Transcript
Page 1: Rumble Entertainment GDC 2014: Maximizing Revenue Through Logging

Maximizing Revenue Through Logging Albert Ho

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About Rumble Funded by: Mission: ●  Bring AAA quality to F2P ●  Play together cross-device/platform

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Rumble’s Platform ●  Played in >200 countries ●  Six data centers worldwide ●  Hybrid infrastructure ●  Play together on:

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What this talk is about…

User Acquisition

Funnel Loss Retention Loss

Your Game Paid Users

Free Users

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“Logging” Distinctions ●  User behavior

●  Game design, retention, virality, monetization

●  System behavior ●  Maximize potential ●  Lower CPA

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Thesis “You really aren’t maximizing revenue

unless you can measure system behavior”

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Challenges ●  24/7 operations ●  Game teams ship code daily ●  Being “up” is not good enough

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The Long Tail of Revenue Lost: Daily Site Problems Affect Weeks of Revenue

Outage

Problem

Recovery

New Installs/Sales

Revenue

Days

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How to Detect Problems

●  Solving is Harder than it sounds Signal to noise ratio + Indexing and search + Multiple game teams shipping code daily = BIG Headache and world’s biggest chore

The answers are in the logs!

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Rumble Logging 1.0 ●  Graylog, Elasticsearch ftw?

●  1 day to setup ●  Collecting for 2 game servers ●  Few hundred MB a day / 7-day retention time ●  Scaling is easy… right?

- Bigger hard disks, more ES nodes

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Rumble Logging 1.5 ●  7 days to setup ES cluster ●  > 20 servers ●  Logs @ TB a day / 3-day retention time ●  Log noise incomprehensible ●  Very expensive!!! ●  Logging cluster broke every day

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Key Learnings Log Management is really… “Undifferentiated Heavy Lifting”

We were spending more on LOGGING than HOSTING

There must be an expert that does it better, faster, and cheaper

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Rumble Logging 2.0 Requirements ●  Must support JSON ●  Easy to integrate ●  Can scale up and meet retention time goals ●  Cost-effective

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Enter…….

●  No more agents! ●  REST API – 21st century please/no syslogs ●  Scalable and Responsive ●  Superb partner relationship

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Sample Log

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Loggly Use Cases ●  Log clean-up ●  Release monitoring and debugging ●  Customer service requests ●  Trend analysis ●  3rd-party developers

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Log Clean-up ●  1000’s errors per minute noise ●  DEBUG, INFO, WARN, ERROR? ●  Reduce TB’s of logs to GB’s

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Release Monitoring ●  Log snapshots before and after

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Release Monitoring ●  Game teams own

process ●  All logs in one place ●  Easy for PM’s

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Customer Service Reactive problem solving ●  “Why is customer x slow?” ●  “Why did I not get my gems?” !

Proactive debugging ●  “These 20 customers were affected by

today’s issue.”

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Trend Analysis Game performance analysis over time

Client Lag

Days

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3rd Party Development ●  Bake logging into games at the beginning

●  Including 3rd party ones…

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Loggly Live Demo

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Loggly Before And After Before After

Log Retention 3 days 15 days

Log Availability 50% uptime >99.9%

Debugging Speed Days Minutes

Happiness Factor

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Questions? [email protected] KingsRoad http://kingsroad.com http://apps.facebook.com/kingsroadgame

Ballistic https://apps.facebook.com/ballistic

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