sure that there's something behind what you're doing
a lot harder than it sounds okay let's talk a bit about things that we're doing things that were high impact things that did qualify as relevant and change how we work in the company so take you back a few slides we had a big problem the company was basically going 5x on the number of games things had to happen very quickly and one of the things that happened was we had a big problem with how we do tracking the company was already doing tracking it was doing it very well the technology was there architecture was there was not a problem of architecture we had to change how we collect user data i'm going to give you two things that we did to help that the first one is what we did at social point the second one one quart pack to rule them all is based on something we did at plarium all right tracking so how does tracking work and this is true for most games it's a bit of a simplification but bear with me the game has a new feature or there's a
new game someone wants to release something they want to do something seasonal halloween special so we design it we say this is design two bring in new users through virality this is designed to convert or convert to a second purchase users who are buying we align on a primary goal and based on that we define what we're going to track this is really important what you track is a result of what you ask if you don't know what you're trying to achieve don't start talking about what you want to track because you will fall back into collecting everything if someone tells you collect everything we'll sort it out later don't all right i just angered half of my data people community all right i hope none of them are here okay game implements the tracking so we had a feature we had a definition we defined the events then the game divs every time the user buys this seasonal dragon they write a row and they put that row somewhere there's a file that gets sent
specifically for us it was some folder in the cloud then the data engineering team takes that group of files and make it into a table so the people can actually use it there's a lot of ways to do this that's not the goal of this conversation but this was the process that we were doing the problem with this process is everything that the game does has to go through data engineering every time the game team wants to have a new feature a new measure a new event they have to go through data engineering which is a small team and works for design for five games so that created a major bottleneck we were actually delaying the launches of game there were games that were coming out and not knowing what's happening they had features that were being used and it wasn't written anywhere how many times it was being used because the tracking wasn't there and my engineers were super frustrated because all they were doing was this putting wires together they had nothing that was interesting no projects that had high impact they were just there to configure wires so we changed it
what we did was we implemented a change that i'm going to mention in a minute and i'm going to use some tech terms but what we did was we just let the games run anything that the game reports any data any event that the game collects is automatically exposed as a table and that was very big that let the games run very very quickly and it freed up the engineers what we did behind the scenes and if you want to hear more about this it will be in the references or you can catch up to me but what we did was we implemented a game specific data lake we just created a database where they can get data and something that parses from raw events into tables which is really not hard it took us about two weeks okay what did we do what did we achieve we eliminated a major bottleneck this is super simple this is not something that's we didn't implement a new patent we didn't change how the cloud works we just took that process added some automation at the end and made that very less painful games still
need to develop code games they still need to code tracking if they want something to be recorded they still need to sue to add that record to the action but they don't longer depend on anyone else parsing that for them data engineering became very very happy because they were able to do dashboards like the one i just showed you for the executive team they were able to create new dashboards for video ads to help our marketing teams and the games and they were working on projects that had a much higher impact one thing to remember game independence is really good and i have as this as we speak here i have multiple games in barcelona creating tables that i know nothing about as the data guy in the company have no idea what they're doing they could create anything they want they could be doing it for word puzzles match threes they could be creating it for strategy games i don't need to know i will need to know when they have traction when they get to a point where
they work launch and they have enough users that's when we have to bring them back into the fold and make sure that we do everything in an organized manner then i can guarantee they have quality that their data is secured that i'm logging what they're doing that i can create things for them until that point they have independence now this democracy is really good but you have to be it's not not my problem anymore it's still my problem it's still my responsibility i don't go out of the picture for that last thing some things you don't do with yourself don't diy everything it's really good that the games can create their own tracking and collect user actions this is fantastic this is a very good example for something you want to have the game do because they can run as fast as they can the thing that you don't want them to do is you don't want them to set up their own architecture to collect information in the cloud for offline events so if their game can be played offline you don't want them to have to solve that
