This article was originally published on the Google Play Medium channel.
Mobile games have evolved rapidly in recent years. Player expectations have increased along with this evolution. Players now demand games with rich and compelling stories that run smoothly regardless of their device. At the same time, as game studios realized the opportunities in going mobile, there is an ever-increasing number of mobile game titles competing for players' attention. In this increasingly competitive market, the ability to iterate and improve player experiences faster than rival titles is vital. Therefore, having the right tools and knowing how to apply them is a key skill for any game developer.
For many years, Firebase has provided game developers with the tools they need to build, release, and operate successful games. More than 2.5 million apps and games actively use Firebase every month, including global game studios such as Gameloft, Pomelo Games, and Halfbrick Studios.
This article explores four scenarios that game developers deal with on a daily basis and shows how Firebase provides the tools and insights to help you stay ahead of rivals.
It’s easier to provide better experiences to players when you understand how they interact with your game. Knowing how much time players spend in the game, what activities they prefer, and how often they come back enables you to personalize the game experience to suit their behavior and preferences. For example, different groups of players have different monetization preferences. Some may choose to spend money to improve their experience, while others may prefer to see ads and trade their time and attention instead. Understanding these differences – even details such as what people prefer to buy and what they do before making their first in-app purchase – is crucial to optimizing player experiences.
Firebase offers robust integration with Google Analytics. This integration helps shed light on who your players are and how they’re engaging with your game by providing insight into in-app events and user properties. This short video will show you how to log custom events and interpret the data to understand your players better.
Through the audiences feature, Firebase’s Google Analytics integration enables you to segment your user base in ways that are important to your business. You can use these custom audiences to filter reports to understand how different players engage with your game and identify patterns of behavior within the audience. Then, you can use this information to send targeted notifications and personalize the game behavior for player profiles. Take a look at this video to see how to set up audiences for your game.
Push notifications can be used for everything from reminders about opening a chest to letting everybody know the biggest update of the year is available. As push notifications allow real-time communication between a game company and its players, they’re often a critical part of a retention and re-engagement strategy. Most successful games have players worldwide, which means choosing just one language and time of day to communicate with them all is not ideal. After all, you don’t want to annoy players by sending them a push notification at 2 a.m.
Firebase Cloud Messaging lets game developers send targeted messages and notifications, which can be customized to suit your brand and align with player preferences. This video shows how you can send push notifications to players with devices set to a particular language and schedule delivery at an appropriate local time. Firebase Cloud Messaging also lets you target by game versions, geographies, your custom audiences, and many more variables. After sending the push notifications, you can see how many were delivered, how many were opened, and, if you choose to set it up, how many conversions happened.
While many players will gladly invest money in the games they enjoy, other players prefer ads in exchange for the gameplay. Many games employ a hybrid monetization strategy, meaning they include both ads and in-app purchases. As a general rule, the more ad impressions, the greater the revenue generated with ads. However, many other factors need to be considered to optimize and balance user experience and revenue. Differences between ad formats, their sizes, and how often they’re shown without disrupting the game experience are important factors.
Once you decide on these factors, how can you determine if the selected formats are the best ones? Is the frequency right or too much, and is the frequency negatively impacting retention? These questions can be answered quantitatively with Firebase A/B testing. A/B testing can be used with Firebase Remote Config to experiment with different combinations of ad types and frequencies to find the best option. To set up an experiment, all you need to do is define a goal, like increase total revenue, and identify secondary metrics such as D1 and D7 retention.
This video walks you through the process of setting up an experiment to test different ad formats so you can identify the best choice for a game. These parameters will vary from game to game, so it is always good to test the options available.
Pomelo Games, one of the top game studios in Uruguay, used Firebase Remote Config and Firebase A/B Testing to test the effect of showing interstitial ads to their entire player base versus a specific segment. Then, they used Google Analytics to measure the impact on revenue and retention. They also used Firebase Crashlytics to keep an eye on their game vitals. After two weeks of testing, the Pomelo team discovered that interstitial ads led to an average 25% increase in AdMob revenue and, surprisingly, a 35% increase in in-app purchases too. In both tests, there was almost no effect on retention. (Check out the full case study.)
