Missions Events
Overview
In contrast to linear progression systems, in which users complete specific tasks or objectives in a predetermined order, non-linear progression systems are dynamic and allow players more freedom to explore and complete tasks or objectives differently, meaning that each player’s experience of the game is unique.
Non-linear systems are defined by players being able to progress through system stages in more than one order, i.e., players can begin stages in multiple orders. For example, if a game is designed to progress players through missions A, B, C, D, E…Z, and the player can begin mission E without performing some action on mission D (completing, failing, abandoning), then the system is non-linear. There is typically a high variance in the order of player progression through non-linear systems.
Available Events
mission_started
: the start of the missionmission_complete
: the mission is completedmission_fail
: the mission failedmission_abandoned
: the player abandoned the missionmission_step
: the player stepping through the mission
This event type can be used for calculating metrics such as how many players completed each type of mission, their fail ratio, and the score.
Critical Parameters
- Required
is_tutorial
: is the mission a tutorialmission_id
: the unique id of the missionmission_attempt
: the Nth time the player attempts the mission. Increment the number by one every time the player restarts the missionreward
: If a player succeeds in completing a mission, they can be rewarded. Use the reward object to record all items/virtual currencies rewarded to the playeruser_score
: The player’s score. Note that this parameter does not apply to themission_started
event
- Optional
mission_type
: the mission typemission_name
: the name of the mission
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If applicable, using the Optional parameters is recommended. The Optional parameters provide a much deeper context to the event, supporting data analysis effort. |
Example
- Wordle!
- The game design meets the criteria of a non-linear progression where players do not have to progress through the systems in a specific order
- For example, players can start playing a Classic mode word, exit to the main screen, and start playing the Daily Puzzle word without having to complete the word in the Classic mode
- Daily Puzzle mode is also another example of a non-linear progression system
- Players are given the day’s puzzle for free. However, they did not have to complete past days’ puzzles to unlock it
- In addition, they can play any of the days they have missed for an RV or coins
- Example of Event trigger timing and the usage of critical parameters
- The player starts playing Classic mode, getting a new word to guess
mission_started
mission_type
= “SixGuesses”mission_name
= “SixGuesses_5”mission_id
= “SHEER”is_tutorial
= FALSE
- The player decides to exit the Classic mode after making the first guess and play Daily Puzzle instead
mission_started
mission_type
= “DailyPuzzle”mission_name
= “DailyPuzzle_SixGuesses”mission_id
= “STUDS”is_tutorial
= FALSE
- The player exits the Daily Puzzle mode after making the first guess, goes back to the Classic mode, and completes guessing the word
mission_completed
mission_type
= “SixGuesses”mission_name
= “SixGuesses_5”mission_id
= “SHEER”is_tutorial
= FALSEuser_score
= 79
- The player starts playing Classic mode, getting a new word to guess
Implementation
Event Validation
- If you do not have access to Looker, please use the LionAnalytics QA Tool following the instructions here: LionAnalytics QA Tool
- If you have access to Looker, for each relevant event, check the following:
Dashboard & Analysis
Metrics
Unique User Count
Mission Start Count
Mission Fail Count
Mission Complete Count
Mission Abandon Count
Mission Fail Rate
Median Mission Complete Score