it's completely okay if i have to build any care chair if you ask me to build a golden gate bridge i'm probably going to consult someone all right you have to that independence is not absolute all right based on a true story we had a game that wanted to implement a beating system for the programmatic bidding we had a team in the company it wasn't a game but it was a team in marketing they wanted to develop our own beating system and this is another example for don't develop what you can buy this is not the core competency for the company we are game developers all right one core pack to rule them all the idea behind this is we had a problem i was working at clarium the main problem we had at tharium was had nothing to do with this clarion was switching from facebook to mobile switching from facebook to mobile basically forced us to rewrite all the data architecture we had to bring in some very clever people with very fancy
titles and we had to build a big data system but we saw an opportunity to organize and bring some order into how we do tracking and the thing that we did at plarium was we sat with the studios and we had studios in the ukraine in the us in tel aviv we even had two studios in the ukraine within hours of each other one in sinful opal and one in kharkov and they weren't talking to each other each of them had their own data collecting system their own database two game specific and then the gm asked how much money did i make today and that was a bit of a problem all the pieces of the puzzle were basically scattered so when we recreated the system at plarium what we did was we sat down with every head of studio and we said okay what happens all the time what are the things that you always repeat now keep in mind some of these games were strategies some of these games were racing they have very different very distinct styles but there are things that they all do so some events we found are
always re-implemented like login like purchase some of the things that we saw were they were not using the same definitions so there could be someone tracking a login and writing a timestamp that is local and someone would be writing a timestamp that is cet and then when you need to try to understand who did what and how many active users i had a very basic question you get lost a problem that we had at social point was this was those new games that i mentioned all those new games that keep launching every week and making a mess of my life a lot of them were launching without events even when they had their own personal ability to do it they were missing some data from the stores about the purchases still some of the configurations some of the wires weren't always there and there's a set of things that every game needs and there's a set of configurations you can do for everyone so what we did was we just decided to create one universal component that every game can
plug in and just have all the tracking instead of each game developing their own approach to what do i track how do i track we said okay here's something all you need to do is call this component in your code it's an sdk if you don't know what it is that's perfectly okay if you do fantastic we created a component in our system that everyone used in the same way and we standardized how we collect events this was quite a challenge from a business perspective because once you have that distributed freedom and everyone does what they want you want them to change what they do just so everyone can be aligned it's not always easy but there's a lot of benefits one benefit was that the number of problems we had with games launching and things not working like for example data from apple store it was gone almost every game now when they launch is just a lot simpler they know they call this component they know how they're supposed to call it they don't need to think too much or reinvent
the wheel every time there's a new game also it saves some time and my analysts have an easier time when they need to do an analysis on several games and they can know that an event for login always has the user id and this is how you calculate a user id and it always has a date and it has a location and that location is a coordinates or it's a country code if you standardize those things which is very simple and very common sense i'm not saying anything here that is complicated but if you get to that point you'll make your life a lot easier by the way if you are using an external tool like delta dna you are using an sdk all right playing levels without having players how do you go about getting play data for your game without having players again we had a problem we had a game that was a match three game dogs home very nice game developed by a guy who came in for king and he was trying to understand what the
hell was going on we were creating versions and those versions had a specific learning curve in mind we were trying to create a learning curve that goes along certain pathways this should be a harder point this should be a monetization trigger this should be a relaxed area and what happened was most of the time it was just too easy just users were breezing through it we also had another game legends at war that users just made it to level 20 without any challenge like the first time they had any problems would be level 10 and we would tweak it and we would re-release the game and this time will be too hard and user would churn so we were trying to aim for a certain playing experience but to get there every time we did it we released the version we had users play it we lost those users which cost us money in marketing spend and we lost a lot of money the idea was can we solve this problem can we have a level played as we design it while we're designing
the game get data for what this level will be played how this level will be played so this is scissypus by the way with a rock very simple we just got a machine to do it what you're seeing here is actually a screenshot from the mech of my one of my guys in my team this is actually a unity environment that's the game and you're seeing the ai that we created play the game you're literally seeing the game being played as you're designing it so the game designer and this goes back to what i said about fit we were trying to solve a problem and we knew exactly how this would work it was actionable we knew who's going to use it we knew what the value is and we knew which process we would be helping so we sat down with the team and we created for the game designer with a click of a button he can test any level that he had he'd have a certain seed for the level and he would play it and he will get the result you will be played 100 times about 10 seconds
