Or for that matter, how many of them make it to level 3? How many choose the blonde avatar vice the redhead? Whether the spaceship called "Kestrel" is more or less popular than the one called "Invader" (same ship specs/icon/etc., just different names)? How many people discovered the secret hidden treasure? What players did right before they bought your top-grossing IAP? What action =never= precedes an IAP-purchase?
Games are the =MOST= adaptable for analytics! Getting live feedback from real users in the field (who may not suspect they're being "observed" is the best way possible to make great games!
If you've never seen how a "real" game studio does this, offer to buy someone who works there a beer and pick their brain. It's pretty amazing! :)
Or not. If you're raking in huge bucks writing AAA games already, maybe you don't need this stuff. ;)
ASIDE, good topic for a meetup, IMO -- The Business Of Analytics: what to collect & how to use it.
On Dec 12, 2013, at 12:13 PM, Matthijs Hollemans <mail@hollance.com> wrote:
> Do you know how often your customers play the game and for how long? How many times on average a player opens the app and then abandons it? If your games use ads, it's handy to know such things.
> -Matthijs
>
>
>> On 12 dec. 2013, at 20:48, Tenny <myemaildrop@gmail.com> wrote:
>> The problem is I make games for living, user's behaviour is quite dynamic and based on many randomised events, while choices on UI (say buttons) are fairly limited and the performance can be keep tracked by IAP etc. Just not sure how such thing can be adopted to games.
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When you scold a dog for chewing your sofa, he's sorry he chewed your sofa. When you scold a wolf for chewing your sofa, he's sorry you have such an unhealthy attachment to your sofa.
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