Recently we held a webinar about game analytics, it was co-hosted by Sergey Himmelreich - founder of ORC WORK, Alexander Pashin - Senior Game Designer from Silly Penguin, and moderated by me, Vasiliy Sabirov - Lead Analyst from devtodev.
During the webinar we came across few tips that might help to enhance game analytics process.
Find the optimal density of the training in tutorial
Experience confirms that people often fall in churn after the tutorial.
For instance, there was a game in the "Farm" genre and the players churned. After series of experiments, it became clear that the game had quite high density of the explanations of mechanics: the mechanic was demonstrated to the user, then 2-3 approvals, the next mechaniс was demonstrated, then 2-3 approvals, a bit of free time, more mechanics demonstrated. And with the help of analytics the most important moment was caught: there was no need for such a long entry into the game, it's better to give a "piece" of the gameplay and postpone the explanations of mechanics for later.
Can we now state unequivocally that it's better to let the player understand the game himself, reducing the density of training in the tutorial? It totally depends on the game:
- Some claim that short tutorial with the high conversion rate in terms of the long run lose to a longer tutorial with initially poorer conversion (less involvement, strange as it may sound).
- Others say that making long and tedious tutorial with the explanation of every sneeze - it is also a mistake. In my practice, we had a story with the tutorial that explained everything too long, and by shortening it, we increased the conversion without hurting the retention of the project.
Read the full article on Gamasutra