Design by the Numbers: Using Data for Good

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In this 2019 GDC Mobile Summit session, mobile designer Evan Losi covers the deep world of data-driven design, using the launch of Looney Tunes: World of Mayhem as an example.

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I like how daily goals (which are pure Skinner box methods for retention) are called "healthy player behavior". That's the reality we live in now.

Good points though. A mobile game should be comfortable enough for players to stay (so they'll consider paying money more likely), and game data shows where to look for problems or ways to improve.

DeadParfoz
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There is a trap one might fall into after listening to this talk or simply from a lack of experience. Do not collect data you won't use. It is very tempting to collect all the data it is possible to collect just in case you might need it one day. This approach results in your database filling up very quickly and introduces all sorts of extra headache. A better approach would be to start with a questionnaire of things you would like to know. Then proceed to the data you will need to have to answer the questions. This will ensure that only needed data will be collected and you won't generate garbage data that no one will ever look at.

Another thing to keep in mind is data relevance. You might need some granular data at some point of your game development, but it doesn't mean that you will need that data all the time. If you are working on improving your tutorials, you might want to log every tutorial step as detailed as possible. But once your are done working on that part of your game, you might want to dial back with the amount of data you collect. For this purpose, it is a good idea to implement data collection flag system which would be send with your game configs on session start. This way you will be able to toggle data collection flags on the server side. This will eliminate the need to update your game client when you don't need to collect a certain data anymore. This will also let you turn off the data collection back in case you will need it again.

To conclude: Figure out what you want to know. Collect only what is needed. Make your data collection tool flexible.

aleksandrastvardauskas
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Well presented and useful for live service games; but the title says “using data for good.” Whose good?

ThisOldBlog
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Has hoped this to be a talk about using data in console/PC titles to improve upon user experience and balance issues.

Instead this "using data for good" talk is just about how to make the most out of microtransactions.

kazaakas
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This was an amazing talk. Love the more technical talks

olon
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The is one of the only GDC talks that I couldn't watch till the end because this approach of "nickle-and-diming players for everything they have" makes me sick in my stomach. Not once does he talk about making the game better or more enjoyable. The topic says "Using Data For Good", , whose good is it? I think the company's, since it's only point is to increase their profits. What the talk means is taking the players's data (that they most likely don't know is being collected cause less than 1% of people read the terms and conditions & privacy policy ) and using it to take as much money as they can from them. And instead of giving them a fun or enjoyable game in return, they give a scummy game that gives you dopamine hits when you buy something from the store that doesn't really helps you progress in the game but gives you the illusion of progressing.

siddharthkhattar
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I have a background on statistics so I can see the value of data and how can be useful to measure everything, but it can be hard since you need to create more functions that will use valuable system resources, I guess you need to find a balance.

geckoo
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Using data for good implies the use of data for evil.

OneZombieHorde
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wow this is such a great talk not really I'm just testing my keyboard, but thanks anyway mr. corporate game designer. I believe you don't just want to 'sell people things" haha, sounds QUITE BELIEVABLE, WINK!!!

tartoras
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You're not shaping your game for enjoyment... This is just a guide to effective microtransactions. Not mad - but you should not have used the title that you did.

dungensAreDragons