In-Game Analytics

The last thing I want to talk about when building out sections and stats for your game is keeping track of in-game analytics. In-game analytics are probably one of the most important things you can add as a developer, especially if you are testing out your game with a new audience. The following will serve as a good example of the kinds of things I am tracking and how I was able to adjust my development around people’s feedback, as well as providing a good basis for real usage data that you can cross-reference.

The following figures come from a small game I launched in November 2010, and we are looking at the most important stats collected up until February 2011. This is an overview of my in-game usage. It’s important to note that every Pageview is the user going to a new screen in the game. You should always be aware of the possible performance impact adding analytics may have on your game, so I try to add them when there is very little action going on in the game.

Google Analytics on my game from November 2010 to February 2011.

Figure 7-8. Google Analytics on my game from November 2010 to February 2011.

It’s important to note the spikes here. These spikes in usage directly correlate to updates I have made to the game. Every update sees a huge uptake, then it quickly tapers off. I have found that releasing an update on Sunday afternoon/night is the best time of the week, and by Friday I would see a large drop in plays. Being able ...

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