View Full Version : Logtastic #2
princec
07-30-2005, 08:37 AM
Remember a while back when I mentioned I've got my games to randomly select a configuration at first run which sets the max games and max time allowed from a pre-set list, and a random "cripple" flag?
When a sale comes in, this original configuration is sent to me and logged against the registration.
Here are the results. (http://www.puppygames.net/ultratron_10_sales_configs.html)
The best selling configuration outsells the worst one by a factor of 5:1. So I've just released a new version of Ultratron, and I've picked the top six configurations and discarded the rest for this version.
In addition I've now actually gotten the cripple flag to do something: now, if the cripple flag is set, the game permanently disables itself once the demo period has expired. Previously the player could always play one game per run even after the demo expired. This will now randomly affect 50% of users.
I'll see how the next 100 sales go, and if the cripple flag gets better conversion, I'll permanently set it.
Furthermore the new version has much more agressive nag technique: the game now times out 5 seconds into the appearance of the first boss. Previously it let you get all the way to level 15.
It's my aim ultimately to get the games to automatically adjust the available configurations by calling the server for an update so I don't have to upload new code.
Cas :)
Jack Norton
07-30-2005, 09:25 AM
Heh, nothing can beat your stats :D
Just a question (maybe you already told that and I've missed it) do your game require internet connection while playing?
Midnight Synergy
07-30-2005, 10:14 AM
I'm always amazed at the kind of work you do on getting good stats.
One point to ponder: is your random configuration truly random? Or, alternatively, do you know the number of downloads for each configuration is (roughly) the same?
princec
07-30-2005, 11:03 AM
No connection is required although the hiscores won't work if you're not online and you won't be able to register the game either ;)
The configurations are pretty even distributed - I checked that to be sure :D
Now I just have to sit back and watch the conversion rate...
Cas :)
soniCron
07-30-2005, 12:28 PM
Can you explain what "maxgames" and "maxtime" mean? Thanks!
princec
07-30-2005, 01:47 PM
maxgames is the maximum number of games you can play before the demo expires.
maxtime is the max time in hundreds of seconds you can play for.
A zero value means unlimited in that respect.
Both maxgames and maxtime must expire for the demo to expire.
Un and kn are parts of the 'Unknown' configuration which is usually one that I've done manually for someone.
Cas :)
soniCron
07-30-2005, 01:55 PM
maxgames is the maximum number of games you can play before the demo expires.
maxtime is the max time in hundreds of seconds you can play for.
A zero value means unlimited in that respect.
Both maxgames and maxtime must expire for the demo to expire. So the top scenario (game: 00; time:04) would be unlimited number of games with a maximum playtime of 6.66 minutes? And the bottom scenario (game: 07; time:08) would allow the game to be run 7 times with a playtime of 13.33 minutes?
princec
07-30-2005, 01:57 PM
Yes. I haven't quite figured out the rhyme or reason as to why those particular combos work. There's enough sales to have made the statistical likelihood of errors acceptable. Of course if CR doesn't go up, I'll just put the rest of the configs back in.
Cas :)
soniCron
07-30-2005, 04:02 PM
For those interested, from what I can tell after plotting the data a million different ways, sorting every which way, and just blind guessing ;), here's what I've got:
27 people (21%) bought the game with unlimited runs, but limited playtime. Too much playtime (>10 minutes), however, halved the number of buyers.
22 people (17%) bought the game with unlimited playtime, but a limited number of runs. Less runs generally encouraged greater sales.
66 people (52%) bought the game if it had > 5 runs.
23 people (18%) bought the game if it had exactly 5 runs.
36 people (28%) bought the game if it had < 5 runs.
72 people (57%) bought the game if it had >= 8.3 minutes of playtime per game.
53 people (42%) bought the game if it had <= 6.6 minutes of playtime per game.
Games with unlimited runs generally did better with less playtime.
Games with unlimited playtime generally did better with less runs.
Games with unlimited runs were riskier returns, but more fruitful, with 19 sales at the top of the chart and 8 sales at the bottom. (Total: 27)
Games with unlimited playtime were safer returns, but less fruitful, with 7 sales at the top of the chart and 15 sales floating around the middle. (Total: 22)
Games with unlimited runs populated the 1st, 2nd, 15th, and 20th positions.
Games with unlimited playtime populated the 4th, 11th, 13th, and 14th positions.
So, what does that mean? Things are generally spread evenly with no sure sweet spots. However, teasing the player seemes to result in a greater number of sales, though finding the correct sweet spot is generally riskier.
Now, I have a theory that there are two distinctly different types of people that are populating this list, and I have a feeling it has something to do with the players' gaming experience. I'd like to see the chart updated with the average high scores in each restriction type, if that's at all possible. I suspect the two groups are attracted to different restriction methods in different ways. Of course, I'm not quite sure which, but if I had to venture a guess:
Experienced players were more enticed by the short playtimes.
Newer players were more willing to buy the game if they had a chance to become familiar and comfortable with it.
This is, of course, pure speculation, but if Cas could post the high score averages, we may be able to figure this thing out. If the player's experience is related to the method of restriction's effectiveness, then it goes along with what I've been thinking for a while now, and the best restrictions may be dynamic restrictions, influenced by the player's level of experience, and enjoyment of the game, catching them just as they're wanting more.
So, how 'bout it, Cas? :)
I'm not sure if "Games" means "numbers of games allowed" or "number of times the program can be run." Cas, wanna clarify?
princec
07-30-2005, 04:04 PM
Number of games actually played (i.e. "PLAY" button clicked).
I could figure out a query to work out the scores submitted.
Cas :)
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