data-driven-design
Use when setting up game analytics, designing telemetry events, interpreting player behavior data, running A/B tests, building dashboards, or making design decisions informed by metrics. Activate for any work involving retention analysis, funnel optimization, cohort comparison, economy health monitoring, or live ops data pipelines. Covers the full data lifecycle from instrumentation through interpretation. Essential for live-service games but valuable for any game that ships updates. Bridges structured playtesting (qualitative observation) with ongoing quantitative measurement. Emphasizes data-informed design over purely data-driven optimization — metrics reveal what is happening, but design judgment determines why and what to do about it.
What this skill does
# Data-Driven Design ## When to Activate Use this skill when: - Setting up analytics infrastructure or telemetry pipelines - Designing event taxonomies and instrumentation schemas - Interpreting player behavior data or building hypotheses from metrics - Running or evaluating A/B tests - Building dashboards for design, executive, or live ops audiences - Evaluating feature impact post-launch - Making design decisions where quantitative evidence should inform the choice - Diagnosing retention drops, progression bottlenecks, or economy imbalances - Transitioning from playtest-phase observation to live data collection --- ## Core Principle: Data-Informed, Not Data-Driven Data tells you **what** is happening. Design judgment tells you **why** and **what to do** about it. The distinction matters. "Data-driven" implies the data decides. "Data-informed" means the data contributes evidence to a decision that also weighs design intent, player experience goals, and creative vision. Numbers without context are noise. **Correlation ≠ causation** is the most violated principle in game analytics. Players who buy the battle pass also play more — but forcing battle pass prompts on casual players won't make them play more. The causation runs the other direction: engaged players buy, not the reverse. Guidelines for healthy data use: - Always ask "what would change our decision?" before collecting data - Treat metrics as symptoms, not diagnoses — investigate before acting - Preserve design intent; use data to refine execution, not replace vision - When data and intuition conflict, dig deeper rather than defaulting to either - Quantitative data says what happened; qualitative data (playtests, feedback) says why --- ## Telemetry Design Good analytics start with good instrumentation. What you track and how you structure it determines what questions you can answer later. ### Event Taxonomy Organize events into three categories: | Category | Description | Examples | |---|---|---| | **Player actions** | What the player chose to do | Equipped item, started quest, used ability, opened menu | | **Game state events** | What the system did | Enemy spawned, loot dropped, difficulty adjusted, match started | | **Session events** | Lifecycle markers | Session start, session end, app backgrounded, crash | ### Event Schema Every event needs a minimum set of context fields: | Field | Purpose | Notes | |---|---|---| | `timestamp` | When it happened | UTC, millisecond precision | | `player_id` | Who did it | Persistent across sessions | | `session_id` | Which play session | Links events within a session | | `event_type` | What happened | From your taxonomy | | `context` | Where in the game | Level, menu, match phase | | `platform` | Device/OS | Segments behavior by hardware | | `build_version` | Which version | Essential for before/after comparisons | ### Instrumentation Principles 1. **Track decision points, not just outcomes.** Knowing a player failed a level is less useful than knowing they attempted it 4 times, tried 2 different loadouts, and quit after the third attempt without the fourth completing. 2. **Track absence.** What players *don't* do is often more revealing than what they do. If a feature exists and nobody uses it, that's a signal. Instrument feature surfaces so you can measure both engagement and non-engagement. 3. **Track sequences, not just counts.** "Players used the shop 3 times" is less useful than "players opened the shop, browsed weapons, closed without buying, returned 10 minutes later, and purchased." Order and timing reveal intent. 4. **Include enough context to segment later.** You will always want to slice data by dimensions you didn't anticipate. Err toward including context fields rather than minimizing schema width. ### Data Volume Management Not everything is worth tracking at full fidelity: | Event Frequency | Strategy | Example | |---|---|---| | Per-frame (60/sec) | Sample at intervals or aggregate | Player position, camera angle | | Per-second | Aggregate into summary events | DPS output, resource generation | | Per-action (variable) | Full capture with context | Ability use, item purchase | | Per-decision (rare) | Full capture with rich context | Build choice, quest selection | | Per-session (1-2x) | Full capture | Session start/end, matchmaking | The cost of storing high-frequency events rarely justifies the analytical value. Aggregate per-frame data into periodic snapshots (every 5-10 seconds) unless you have a specific analytical need for higher resolution. --- ## Key Metrics Framework Organize metrics by what question they answer. Every metric listed here includes healthy ranges as general baselines — actual targets vary by genre, platform, and business model. ### Engagement Metrics | Metric | What It Measures | Healthy Range | Warning Signal | |---|---|---|---| | DAU/MAU ratio | Stickiness — how often monthly users return daily | 0.15–0.30 (casual), 0.30–0.50 (core) | Declining ratio with stable MAU = engagement erosion | | Session length (median) | How long players stay per visit | 8–25 min (mobile), 30–90 min (PC/console) | Bimodal distribution (very short + very long) suggests onboarding issues | | Session frequency | How often players return per week | 3–5x/week (healthy), <2x/week (at risk) | Declining frequency precedes churn by 1–2 weeks | | D1/D7/D30 retention | Percentage returning after N days | D1: 35–50%, D7: 15–25%, D30: 5–12% | D1 < 30% = critical onboarding problem | ### Progression Metrics | Metric | What It Measures | Healthy Range | Warning Signal | |---|---|---|---| | Time-to-milestone | How long to reach key progression points | Varies by design | Large variance = inconsistent difficulty | | Completion rate by content | What percentage finish each piece of content | 60–85% for main path | Below 50% = content is too hard or unengaging | | Funnel drop-off | Where players stop progressing | Gradual taper is expected | Sharp cliff at a single point = specific blocker | | Skill distribution | Bell curve of player performance | Normal distribution | Heavy left skew = too hard; heavy right skew = too easy | ### Economy Metrics | Metric | What It Measures | Healthy Range | Warning Signal | |---|---|---|---| | Currency velocity | How fast currency circulates (earned → spent) | Spend within 1–3 sessions of earning | Hoarding (>5 sessions) = nothing worth buying | | Inflation index | Currency supply growth vs. sink absorption | Net supply growth < 5%/week | Accelerating growth = sinks are failing | | Wealth Gini coefficient | Inequality of currency distribution | 0.3–0.5 | >0.7 = extreme inequality, economy is stratified | | Sink engagement | Percentage of players using each currency sink | Top sinks > 40% participation | No sink above 20% = economy has no compelling drains | ### Balance Metrics | Metric | What It Measures | Healthy Range | Warning Signal | |---|---|---|---| | Pick rate | How often each option is selected | Roughly uniform ± genre expectations | Any option below 2% or above 40% in a pool of 10+ | | Win rate | How often each option wins when picked | 45–55% in symmetric games | Consistent >55% across skill levels = overpowered | | Match duration | How long competitive matches last | Within ±30% of target duration | High variance = snowball/stall problem | | Build diversity | Number of viable builds/strategies | Increases with player skill | If diversity decreases with skill = false choice problem | ### UX Metrics | Metric | What It Measures | Healthy Range | Warning Signal | |---|---|---|---| | Time-to-first-action | How long before the player does something meaningful | < 30 seconds | > 60 seconds = too many gates before play | | Tutorial completion | Percentage finishing the tutorial flow | > 80% | < 60% = tutorial is too long or unclear | | Help/hint usage | How often players seek assistance | Decreasing over sessions | Increasing or flat = systems aren't
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