Releasing new game features can be nerve-wracking because you may worry about how players will receive the new features. Will players enjoy the new feature you worked hard on? Will the new feature increase engagement and session time? One way to gain confidence that new features will positively impact your key metrics is by slowly rolling them out and seeing how they perform with a subset of your players before wider release.
In addition to gradually rolling out new features, it's also important to continually experiment with new content or in-game mechanics to optimize the player experience. However, constantly iterating your game can be a time-consuming and tedious process if you don't have the right tools.
Firebase Remote Config lets you dynamically configure your game and confidently roll out new features so you can deliver highly personalized experiences to your players without publishing an app update. This video shows you how to set up and tweak Remote Config parameters and instrument feature flagging.
Conclusion
Firebase is a powerful platform. It’s a great fit for game companies that want to enhance how they optimize experiences to delight their players and improve engagement and monetization. To get started with Firebase, you create your project in the Firebase console. To see more examples of how to use Firebase to supercharge your games business, check our Games with Firebase video series, where we walk through each step of the implementation process and share common use cases.
If you've ever built an app with Realtime Database you know that it's fast. When you combine the low-latency websocket connection with the local caching capabilities of the SDK, changes can feel pretty much instantaneous.
But have you ever wondered how fast your database operations are for your users in the real world? As a good app developer you need to collect real-world performance data to make sure that the experience of using your app in the real world matches your expectations! Many people in the tech industry call these field measurements Real User Monitoring (RUM) and they're considered the gold standard for measuring app performance and user experience. Firebase Performance Monitoring is a free and cross-platform service to help you collect and analyze RUM data for your app or website.
Firebase Performance Monitoring automatically measures common metrics like time to first paint and HTTP request performance. Because Realtime Database uses a long-running WebSocket connection rather than separate HTTP requests we'll need to use Custom Traces to monitor the performance of our database operations.
For this post we built a Firebase-powered implementation of the standard TodoMVC app in React using the ReactFire library:
Each time we add, update, or remove an item in our to-do list we're making a change in Realtime Database directly. For example here's the code to add a new todo item:
function App() { // Get an instance of Firebase Realtime Database using the 'reactfire' library const db = useDatabase(); // Load all the 'todos' from the database const todosRef = db.ref("todos"); const list = useDatabaseList(todosRef); // ... // Add a new todo to the database const handleAddTodo = (text) => { todosRef.push({ text, completed: false, }); }; // ... }
This operation appears to be instantaneous because the Realtime Database SDK immediately adds the new todo to the local listener while it waits for the backend to acknowledge, or reject, the write. But what if we want to find out how long it actually takes to commit the write on the server?
Let's add some code to measure how long this really takes. We'll create a new function called tracePromise to help us log a custom trace for any action which returns a Promise and then we'll add a simple custom trace called add-todo.
tracePromise
Promise
add-todo
function tracePromise(trace, promise) { trace.start(); promise.then(() => trace.stop()).catch(() => trace.stop()); } function App() { // Get and instance of Performance Monitoring using the 'reactfire' library const perf = usePerformance(); // ... const handleAddTodo = (text) => { const p = todosRef.push({ text, completed: false, }); // Use the 'tracePromise' helper to see how long this takes const trace = perf.trace("add-todo"); tracePromise(trace, p); }; // ... }
If we deploy this code and head to the Firebase console we can see that the "add-todo" operation takes about 100ms in most cases, with 160ms being the worst case.
If we break this down by country we can see that the operation is much faster for users in the US than in other countries:
This makes sense! Most Realtime Database instances are located in the United States, which can have an impact on latency for users around the world. Geographic latency increases can depend on physical distances as well as the network topology between two points.
We don't often think about it when coding but data can only travel at the speed of light! For two points on opposite sides of the earth the speed of light alone adds 66ms of latency, and that's not including any of the actual network or processing latency along the way. This is why adding RUM to your app is so critical.
