Key Takeaways
We’re rolling out updates to Experiments to support targeting, segmentation and early harm detection that let you know when an experiment starts to impact key metrics. You can also set conditional configs that serve different values by player type, and break down analytics by new segmentation attributes.
Find it in the Experiments tab of your game’s dashboard. Apply to the Analytics and LiveOps Early Access program to try out and provide feedback on new features.
Hi Creators,
We’re rolling out updates to Experiments, Configs, and Analytics that give you more control over which players see a change and clearer insight into how different segments respond. Experiments let you test how changes to your game affect the metrics that matter most, and creators who’ve run experiments have seen statistically significant gains from them.
We’re also now taking applications for an Analytics and LiveOps Early Access program. If you’re interested in trying out new features and providing feedback for any upcoming Analytics or LiveOps tools, please apply!
New Features
For the items below marked “coming soon”, we hope to push them live over the next few weeks and we’ll update this post when we do.
- Conditional Configs: Serve different values for the same config key based on the characteristics of your players.
- Experiment Targeting: Choose which players get the test value versus the control value when you run an experiment.
- Experiment Results Segmentation (coming soon): Break down experiment results by player characteristics.
- Experiment Early Harm Detection (coming soon): Get notified when an experiment starts to impact important metrics.
- Updated Analytics Segmentation: New attributes to breakdown your analytics including In-experience activity status, Engagement level, Platform activity status, New vs. returning users, and Acquisition source.
Conditional Configs
Conditional Configs let you serve different values for the same config key based on player attributes. For example, instead of one boss health value for everyone, you can set a lower value for new players, no separate configs required. Supported attributes include country, language, acquisition source, new versus returning, and payer status, among others.
For example, instead of applying one boss health value to everyone, you might set it to a lower value for a new player. You can now personalize gameplay and live operations without publishing separate configs for different audiences.
Each Conditional Config is built from three components:
- Conditional rules define who matches, such as players in a specific country or active players.
- Rule ordering determines which value is selected when a player matches multiple rules. Rules are evaluated from top to bottom, and the first matching rule wins.
- Conditional values define what matching players receive. Players who do not match a rule receive the Default Value.
Learn more about how conditional rules, rule ordering, and values work, plus the full attribution list in our Conditional Configs documentation.
Experiment Targeting
Experiment Targeting lets you run experiments against specific player audiences instead of your entire player base.
For example, you can run experiments focused only on new players, compare difficulty changes by how long they’ve played your game, or make items available by country.
Experiments use the same targeting dimensions and attributes available in Conditional Configs. You’ll now be prompted when creating an experiment to add targeting.
You’ll need to add a config to run a targeted Experiment. Once you set one up, navigate to the ‘Experiments’ tab of your game’s dashboard to start an Experiment. This documentation dives into how experiments order the evaluation of different conditions and values, eligibility, and more.
Experiment Results Segmentation
You can now filter or break down experiment results by player segment, so you can figure out whether a new onboarding flow helped U18 users more than 18+ users, or whether a pricing change improved payer conversion for active payers but hurt it for others. Segmented results help you spot follow-on experiments and prioritize features that work for specific audiences.
This can help you answer questions like:
- Did the new onboarding flow help more with U18 than 18+ users?
- Did a pricing change improve payer conversion for active payers but hurt conversion for other players?
- Did a gameplay change perform differently by country, platform, acquisition source, or tenure?
Early Harm Detection
Experiments now support near real-time monitoring during the first 24 hours through three key metrics:
- Playtime
- Average Revenue per User (ARPU)
- Payer conversion rate
You’ll receive an alert if one of these metrics falls below a catastrophic threshold and is causing significant harm, giving you time to investigate and terminate an experiment early.
Updated Analytics Segmentation
We recently added new segment dimensions to Creator Analytics and Engine API calls, making it easier to analyze and act on differences in player behavior.
You can now filter and break down analytics based on:
- In-experience activity status
- Engagement level
- Platform activity status
- New vs. returning users
- Acquisition source
Share Your Feedback
Thanks for helping us prioritize these updates, as many of you asked for them, especially for Experiments. We’d love your feedback on:
- Which player dimensions you want to use for targeting
- Which segments would be most valuable in experiment results
- What additional metrics would help you monitor experiments
- How you’d like to use Segments through Engine APIs
Let us know what you think, and what else you’d like to see added for Configs, Experiments, or Analytics!
