UGS Use Cases | A/B test game difficulty!
UGS Use Cases | A/B test game difficulty!

UGS Use Cases | A/B test game difficulty!

The Unity Gaming Services (UGS) Use Cases are a set of examples that demonstrate common backend game use cases and game design components, demonstrate how to handle particular development tasks, and demonstrate the efficiency you can achieve in your game backend by integrating various UGS packages in your project.

In one of these samples, A/B testing is discussed. This enables you to divide your player base into various test groups so that you can ascertain which iteration of a given game element is the most appealing to or intuitive for your players. We use this example to test the XP threshold for levelling up. This specific example is appropriate for something like single-player game alpha playtesting. But this is just one use case; even in released or multiplayer games, A/B testing using UGS has a wide range of applications.

What is A/B testing?

Two or more variants of an experiment are compared using A/B testing to evaluate which one will work better. You can compare and contrast options by giving people comparable choices so they can decide which modifications to make moving forward. You can use A/B testing to identify the variation optimizations that will produce the desired outcomes. The A variant and the B variant are common names for the two variations being tested. Users are randomized to each version at random to prevent any biases from being introduced that can skew the results.

How to implement A/B testing in your game

You may already be aware of an inefficient aspect of the game's design. Perhaps a portion of the user interface isn't intuitive, or perhaps a few beta test participants complained that level 42's puzzle was way too simple and should have been placed earlier in the game.

You must choose one of the following while organizing your study:

  • which other configurations should be tested.
  • Which information should be monitored to show which arrangement is best?
  • how much time the test will take.

Set basic values in Remote Configuration:

You can configure several aspects of your game by creating key-value pairs using the Remote Config Dashboard.

Create the groups for your experiments in Game Overrides:

You may now use the Game Overrides Dashboard to set up variations for testing after configuring your base values. You are not restricted to only A and B; you can construct numerous variations or combinations of modifications and, if you like, do multivariate testing.

Update your code:

Make sure your game's code is integrating these systems now that you have some remote values, some overrides, and some thoughts about what you want to track.

The configuration values for your game can be downloaded using the Remote Config SDK, as seen below. Depending on whatever group the player ended up in, this will immediately download the Game Override value.

Check out the outcomes with Unity Analytics:

The dashboard's Unity Analytics Data Explorer allows you to build a report that details the development of your experiment. You can then decide on a design based on this information.

Start right now with our library of examples:

  • Loot boxes: Use Cloud Code to carry out Economy grants, rewarding players with a random Economy currency.
  • Loot boxes with cooldown: At predetermined times, give players random collections of both currency and inventory items.
  • Starter packs: Allow players to make a one-time-only purchase of a Starter Pack using Cloud Code.
  • Seasonal events: Based on scheduled special events, remotely update the game's content.
  • Idle clicker mini-game: Similar to the idle clicker and social games, update the server's authoritative game state in real-time.
  • Cloud AI mini-game: Simple Tic-Tac-Toe game played against AI on UGS with server authoritative gameplay, permanent state, currency prizes, stats, and uncomplicated AI.
  • Command batching: To minimize the number and frequency of server calls made while playing, group game commands into a queue and process them on the server in a single batch.
  • Battle pass: a tier system of seasonal rewards with a free track and a premium track. This blog has more information on utilizing the battle pass sample.
  • Rewarded ads with Unity Mediation: Provide players with the chance to increase level end rewards by interacting with a reward booster meter and viewing a rewarded advertisement.
  • Daily rewards: Players are encouraged to keep logging in to earn greater and better prizes by a common engagement element that can increase retention by presenting them with an expanding succession of rewards.
  • Virtual shop: The ability for players to use in-game money to buy resources and products to support a server-authoritative in-game economy with different store pages and server-managed badges demonstrates a fundamental element in many games.

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