Well, the good news is that Realtime Database is now expanding to more regions around the world, beginning with the launch of our Belgium region in late 2020. A todo list app lends itself really well to sharding because each user's data is exclusively their own. So let's add a second Realtime Database instance to our app in the Belgium region, and assign each user to a random database instance to see what effect that has on our latency:
First we'll add a custom attribute to our Performance Monitoring traces so that we can filter the data by location later:
function getMyLocationCode() { // User's location could be stored in a URL param, cookie, localStorage, etc. // ... } function tracePromise(trace, promise) { // Add a custom attribute to the trace before starting it const location = getMyLocationCode(); trace.putAttribute("location", location); trace.start(); promise.then(() => trace.stop()).catch(() => trace.stop()); }
Now let's deploy these changes and wait for new user data to come in. After a few days we can see that our experiment worked! First we can see that our distribution now has two obvious peaks:
This is what we expected, because we're now randomly assigning users to one of two database instances. Depending on the one they get, it will either be close to them or far away.
If we look into the data more, we can see that our German users have a really fast connection to the Belgium instance! They're getting updates in as little as 22ms. That's a huge improvement over the 150ms+ they were getting when communicating with an instance in the US. While the local caching in the Firebase SDK will make the UI feel snappy either way, this will make a huge difference in the speed of collaborative or multi-device scenarios.
With this RUM data in hand we can be confident that adding a new database region can make our app faster. Next we'll need to find a way to detect the user location when they sign up and assign each account to the best region for them. For now we'll leave that as an exercise for the reader!
If you're ready to get started measuring performance in your own app, check out these links:
Version 7.1.0 of the Firebase Unity and C++ SDKs did a lot to improve Firebase Remote Config and better aligned it with the iOS and Android SDKs. In the process, however, there were some minor changes to the API that may require some action on your part.
First, in the Unity/C# SDK, the static methods you’ve been using have been removed from FirebaseRemoteConfig and moved into FirebaseRemoteConfigDeprecated. For technical reasons, we could not deprecate these functions and leave them in place. If you want a fast and easy way to update Firebase in your game, change FirebaseRemoteConfig to FirebaseRemoteConfigDeprecated. This will let your existing code work without any additional changes, but you won't be able to take advantage of the newer features.
FirebaseRemoteConfig
FirebaseRemoteConfigDeprecated
Also worth noting is that IsDeveloperMode no longer has any effect and can be omitted. You likely paired this with a change to MinimumFetchInterfaclInMilliseconds or by passing a TimeSpan into FetchAsync when debugging Remote Config. Shorter fetch intervals now function without IsDeveloperMode making RemoteConfig an even stronger tool in your LiveOps toolbox!
IsDeveloperMode
MinimumFetchInterfaclInMilliseconds
TimeSpan
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C++ developers can leave their code as is, although you will be warned about deprecation.
Developers wishing to future proof their code and take advantage of new features as they become available should switch to using a Remote Config instance rather than using static functions.
Unity/C#
var remoteConfig = FirebaseRemoteConfig.DefaultInstance;
C++
auto remoteConfig = ::firebase::remote_config::RemoteConfig::GetInstance(app);
SetDefaults is now asynchronous. This is probably a good thing for game developers hoping to move logic off of the main thread, but you do have to be a little more cautious when building your app logic.
remoteConfig.SetDefaultsAsync(new Dictionary<string, object> { {"starting_player_lives", 3}, {"theme", "dark"} }).ContinueWithOnMainThread(task => { // it's now safe to Fetch });
std::vector<remote_config::ConfigKeyValueVariant> defaultConfig = { {"starting_player_lives", 3}, {"theme", "dark"}, }; remoteConfig->SetDefaults(defaultConfig.data(), defaultConfig.size()) .OnCompletion([](const ::firebase::Future<void>&){ // it's now safe to Fetch });
It’s now possible to Fetch and Activate Remote Config changes in a single call.
remoteConfig.FetchAndActivateAsync().ContinueWithOnMainThread(task => { // handle completion });
remoteConfig->FetchAndActivate().OnCompletion([](const ::firebase::Future<bool>& future) { // handle completion });
And when you are ready to read your configuration, it’s now possible to retrieve all of the keys and values in a single language-specific native collection. No more getting a list of keys and looking up each value individually!
