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Playtesting and game analytics

Where players get stuck, and why they quit.

BEFORE ITAFTER ITPlaytesting andgame analyticsLystoCOVERSPlaytestsEvent trackingRetentionA/B testsFree-to-play mobile gamessendsplayer eventsUser-generatedgames platformsendsplay figuresreports bugsand problemsConsole and PC gamesCONCEPTS IT USESLive service gamesAI-generated contentBEFORE ITAFTER ITPlaytesting andgame analyticsLystoCOVERSPlaytestsEvent trackingRetentionA/B testsFree-to-playmobile gamessendsplayer eventsUser-generatedgames platformsendsplay figuresreports bugsand problemsConsole andPC gamesCONCEPTS IT USESLive service gamesAI-generated contentBEFORE ITFree-to-play mobile games↓ sends player eventsUser-generated games platform↓ sends play figuresPlaytesting and game analyticsLystoPlaytestsEvent trackingRetentionA/B testsAFTER IT↓ reports bugs and problemsConsole and PC gamesCONCEPTS IT USESLive service gamesAI-generated content
Playtesting and game analytics receive events from mobile games and user-made games, and report bugs and the levels where players quit back to the studios.
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Playtesting and game analytics are the two ways a game studio learns what its players experience. In playtesting, real players try a game before release and report what they find. Game analytics, also called player analytics, records how players behave once the game is live: where they get stuck, and why they stop playing.

Playtesting comes first. The studio, or a company that runs playtests for studios, recruits players who match the game's audience. They play an early version, often on their own phones at home. The software records their screens and, if they agree, their faces. After each session, it asks them questions. Was this level too hard? Did you understand the controls?

Game analytics comes after launch. The game sends a small record, called an event, each time a player does something important: starts a level, finishes it, fails it, buys an item or closes the game. These events reach the studio's servers in millions every day. Dashboards turn them into a few key numbers. Retention is the share of players who come back on day 1, day 7 and day 30 after they first played. Players who stop playing are said to churn.

Consider a studio in Hyderabad that launches a puzzle game. Analytics shows that 40% of new players come back the next day, which is normal for such a game. But it also shows a problem at level 12. Of every 100 players who reach level 12, only 55 finish it, while about 90 finish each earlier level. Many of the players who fail level 12 never return. So the designers make level 12 a little easier. They release the change to half of the new players first, and compare the two halves. This method is called an A/B test. In the half with the easier level, 80 of every 100 players finish it, and more of them come back the next week. So the studio releases the change to everyone.

Analytics matters because a modern game is a live service game, changed every week for years. It is used by free-to-play mobile games, by console and PC games, and by creators on a user-generated games platform. The data describes how real people behave. So the studio must follow data protection laws, such as India's DPDP Act, which is explained in data protection law.

Testing itself is changing. AI models now play games in large numbers, finding bugs and levels that are too easy or too hard. This is part of the move to AI-generated content in games. Human testers now spend more of their time judging what the AI testers found, and asking real players how the game feels. A company in Bengaluru runs playtesting and player analytics for game studios.

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