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Suggested Events

The PlayOps SDK ships with a small set of built-in events (gameStarted, newPlayer, …) that fire automatically. Beyond those, every game logs its own gameplay-specific events — and most games end up logging the same kinds of things.

This section is a catalog of events we recommend implementing. They give you a consistent foundation that dashboards, A/B-test analyses, and cross-game benchmarks can rely on.

Categories

Progression

Events that bracket the player’s run through the main level flow. They share LevelSessionId as the join key — generate a fresh GUID at levelStarted and reuse it on every event for that session. A retry (fresh board) is a new session with a new ID; a continue (same board, extra resources) keeps the same ID.

A session opens with levelStarted. Within a session, the player may fail and continue any number of times — each failure fires levelFailed, and each continue fires levelContinued after it. The session is closed by levelCompleted (player won), levelAbandoned (player exited mid-session), or a final levelFailed that the player does not continue from.

Global state

Global state events carry context that the SDK automatically attaches to outgoing analytics events. They make it trivial to join or segment any event by these dimensions without having to repeat the values on every event.