Level Events

Overview

Tracking linear progression systems aims to help understand how players flow through the game and engage with the next stage of content.

Linear systems are defined by players being able to progress through only a single order of system stages; players cannot begin stages out of the set order.

Note that linear systems are not defined by the ability or restriction of replaying previous stages or skipping over stages as long as the order of future stages remains unchanged.

Available Events

  • level_start: the start of a level
  • level_step: player progressing/stepping through the steps of a level
  • level_complete: the completion of a level
  • level_fail: player failing the level
  • level_abandoned: player leaving a level before failing or completing. This suggests that the player has to restart the level from scratch next time, and the current progress in this level is forfeited

Critical Parameters

  • Required

    • level_num: the level number
  • Optional

    • mission_type: the type of the mission/level/game mode/progression system
      • It’s an optional parameter, but it’s useful to include when the game has multiple linear progression systems
    • mission_name: the name of the mission/level
    • level_attempt: the Nth time the player attempts the level. Increment the number by one every time the player restarts the level. In other words, we use the level_start event in combination with this parameter to differentiate whether the level is the first attempt or retry
    • level_collection1: A collection of Game Levels. The second-order grouping (if applicable)
    • level_collection2: A collection of lower-level collections. The third-order grouping (if applicable)
    • reward: If a player succeeds in completing a level, they can be rewarded. Use the reward object to record all items/virtual currencies rewarded to the player. Note that this parameter is available in the level_complete event
    • user_score: the final score of the level

Examples

  • The Superhero League
    • The game design meets the criteria of a linear progression where players have to progress through levels linearly, and they cannot begin the next level without performing some action on the last level (completing or skipping)
    • The game’s progression system can be grouped by:
      • Heros - each hero has a different power, hence play mechanic
      • Chapters - each Hero has two Chapters of content for players to go through
      • Levels - each Chapter has N Levels
    • Main loop
      • Players choose a Hero Chapter to engage with
      • There’s no fail state in the game, and players can retry the same level multiple times without any cost
      • Players can choose to skip a Level
      • The next Level unlocks when the player earns at least one star in the last level or when they choose to skip the level
  • Example of Event trigger timing and the usage of critical parameters
    • level_start : when a fresh level attempt starts
      • mission_type = “Level”
      • mission_name = “Super Psychic”
      • level_collection1 = “Chapter 1”
      • level_num = 47
      • level_attempt = 1 [1st attempt]
    • level_abandoned: when the player leaves the current level progress by going back to the main screen
      • mission_type = “Level”
      • mission_name = “Super Psychic”
      • level_collection1 = “Chapter 1”
      • level_num = 47
      • level_attempt = 1 [1st attempt]
    • level_start : when the player restarts/re-attempts the same level
      • mission_type = “Level”
      • mission_name = “Super Psychic”
      • level_collection1 = “Chapter 1”
      • level_num = 47
      • level_attempt = 2 [2nd attempt]
    • level_complete: when the player successfully passes the level by earning 1 star
      • mission_type = “Level”

      • mission_name = “Super Psychic”

      • level_collection1 = “Chapter 1”

      • level_num = 47

      • level_attempt = 2

      • user_score = 1

      • reward =

        {
        	"rewardName": "level_complete_reward",
        	"rewardProducts": {
        		"items": [
        			{
        				"itemAmount": 1,
        				"itemName": "sniper",
        				"itemType": "booster"
        			}
        		],
            "realCurrency": null,
        		"virtualCurrencies": [
        			{
        				"virtualCurrencyAmount": 150,
        				"virtualCurrencyName": "coins",
        				"virtualCurrencyType": "coins"
        			}
        		]
        	}
        }
        

Implementation

Reference

Event Validation

Dashboard & Analysis

Analyses

  • General Level/Progression feature engagement performance
    • Level Completion/Conversion funnel identifies level pinch point
    • Level Completion time to fine-tune level difficulty settings
    • Level distribution by tenure helps understand how fast players are consuming the content after install
  • Economy sink/source analyses - whether the players are getting too many resources from completing/engaging with the levels

Metrics

Avg Level Attempt per User

Avg Level Score

Avg Level Fail per User

Level Success Rate

Level Fail Rate

Avg Level Complete Time in App

Explore

Progression

Dashboards