by the way the version we just saw this version with the graphics takes about three hours because of all the graphics we have a headless version where you don't see anything and you just get the results that take 10 seconds so the idea was create an ai which may sound like a super complex nasa project but it took us a few weeks with one person none of the things that i'm using today is something that is insurmountable for a small team you do need a data scientist but you need one and a mac none of this was done with pentagon computing we created an ai this ai that we're talking about here was specifically for match threes we had ai's for other types of games in the company rpgs for example he does a hundred plays in a matter of seconds and we're proving that even more so the game designer would have a level he would say okay play this as if you're really good we call that explosive mode explosive mode is the mode that goes for the maximum explosions always looks for four of a kind or something that really is going to bright up the screen
and we can also say play this as a normal user so you can simulate user playing it and you can get a lot of information for that one thing to keep in mind this ai that we created doesn't tell you what's fun it also doesn't predict retention it doesn't tell you if the users will buy what they will buy yet we're only simulating the playing but that was very beneficial for what we were trying to do all right and it can be done by very many teams you do need a scientist it is a prerequisite for this but okay testing for small audiences my last example that i want to share with you is something that for us was a main point of pain this was something that was driving us crazy because the analytics people we want to test everything and when you ask me did a version work i don't want to say yes or no i want to say well the theme worked that feature generated
a lot of conversion but at the cost of churn and that feature was completely useless no one tried it that's what i want to say when you ask me about a version but to do that i need to collect very detailed information i need to do a lot of focus on learning i want to learn as much as i can the problem is if that makes the game run very very slow and everything that they do i want to have a statistical test and i want to analyze it i want it to be significant so i need a lot of users in my samples that becomes a big problem for the business that was something that we had to solve now this also was exacerbated by the fact we had so many new games but i can tell you honestly between us we have this problem with the big games too where i had millions of dows even there i had this problem even there would take me sometimes a month to give results on a feature that feature is for level 27 people of specific country who played a specific thing
on an alliance on a specific liveops that would also take a very long time so we wanted to have a b testing run more quickly we had a lot of new games time was very critical and we wanted to stop slowing them down now socialpoint is so smart about data that when we had these discussions they would still do this some companies that i worked at if a b testing is slowing you down you would just not be doing a b testing you just drop that you'll do something else but we did and what we did was we changed how we a b test now i'm going to explain this in a very simple way and this is something that everyone can do i will mention a bit the math behind what we did but in in one sentence what we did was we just applied what we know when we did testing instead of coming to a b test completely naive and say okay let's see what is the likelihood of someone buying
this dragon of someone playing this new type of battle what we did was we took what we know about users we had a conversion percent that we know we said okay given that we know users tend to convert for example on the first session and users tend to buy the first dragon by level seven given that what can we do and this is in statistical terms this is a switch i apologize in advance for the chinese it's a switch from a frequentist approach to a bayesian approach it just means given what i know what is the likelihood of something happening in business terms what it meant was we took something that took a month and a million users and we made it take a thousand users in a week it also means we took a lot of assumptions it means that when i have a new game and i say well i know my conversion is usually and happens on the first session i assume that game is like my other game which may or may not be the case so when
you do these things please consult an expert okay please make sure that you work with someone who can verify or validate if this applies but if you can take your learnings and take what you know you can do a b testing much more quickly with a lot less users significantly less so we use what we know another thing that i really recommend that you do is run what's called an aa test take the same version don't change anything randomly sample two groups fifty percent go here fifty percent go here and check what is the difference you will be surprised we found five to ten percent difference with nothing different between them just because of volatility in the market just because some whale came into one group and made some crazy noise so one thing you want to know about your games if you are going to be testing is what's the natural occurring variance that you can expect and if you know by the way that five to ten percent occurs naturally
