06
A simulated case: Super Mario Bros.
This section records one agent session on a simulated
GameAnalytics export. It is not telemetry from a released game.
The designer reads the log, confirms the mapping, and then runs
each skill. Steps 3 to 6 summarize those reports. They do not
replace the reports.
Step 1
Read the log before mapping any design id
The export contains two players and four sessions, on build
1.0.0. The lines below state what happened. They are
not scores. The designer reads them before confirming a mapping,
because an id cannot be classified until the session that produced
it is understood.
-
Player 1, session 1 lasts 128 seconds on world 1-1. The player
hits a question block, stomps a goomba, collects a mushroom, and
enters the coin-room pipe. A pit costs a life, and the level
fails. On a second attempt the player collects another mushroom,
stomps a koopa, reaches the flagpole, and completes the level with
a score of 4800.
-
Player 1, session 2 lasts 73 seconds on world 1-2. The player
enters the warp-room pipe and takes the warp to world 4. World 1-2
is recorded as a failure. World 4-1 then starts. Lakitu hits the
player, a life is lost, and that level fails.
-
Player 1, session 3 lasts 64 seconds, again on world 1-2. The
player collects a fire flower, hits a piranha plant with a
fireball, leaves by the goal pipe, reaches the flagpole, and
completes the level with a score of 3200. This session does not
enter the warp room.
-
Player 2, session 1 lasts 74 seconds on the overworld of world
1-1. The player hits a question block, is hit by a goomba, and
loses a life. On a second attempt the player stomps a goomba,
reaches the flagpole, and completes the level with a score of
2100. This session does not enter the coin-room pipe.
Log
Step 2
Confirm one mapping for the three readings
Completions, failures, coins, and lives already have a meaning in
the GameAnalytics schema, so they are not mapped. For each design
id, the designer states whether it is an optional place, a harder
option, a power that can change, or none of those. An entry marked
meaning: ignore remains in the export for the
GameAnalytics dashboard and is omitted from these four readings. One
mapping file serves all three readings.
-
pipe:enter:bonus is the pipe into the coin room,
while world 1-1 can still be finished. It is exploration, with the
goal Complete:world1:level1.
-
pipe:enter:warpzone is the pipe that leaves the main
path of world 1-2. It is exploration, with the goal
Complete:world1:level2.
-
area:warpzone is that room, and it uses the same
goal.
-
powerup:* is the equipped power, either a mushroom or
a fire flower. It is experimentation.
-
warp:use:* is the skip to world 4. It is risk-taking.
The safer way out of world 1-2 is pipe:exit:goal.
-
block:* is a question-block hit. The coin is already
a resource event, so this id is ignored.
-
enemy:* is a stomp, a fireball, or a hit. It is
ignored.
-
hazard:* is the pit. The lost life is already a
resource sink, so this id is ignored.
-
goal:* is the flagpole. Finishing is already a
progression event, so this id is ignored.
-
pipe:exit:* is leaving a pipe. It is ignored as
exploration. pipe:exit:goal remains the safer exit
named on the risk-taking line.
-
area:overworld is the main path, so it is ignored.
-
area:underground is world 1-2 itself, not an optional
room, so it is ignored.
Mapping
Step 3
Run the exploration skill
The text below is a summary, not the full report. It is the result
of running
x-exploration-reviewer
on the log and the mapping above. The skill counts how many sessions
that contain the named goal also contain the optional place.
One of the two sessions that complete world 1-1 also enters the coin
room.
The warp room is not included in that score, because it was entered
in a session that does not record a completion of world 1-2. Player
2 completes world 1-1 without entering the coin-room pipe.
Step 4
Run the risk-taking skill
The text below is a summary, not the full report. It is the result
of running
x-risk-taking-reviewer
on the same log and the same mapping. The skill counts how many
sessions that show the safer alternative also take the harder
option.
The score is withheld because the warp and the goal pipe occur in
different sessions.
The warp occurs in player 1, session 2. The goal pipe occurs in
player 1, session 3. No session contains both, and a single session
is not sufficient for a score. The failure on world 4-1 remains a
fact about that level. It is not the risk-taking score.
Step 5
Run the experimentation skill
The text below is a summary, not the full report. It is the result
of running
x-experimentation-reviewer
on the same log and the same mapping. The skill counts how many
sessions change the equipped power within that session.
The equipped power changed in none of the four sessions.
The mushroom is collected twice, both times in player 1, session 1.
The fire flower is collected once, in player 1, session 3. A
different power in a later session does not raise the score. The
completion of world 1-2 does not show that the fire flower caused
the finish.
Step 6
Run the play-style skill last
The text below is a summary, not the full report. It is the result
of running
x-play-style-reviewer
after the three readings above. This skill does not produce a score
of its own. It places those readings beside the completions, the
failures, and what was spent, and it names the session the designer
should open.
The designer should open player 1, session 2. There is no single
play-style score.
That session takes the warp, does not take the goal pipe, fails on
world 4-1, and spends one life, in 73 seconds. Across the export
there are 3 completions, 4 failures, 40 coins gained, and 3 lives
spent. The pit in session 1 is a separate life, in the session that
did enter the coin room, and it is not part of the warp.
Step 7
What the designer and the studio take from the reports
The counts are read against the behavior the levels were built to
produce. The coin room was intended to be found. The warp was
intended as a choice beside the goal pipe. Both powers were intended
to be tried within one attempt.
What was wrong
-
World 1-1 can be completed without the coin room. One of the
two completions never enters it.
-
World 1-2 never shows the warp and the goal pipe in the same
session. The session that takes the warp then fails on world
4-1.
-
No session tries both powers. The fire flower appears only on
a later visit.
What you change
-
Make the coin-room pipe visible on the way to the flagpole of
world 1-1.
-
Place the warp and the goal pipe so that one session can
encounter both, and continue to log both.
- Offer the fire flower on the first visit to world 1-2.
- Play player 1, session 2, before changing world 4-1.
What you would have missed
-
The longest session ends with a score of 4800. The export
alone points there. The play-style report points to the
73-second session that takes the warp and then fails.
-
A completion does not show that the optional room was entered.
Player 2 completes world 1-1 and never enters the coin room.
-
A death after a warp can be mistaken for risk-taking. The
safer exit is absent from that session, so the score is
withheld.
-
A mushroom followed later by a fire flower can be mistaken for
experimentation within a session. No session changes the
equipped power, so the score is 0 of 4.
This export contains no business event, so it does not show a
purchase or a change in revenue. The four reports separate the
three findings above. The export alone does not make that
separation.