IDictionary<string, ConfigValue> values = remoteConfig.AllValues;
std::map<std::string, ::firebase::Variant> values = remoteConfig->GetAll();
Finally, if you would like to debug your Remote Config settings, you may want to reduce the interval between fetches.
var configSettings = new ConfigSettings(); if (Debug.isDebugBuild) { // refresh immediately when debugging configSettings.MinimumFetchInternalInMilliseconds = 0; } FirebaseRemoteConfig.DefaultInstance.SetConfigSettingsAsync(configSettings).ContinueWithOnMainThread(task => { // handle completion });
::firebase::remote_config::ConfigSettings settings; settings.minimum_fetch_interval_in_milliseconds = 0; // caution, only do this in debug mode! remoteConfig->SetConfigSettings(settings);
These changes are part of an ongoing effort to improve Remote Config, including some exciting new features you'll be hearing about in the future. Updating your games now will ensure that you can continue to take the advantage of the latest advances in Remote Config.
Even if your mobile app has been downloaded by millions of users worldwide, making it profitable in the long run is a tricky science. Most apps rely on a mix of ads and in-app purchases (IAP) to make money. The challenge is finding the right balance to maximize both revenue streams while ensuring an engaging experience for every user.
But determining your overall ad monetization strategy without negatively impacting in-app purchases isn’t a one-time effort. Between competition from other apps, changing user behavior, and evolving ad formats, you need to continually assess and experiment with your strategy to find an optimal mix. Doing so can keep users from dropping off from your app and even drive a 25% bump in total ads revenue, as mobile games publisher Pomelo Games discovered.
To tackle this challenge, you need a simple way to test and validate changes to your ads strategy in one place. And ideally, you'll want to gauge the impact of any changes on a small subset of users before rolling them out to your entire user base.
Linking AdMob, Firebase, and Google Analytics provides a streamlined solution to experiment with ads, and make smarter decisions based on app and ad performance insights. Here’s what each tool brings to the table:
Firebase Remote Config allows you to change the appearance and behavior of your app dynamically for any target audience — with no need to release an app update. For instance, you could design a new branding style for users in a certain country or region or change your app's color theme to match a seasonal promotion. You can also provide different app ad experiences, customized to different users in your app.
From there, you can use Firebase A/B Testing with Remote Config to run product and marketing experiments with variants of your app and analyze the results. This helps you make informed decisions about what’s working and whether your changes should be rolled out to more users.
Let’s say you launched a hit space shooter game and want to figure out what type of gameplay keeps users engaged — an easier version with fewer aliens to fight, or a more challenging version with fewer power-ups and a lot more monsters.
Using Remote Config, you build in the framework that enables you to add more challenging elements to your game without having to re-code and publish an entirely new version. Then, you can set up an A/B test that deploys these challenging elements to a small group of users, like your expert-level gaming audience. As part of setting up the A/B test, you choose primary and secondary metrics to optimize for, such as retention rate or total estimated revenue, and then you watch how the more challenging variant performs compared to the easier version.
And thanks to Firebase’s integration with Google Analytics, the actions that users are taking inside the app as a result of your experiments are factored into determining how well a variant performs.
Applied to your ads strategy, this testing framework using Firebase allows you to optimize for goals, like total ads revenue, while also tracking the impact on secondary metrics, like overall app monetization and user retention.
For instance, you might want to figure out if you can earn more ads revenue by adjusting the frequency capping without a drop in user retention. Using AdMob, you can create two ad units that vary in how often they’re shown to the user — say, one ad every 20 minutes versus one ad every five minutes. You can then use Remote Config and A/B testing to evaluate how these two different ad frequencies impact your ad revenue. You can also add secondary metrics to watch during the A/B test, like user retention and IAP revenue.
Or perhaps you’ve noticed a steady drop in ad clicks as people spend more time in your game and suspect it’s related to ad formats. For this case, you can experiment with the various ad formats in AdMob and A/B test these variants on a small number of users who spend more time in your game (an audience determined by Google Analytics). Then, when your A/B test determines which ad format increases ad clicks, you can roll out the new format more widely.