this is what you would do differently you would try something you put something in a store you put a new offer in the store and you would say okay this offer i only showed it to some users but the ones that i showed it to are five percent more likely to buy it if you know you already have a five percent or ten percent variance that means nothing because then what will happen and this happened to us in social point we released it and nothing happened and the test said five percent so what the hell so be careful with what you assume the idea of an a b test is again to try to explain what will work and how much effect you can work how much effect you can expect by the way one of the biggest debates we have right now in social point is what good is an a b test that shows you something would not work we have a big argument about this i have a lot of tests that i'm doing and what i'm saying is forget the ones that i'm seeing damaged and i'm saying it's going to destroy a user base that's easy i do a defensive
test i see that it's going to be badly recepted received by the community easy the other thing is i have some tests where someone has a great idea they change something we test it and we see that there's no impact if you ask me i will tell you i think that's very useful because you can avoid releasing that if you know there's not going to be an impact and most of the time they listen to us and they don't sometimes game designers still release it and guess what no impact just more noise in the versions just more distractions it's not always a bad thing but innovation is also good okay so aa and be very careful about what you see consider the variance another thing you can do and this is just a basic business side of testing try to use things that are zero or one you can have a test and say okay what will be the impact on users spend and then you have anywhere between they will spend a dollar more a day two
dollars 2.5 10 more that's a continuous spectrum statistically that makes it harder to classify a group if you say what is the likelihood that someone would buy just conversion one or zero it's a lot easier to design a test for that with less users retention will they stay in the game the next day or not that's something that's a lot easier to do with smaller user bases so i strongly recommend binary variables we achieved with this was like i said we just cut down by magnitudes how many users we need and how much time we take now one thing i'm going to leave you with this is an amazing success we were very happy it made the new games able to use a b testing as part of the work do we do a b testing in all the new games no this is actually an argument that i had and i lost and i think it was good that i lost it
sometimes what you want to do is you just want to measure a big impact like i said we have a new game that new game is aiming for 3x if that new version doesn't achieve 3x on its retention it doesn't matter it just doesn't matter which parts of the version worked or what of it worked or not you can just throw the kitchen sink at it did it work no okay try something else but try something drastically different don't just change tweak for optimization for tweaks a b testing i think are a must but when you try to make huge changes or measure things measure things very quickly like in a new game maybe more data is not the right answer all right so what did we talk about we talked about the dark side of analytics i told you a bit about some of the problems we had or some of the things we did that we could have done differently or we're doing differently now specifically just keep focused be very disciplined in how you apply
data when you apply data make sure that there's an answer that someone is waiting for make sure that you're solving something or you're going to change a process in how the games are made otherwise maybe this is not the most important thing to do we talked about tracking user actions and the benefits of letting the games do it on their own do-it-yourself tracking if you empower the games if you let the product teams run at the pace that they want to run you can change a lot of things you can remove a lot of bottlenecks okay playing levels without players i showed you what we did to solve a very big design question that we had and some tips about how you can take a b testing and still apply it to small studios small audiences small features all right thank you questions
yep all right thanks for the talk that was great um i understand the concept of you automatically throwing something into your data lake once you implement it in one of your games etc but somebody has to consume that eventually somebody has to create a report that's going to show that to them right how do you diminish the bottleneck between you showing a new feature to somebody when you have already probably some humongous backlog of more important things so the question is i just for so far everyone to hear i have this data lake i have this personal game specific database that they can dump things into and analyze but someone needs to visualize that data or someone needs to do an analysis about it and that usually happens as a prioritization in the game so we have an analyst for the game or they have a set amount of resources from my pool that they can use and we work with them we usually do that with a self-service tool as well so the analyst doesn't work with engineering in the main dashboards that i do okay they use something like table
or chartaio okay but then again like i have ten dozens of the same ten versions of the same dashboard right now hanging around that i need to wrangle yeah yep but you have to do the same for the visualization otherwise it doesn't work that's right yeah thanks okay all right yes hello um in our studio we have a really passionate player base they're quite closely knit and we were against doing a b testing for a while because we're concerned that players are going to compare the data and they have in the past with something so do you have any tips against that or for us how to work with that issue yeah so the question is about a b testing not as a statistical experiment but you're affecting the community and some of the communities exposed to things did i get it right yeah so before i came to the studio when i suggested if we could do a b testing i was recommended it might not be worth doing because the players will compare the data and go oh why does this person have something that i don't in my game so you have to be very careful about how we do it we
