# MMORPG Games

[Here](https://docs.devtodev.com/scenarios-and-best-practices) you can see the example of a game analysis.  Additionally we will see the reports on what you should pay attention when analyzing a game of the MMO genre.

## Event structure example

In addition to analyzing data in the main reports, you can integrate [custom events](https://docs.devtodev.com/basic-events-and-custom-events#custom-events) to track and analyze specific user actions. You can use custom events to get an insight into how users use the application, which quests they accept, how often they interact with each other, which offers they open, and so on. You can also analyze custom event data in the [Custom event report](https://docs.devtodev.com/reports-and-functionality/project-related-reports-and-fuctionality/events-and-funnels#custom-events).&#x20;

You can build a funnel and analyze conversion rates at each stage. For example, you send an event every time a user enters an in-game shop, clicks on an item, buys an item. Based on these events, you can build a funnel and check the conversion rate at each stage in the [Conversion funnel report](https://docs.devtodev.com/reports-and-functionality/project-related-reports-and-fuctionality/events-and-funnels#conversion-funnels). Below you can find examples of events that may be useful to you.

<table data-full-width="true"><thead><tr><th width="362.3333333333333">Description</th><th width="266">Custom event</th><th>Parameters</th></tr></thead><tbody><tr><td>Creating an item: the event makes it possible to assess the level, where the player creates items, and the item quantity.</td><td><p>Event name  <strong>item_created</strong> </p><p></p><p>Parameters <strong>item, type,amount,level,</strong> e.g., <strong>hatchet, arsenal,1,50</strong></p></td><td><strong>item</strong> (string) – item name<br><strong>type</strong> (string) – item type<br><strong>amount</strong> (string) – number<br><strong>level</strong> (int) – current level of the character</td></tr><tr><td>The event is sent when the character picks up an item (resources, crystals, equipment, quest items, boosters).</td><td><p>Event name <strong>item_picked</strong> </p><p></p><p>Parameters <strong>item, type,amount,level,</strong> e.g., <strong>stone hatchet, quest_item,1, 20</strong></p></td><td><strong>item</strong> (string) – item name<br><strong>type</strong> (string) – item type<br><strong>amount</strong> (string) – number<br><strong>level</strong> (int) – current level of the character</td></tr><tr><td>Joining clans, clubs: you can send the highest available level of the player to parameters, so that you understand at what stages players join clans.</td><td><p>Event name <strong>join_clan</strong> </p><p></p><p>Parameter <strong>level</strong>, e.g., <strong>102</strong></p></td><td><br><strong>level</strong> (int) – highest available level<br></td></tr><tr><td>To track the game mode, you can also send an event about whether the player is playing the pvp arena or co-op.</td><td><p>Event name <strong>battle</strong>, </p><p></p><p>Parameters <strong>level, result, charachter</strong>, e.g., <strong>pvp, 100, win, wizard</strong></p></td><td><strong>level</strong> (int) – highest available level<br><strong>type</strong> (string) – fighting mode<br><strong>result</strong> (int) – fight result<br><strong>charachter</strong>(int) – character name</td></tr><tr><td>The event is sent when the character begins the quest.</td><td><p>Event name <strong>quest_started</strong> </p><p></p><p>Parameters <strong>quest, type, location, level</strong>, e.g.,<br><strong>Example_1, main, forest, 2</strong></p></td><td><strong>quest</strong> (string) – quest name<br><strong>type</strong> (int) – quest type (0 – additional, 1 – main)<br><strong>location</strong> (string) – location name<br><strong>level</strong> (int) – current level of the character</td></tr><tr><td>The event is sent when the character completes a quest stage.<br></td><td><p>Event name <strong>quest_updated</strong> </p><p></p><p>Parameters <strong>quest, type, location,stage,level,</strong> e.g., <strong>Example_1, 0, forest, 2, 2</strong></p></td><td><strong>quest</strong> (string) – quest name<br><strong>type</strong> (int) – quest type (0 – additional, 1 – main)<br><strong>location</strong> (string) – location name<br><strong>stage</strong> (int) – current quest stage<br><strong>level</strong> (int) – current level of the character</td></tr><tr><td>The event is sent when the character comptetes the quest.</td><td><p>Event name <strong>quest_finished</strong> </p><p></p><p>Parameters <strong>quest, type, location, level,</strong> e.g., <strong>Example_1, 0, forest, 2</strong></p></td><td><strong>quest</strong> (string) – quest name<br><strong>type</strong> (int) – quest type (0 – additional, 1 – main)<br><strong>location</strong> (string) – loocation name<br><strong>level</strong> (int) – current level of the character</td></tr><tr><td>The event is sent when the character uses a booster.</td><td><p>Event name <strong>booster_used</strong> </p><p></p><p>Parameters <strong>booster, type, level,</strong> e.g., <strong>speed_increase, speedups, 3</strong></p></td><td><strong>booster</strong> (string) – booster name<br><strong>type</strong> (string) – booster type (speedups, powerups etc.)<br><strong>level</strong> (int) – current level of the character</td></tr><tr><td>The event is sent when the user upgrades the character.</td><td><p>Event name <strong>character_update</strong> </p><p></p><p>Parameter <strong>level</strong>, e.g., <strong>13</strong></p></td><td><strong>level</strong> (int) – current level of the character</td></tr><tr><td>The event is sent when the player moves the charcater to another location</td><td><p>Event name <strong>location_changed</strong> </p><p></p><p>Parameters <strong>location, level,</strong> e.g., <strong>valley_of_orcs, 15</strong></p></td><td><strong>location</strong> (string) – the name of the location where the character was moved<br><strong>level</strong> (int) – current level of the character</td></tr><tr><td>Character creation.</td><td><p>Event name <strong>character_created</strong> </p><p></p><p>Parameters <strong>gender, class,</strong> e.g., <strong>male, mage</strong></p></td><td><strong>gender</strong> (string) – gender<br><strong>class</strong> – character class</td></tr><tr><td>Authorization: this event highlights the levels where players log in, and the methods of authorization.</td><td><p>Event name <strong>authorization</strong> </p><p></p><p>Parameters <strong>level, method,</strong><br>e.g., <strong>main_menu, 10, fb</strong></p></td><td><strong>level</strong> (int) – highest available level<br><strong>method</strong> (string) – authorization method: social networks, email, game centre</td></tr><tr><td>Store opening is an event that allows you to find out at what point and at what level users enter the store. You can also use this event in funnels to see the stages where users have difficulty shopping.</td><td><p>Event name <strong>store_open</strong> </p><p></p><p>Parameters <strong>source, level</strong>, e.g., <strong>main_menu, level</strong></p></td><td><strong>level</strong> (int) – highest available level<br><strong>source</strong> – in-game store points of entrance: the main menu, the playing field, etc.</td></tr><tr><td>Viewing items in the store and user interaction with them, e.g., tap on an icon to view the item. This provides an opportunity to build purchase funnels.</td><td><p>Event name <strong>goods_view</strong> </p><p></p><p>Parameters <strong>product_name, level, category</strong>, e.g., <strong>XBomb, 2,booster</strong></p></td><td><strong>product_name</strong> (string) – the name of the item that the user tapped on<br><strong>level</strong> (int) – highest available level<br><strong>category</strong> (int) – item category: boosters, coins, custom items</td></tr><tr><td>Showing offers and user interaction with them, e.g., tap on an icon to view the offer. This makes it possible to build offer funnels, compare the effectiveness of offers with each other.</td><td><p>Event name <strong>open_offer</strong> </p><p></p><p>Parameters <strong>offer_name, level,</strong> e.g., <strong>welcome_offer, 2</strong></p></td><td><strong>offer_name</strong> (string) – the name of the offer that the user opened<br><strong>level</strong> (int) – highest available level</td></tr><tr><td>Treasure chest collecting.</td><td><p>Event name <strong>chest_got</strong> </p><p></p><p>Parameter <strong>chest_type</strong>, e.g., <strong>gold chest</strong></p></td><td><strong>chest_type</strong> – treasure chest type: usual, free, premium<br></td></tr><tr><td>Treasure chest opening.</td><td><p>Event name <strong>chest_open</strong> </p><p></p><p>Parameters <strong>chest_type, coins, crystals, card,</strong> e.g.,  <strong>free, 500, null, magic</strong></p></td><td><p><strong>chest_type</strong> – treasure chest type: usual, free, premium<br>followed by the names of the items dropped:</p><ul><li><strong>coins</strong> – coins gained from the chest </li><li><strong>crystals</strong> – crystals gained from the chest </li><li><strong>card</strong> – cards gained from the chest</li></ul></td></tr></tbody></table>