Whether you want to experiment with frequency capping to increase revenue or serve ads to a specific audience, linking AdMob with Firebase and Google Analytics leads to smarter, data-driven decisions. With insights about which users are most likely to spend money in your app, you can even fine-tune who sees an ad versus who’s encouraged to make a purchase instead.
Mobile game publishers around the world have successfully used these tools to optimize their ads and in-app purchases strategies without hindering the player experience. After hearing plenty of positive user feedback — including about the ads themselves — Four Thirty Three Inc. and Pomelo Games (mentioned earlier) were inspired to transform their entire business model, with Firebase tools at the core.
You can watch this session from Firebase Summit and learn more about features you can unlock by linking Firebase, Google Analytics, and AdMob.
Last year we announced our investment in making Firebase libraries more Kotlin-friendly with Firebase Kotlin extension (KTX) libraries. Since then we have seen increasing interest for Kotlin within the Firebase community. In this blog post, we’ll go over how developing with Kotlin can lead to fewer crashes; and how you can monitor your app’s stability with Firebase Crashlytics once your app has been released.
Users expect to have a seamless experience every time they use your app. Crashes can cause churn and poor reviews, and quality issues are one of the main causes of early app deletion. Android apps built with Kotlin have 20% fewer crashes, which is one of the reasons that over 70% of the Top 1000 apps on the Play store have adopted Kotlin. Using Kotlin allows you to reduce the chances of getting null pointer exceptions, which are the #1 type of crashes on Google Play.
Furthermore Kotlin extension libraries let you write cleaner code by reducing boilerplate and making it easier to take advantage of advanced Kotlin language features even when using libraries originally written in Java.
In addition to our Firebase KTX libraries, you can also use the coroutines Kotlin extension libraries by Jetbrains to write safer async code with Kotlin and Firebase:
dependencies { // Coroutines implementation 'org.jetbrains.kotlinx:kotlinx-coroutines-android:1.3.9' // Coroutines extensions for the Tasks API implementation 'org.jetbrains.kotlinx:kotlinx-coroutines-play-services:1.3.9' // Firestore Kotlin extensions implementation 'com.google.firebase:firebase-firestore-ktx:22.0.2' }
Consider this code to fetch a document from Firestore. This code uses the Firebase Android SDK and the Play services Tasks library, both of which are Java libraries:
fun getUser() { val query = FirebaseFirestore.getInstance() .collection("users").document("user123") // query.get() returns a Task, we attach a callback to get the result query.get().addOnSuccessListener { snap -> val user = snap.toObject(User::class.java) } }
By using the Kotlin extension libraries above we can make this code simpler, safer, and easier to read:
suspend fun getUser() { // Firebase.firestore is a convenient syntax from the firestore-ktx library val query = Firebase.firestore .collection("users").document("user123") // The kotlinx-coroutines-play-services library allows us to "await" the // result of a Task and avoid callbacks, which simplifies our control flow val snap = query.get().await() // The .toObject<T> function from the firestore-ktx library uses Kotlin's support // for advanced generics to avoid the need to pass a Class object val user = snap.toObject<User>() }
Example provided by Firebase GDE Rosario Pereira Fernandes
Once you’ve developed and released your app, Firebase Crashlytics helps you improve and monitor your app stability. With Crashlytics you can track, prioritize and fix stability issues that erode app quality, in real-time. For instance, custom logs and keys in Crashlytics provides you with information on the specific state of your app leading up to a crash and gives context on why a crash occurred. With this level of in-depth insight, you can uncover the root causes of crashes more quickly before they affect a large number of your users.
For further analysis of your Crashlytics data and to segment your user data, you can also export all your crash data to BigQuery in real-time. For example, you can determine emerging crashes in new code, or see the top crash issues for the day to help you prioritize and fix them faster. You can also use our Data Studio template to easily visualize this data with custom dashboards. Data Studio dashboards are easy to collaborate on and share so your team can work more efficiently; even your team members who aren't comfortable with SQL can easily work around BigQuery data sets.
These are just a few examples of the ways you can improve your app stability with Firebase, Kotlin Extensions and Crashlytics. It’s easy to get started with Crashlytics and Firebase Kotlin Extension libraries, and as always if you need help please feel free to reach out to us through our Community Slack.
Happy developing!