were very limited some of the tests i want to do in my long-running games there's an implicit contract with the players there's things like price sensitivity or economy that are really hard for me to change it's a lot easier for me to do in a new game but one of the things we do with when we do roll out something and we know some users will see it especially when you do it with wales or heavily paying users we usually communicate with them before we have our community managers involve them in the process and we say we're gonna choose or we're gonna test a new type of warchief or a new type of legendary item and they know it's coming they're usually quite excited to it and they're like who's gonna get it but you really have to manage that like if you don't manage the expectations it can become it's quite easy with new games new games where the community is changing you can pretty much change anything and most of the cohorts there's still not a community established yeah but it's true it limits whatever tests we do thank you all right hi
first very very good very good presentation pretty insightful i've got a question about a b testing when you a b testing and you've got many things to a b test do you a b test them separately or do a b test multiple changes at the same time and if so how do you manage the you know so if i understand correctly the question is do we do a b test and a b test or a b c d test yeah or if you have multiple multiple a b tests happening at the same time exactly yeah because they they interact with each other and how do you manage yeah well we have invested a lot into having a system that samples and really isolates users and we always have a group of users that is very big that we don't touch for a few versions even that group would not even see new versions that we rolled out and we're not testing because you it in small user bases we just run multiple a b tests and we just make sure that users are not into groups but when you have a long running game and you're testing something for advanced level
like level 10 and you're testing something for new users some of the new users might end up level 10 and we make very strong efforts to make sure that technically that doesn't happen it almost never does it all right one more but do you allow one user to be you know involved in two ap tests of two no usually we don't usually we don't the fact that we have tests now that conclude within a week or two usually that's a lot easier because they can just block them for a while okay cool yep yes i was confused at one point where you said the answer was not to save everything yes and then you said the answer was to save everything and the question there was your bottleneck so you sort of said two different sounded like two different it depends when i say don't save everything i think when you're approaching a situation where you're deciding to implement tracking be very sure that you know why you're tracking this i've seen too many cases where someone takes a database just fills it up with
data what is called the data swamp instead of a data lake and they just just it sits there no one uses it because someone once asked the question so they implemented it and now when they come to use it a year later it's unusable it's missing user ids the dates are not there so when i say don't save everything i'm trying to refer to when you approach a question and you're not sure try to refine the question don't just say yeah you know what i'll take that and that and that because every one of those fields is going to be a pain in the ass when you have to do data quality later if you start adding country codes to something that is global you'll need to do the country codes and when you work with marketing and they have specific regions for campaigns that becomes a bit of a hassle so be specific and surgical about what you're tracking that's what i mean when i say don't track everything the other thing is let the game track whatever they need so if a game needs something or they think they need something i usually
don't get involved in that decision i just let them run and sometimes it makes sense sometimes not so much but they know not to come to me when there's a problem all right that makes sense that answer your question right first of all thank you for the great talk i i felt the same like pain and same ideas because we provide more than like 20 pcs and mobile games at the same time and i'm doing the analytics there so i have basically have two questions uh first one is in the decision making process the first one was is it actionable and i was wondering if you take the time into account for example if is it actionable in like a week or a month so if something that takes more than like three months but that benefit can be really high but also that must be some kind of probability of making a success could be a little bit low so i just wonder like how you take those aspects into account when you're making decisions so the question is how do i know if something is actionable
when i decide whether to work on it or not it's a bit of a philosophical question because you can define a lot of things but usually my goal in having that is avoiding things that i don't have a sponsor my simple my litmus test is if there is no sponsor from the business there's no game designer behind this there's no vp involved why am i doing this like is it an architecture thing that i'm doing because i know we need to and i just do it then it's okay but otherwise if i'm trying to answer a question for the business why isn't business in this meeting when i go into a meeting and there's no one from product there that's what i mean by actionable i usually try to make sure there's a sponsor i know will use at least one game will use this my second question is about the lean startup approach we have uh games that have like dozens of programmers and dozens of artists and loads of people involved and i really like the idea of like fast iterative approach but sometimes you