## Case example

User level is the main indicator of the user's progress in the game. The player constantly raises his level, improves and achieves new skills and currency. Therefore, we should look at the all in-game economy reports in the context of levels.&#x20;

First of all, it is worth analyzing the in-game currency, the dynamics of its spendings and savings. Let’s go to the [**Virtual goods & purchases**](https://docs.devtodev.com/reports-and-functionality/project-related-reports-and-fuctionality/smart-view/in-game-analysis-reports#virtual-goods-and-purchases) report. We can see the most popular products in terms of levels and time.

<figure><img src="https://2105883905-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-LnGcP_ZeRJ1ipj9O8dF%2Fuploads%2FA6EeqvTCB1lf3yLwT5Q8%2Fimage.png?alt=media&#x26;token=c4db1be5-7272-4698-9d51-f2fe6535b9b9" alt=""><figcaption></figcaption></figure>

It is also important to know what the players’ shopping basket consists of and how it changes depending on the level. We will go to the **Purchases structure** report.

<figure><img src="https://2105883905-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-LnGcP_ZeRJ1ipj9O8dF%2Fuploads%2FuMLkn6FbkRE3DpkjJa6G%2Fimage.png?alt=media&#x26;token=e7d3dc63-3432-4d1b-ac39-7b6dfcb39769" alt=""><figcaption></figcaption></figure>

Let's see how the demand for certain products varies at the given levels or in time:

<figure><img src="https://2105883905-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-LnGcP_ZeRJ1ipj9O8dF%2Fuploads%2Fi2PewxkiaPn2GrVO59b2%2Fimage.png?alt=media&#x26;token=cf2d6a4e-dc2d-479d-8f9b-0bdaa1f49592" alt=""><figcaption></figcaption></figure>

Let’s analyze which products’ prices we can change. Let's move on to the **ABC/XYZ-analysis** for our virtual goods, it allows us to identify categories of goods where we can easily change the price (sub-segments BY, CY, BZ, CZ).

![](https://lh4.googleusercontent.com/jeL8usLOkqnehnqFWGJFRFtGg4Hw7ZyMtnbwteL6_zwLbi_bH1CgHbh2q53a8Jfk3sFGa4-nqgF9_ceybzP44rZA3KsKzxLkTWMrfl6P2X9nYw4E3V7SXOCh_HbNZQSp-QDfy486)

The report shows that the goods bomb, picker, XBomb are bringing to the game the most money and they have the most stable demand, it is better not to experiment with them. On the other hand, you can experiment with pricing and stocks on products from the CZ segment.
