I bet feelings are actually the most profitable data. They drive behavior for in-game purchases, and analyzing this behavior provides insights into for what to include in offers to generate the highest profit. Behaviors also give an indication of the minimal quality required so target profits aren’t impacted.
For players that will do event summons until they have all the new 5* heroes and any legendary summons necessary until they get the HOTM, and purchase ascension packs until they get 1 or more 4* ascension items, etc., their previous behavior indicates SG doesn’t have to worry much about how many summons/other purchases they’ll make til they have everything.
Some people will almost always buy the Fast Pass offers for loot tickets and world energy flasks.
Then for someone like me who can’t be spending too much money, but really wants some event hero or HOTM, they probably have a better idea than I do of how many summons I’ll attempt before I get the hero or give up. It’s unlikely I’ll end up summoning a hero I want, but I must get one often enough so that I feel like it’s worth the to keep summoning and maybe buy more gems later on.
The constant notifications to connect to Facebook and “like” them on Facebook - if you post on their Facebook page, the forum, or use the in-game chat, that gives them more text for sentiment analysis.
And game play hours despite the incredibly annoying keyboard issue? I doubt mine have changed. I doubt it’s affected how much I spend. Do I really care about the keyboard issue? I’m pretty annoyed that none of the updates since the one with the bug have fixed it. But all indications are despite the annoyance it causes, their resources are better invested elsewhere. So I may think I care, and a lot of other people probably do too, but from SG’s perspective, the data says the bug is not impacting whatever KPIs they use and will not be a risk to future revenue as new sources of revenue (aka features) are introduced. We haven’t cared enough for the bug to have been addressed in any recent updates, and probably not in any updates the near future.
Anyway, I think people’s feelings and the behaviors they lead to are really the driver for fixes and features that actually have to do with game play and experience. They probably invest more resources in processes on their servers to capture behaviors/feelings and gather insights on how to be more profitable. It would be interesting see their budget on game developers vs. data scientists.
In the past year, the game has barely changed. A Hunter’s Lodge - pretty much a forge with different items. Advanced buildings - pretty much just additional levels for buildings. Emblems are pretty much additional levels beyond fully leveled/ascended heroes with constraints based on class to create scarcity. Costumes are like new characters, also scarce, and require consumption of resources (including scarce 4* ascension items for anyone lucky enough to draw one for free or who spent enough to get 5* hero costumes). A couple other new buildings slowly rolled out, and new bugs have been introduced as features are added. Time and quality are sacrificed for reduced cost to SG because their current model is already very profitable, and the rate that actual game-play features are introduced apparently hasn’t impacted the behaviors of advanced players and isn’t relevant to new players who have a ways to go before they care much about those features.