analytics guys would have to wait until the game is hitting the market with massive marketing budget so usually i see a lot of people in the first week but then it will diminish so once it is released then there are not many things i can do in terms of like analyzing sometimes yeah so i just wonder like how you deal with that kind of we we really try to make a case with the hazel product and we had september we had a road show and look socialpoint was very data-driven so it was very easy but still i had i was sitting down with directors of products and vps and i was trying to explain to them why before they even start developing not the a b test when they think about a feature i want to be there and do an estimate of the impact because i want to make sure that as soon as i can i can cancel something that i don't think will have an impact and it's a it's a process it's a process you need to go through thanks it's education and it's uh but when you do it and you say this pricing would not
work and they don't listen and the pricing doesn't work next time they listen thank you very much good yes thank you uh in talking about the low number of users and testing them early on you had mentioned as the first bullet point uh using something that you already knew yeah i want to make sure i understand correctly are you talking about basically verifying an assumption you already have or measuring the effect of it how exactly is that helping you user data what i mean using something you know when you come to a test if this is the first game you've done and you have no user data it's not very applicable but you know if you have already a baseline for the conversion rates you have a baseline for what people spend their money on or where your best users are coming from you can integrate that into the model and it would really lower the number of users you need to collect to have a statistical conclusion so it's just taking the numbers you have the kpis into the model as a factor you change the model from being naive in every case is its own case
to taking answers you already have that's what i mean make sense okay all right a second question too um in getting your company to adopt the lean startup model um was that something that came from a top-down approach or did you meet a lot of resistance in getting your company to adopt it so this is a funny story because i was sitting with the ceos and the founders and i was trying to pitch them on this they've been doing this for a year i was just trying to say and they were very polite because they're spanish and they were like yeah yeah they're listening to me but the company was already doing lean startup what i did was really change how analytics can become the champion of this i think a big part of lean startup is the experiments and the measuring and the biggest problem you have if you're trying to be lean is when data doesn't run as fast as the business this is why so much of what we did was just make it a lot faster make it a lot more lean but it was coming from the top down like they were already doing being before i started thank you
hi question on the topic you talked about the aaa variants instead of doing a b um and you said serving the two different aaa models to two different populations suitable for variants um i don't know if i missed it but um how random are those two populations so for example like do you control for something at least for those two like for example does one a like a1 for example is you know a population of um whales and then a2 is maybe a population of players that have never spent like do you control for anything at all or is it just completely random so excellent question we'll just repeat so the question is when i say you go to that group you go to that group how much thought is behind that am i just randomly assigning people to groups or do i take what i know about them before i sign i don't assign usually by wales when i analyze i look at how many whales were there to gain context from my analysis but i don't control for wells if one group it's when you do it with a big enough audience
statistically you should get somewhat balanced unless you deal with a very small group the other thing is i do factor that into my analysis i don't say do it by demographics or i make sure that we have a good representation of all the countries unless i think country is super specific for that feature if i think this is going to be something that's highly paid and it's less meaningful to test in the philippines than in canada and the u.s i might control for that but most of the time i don't i can if i want to most of the time i don't when i do the analysis it's one of the main things i look at all right thank you okay cool i think we have time for one more question yes and one more questionnaire thank you for presentation uh actually my question pretty similar to the previous person uh when you do the analysis well before you do the analysis uh you gotta understand how do you build the audience for variation a and variation b yeah so that
they would be similar uh like in terms of geo in terms of serve source but uh as i understood you were talking about testing on uh old users so how do you build how do you build audience uh among old users uh because well usually there are not enough users to make a representative analysis it depends on you so the question is if i understand correctly when i do this with old users how do you build audiences uh among old users when you run a b tests so for me at social point my life is pretty good in that regard because i have users who have been playing the game since 2012 and they're still paying so actually my active user base is very high i i really do things differently and one of the things we're doing right now with the team is to try to distinguish when you do a test for new users
and when you do a test for existing users what are the things you need to pay attention to this is actually something that we're trying to expand on right now but at social point that problem of not having enough existing users is usually not the case the problem is that we'll be trying something that is level 25 and you have had to play an alliance in the last live ops and that really narrows it down so those who might run longer those are the ones where actually take a lot longer to run yeah okay thank you all right thanks everyone [Applause]
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Distilling the key insights…
Game Developers Conference · 2026
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