![]() ‘Statistics’ is just one set of tools we can use to get useful information from our metrics. ![]() Once we collect a lot of metrics, once we take these measurements, they don’t do anything on their own until we actually look at them and analyze them to learn something. For anyone who isn’t familiar with what these mean, ‘metrics’ just means measurements, so it means you’re actually measuring or tracking something about your game leaderboards and high score lists are probably the best-known metrics because they are exposed to the players, but we also can use a lot of metrics behind the scenes to help design our games better. This week I’m covering two topics: statistics, and metrics. This week, we walk right up to the line where game design intersects business. Last week we saw how the visual design of a level can be used as a game reward or to express progression to the player, which is game design but just this side of art. When we were talking about pseudorandom numbers, that’s an area where you get dangerously close to programming. One of the reasons I love game balance is that different aspects of balance touch all these other areas of game development. See “additional resources” at the end of this blog post for a number of supplemental readings.
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