Measuring
Measuring & Data Analysis for Levels
Section titled “Measuring & Data Analysis for Levels”-
Subjective vs Objective measurement
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Personal experience = subjective
- Different designers have varying opinions
- Can like/dislike for different reasons
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Games allow objective measurement via data
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Gameplay Metrics
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Start/Completion rates
- Ratio: starts vs completions
- High drop-off can indicate:
Too difficult Too boring
- Used to fine-tune levels
Test difficulty adjustments Watch rate changes
- Used in Mario Maker 2
Main metric = completion rate
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Heat maps
- Visual representation of activity
- Shows:
Most traversed areas Problem spots Choke points Unused areas
- Can record:
Player position Firing rates Movement speed
- “Critical for arena multiplayer maps”
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Post-release measurement
- Achievements/badges
Mark completion Data for future design
- Achievements/badges
Level measurement combines objective data with subjective experience to improve design. Using metrics like completion rates and heat maps allows designers to fine-tune levels based on actual player behavior rather than assumptions.