Do you have measurements you can share that prove this? I find this surprising
Yes so do I. I am currently investigating it, but so far I have no conclusive evidence to say that it is beyond any doubt, however here is some data I was able to gather
I was given a relatively short list of games that has bad Conversion To Play (C2P) and I added a few games that had no C2P issues at all.
I gathered some data for all of these games that might take in part in loading like
- number of fonts
- number of assets
- number of audio files
- total size of assets
- wether preload sounds was enabled
- list of plugins, behaviors and effects (including built in ones)
- wether worker mode was enabled or not
C2P is measured by Poki as the number of users who clicked on the game (aka opened it on the website) vs the number of users who ended up triggering a gameplay start event (aka actually played the game).
Now, a number of things can cause a user to not interact (long intro sequence, long loading times, crash on load, etc) but it is relatively common for games on Poki to have very light build sizes, and to load straight to gameplay so a gameplay start is quite often the first ever interaction the user has with the game (clicking, hitting a key on the keyboard etc) since it would trigger an action in game as long as the game has finished loading.
In my short analysis so far, what I can tell is that while having preload sounds enabled does affect the C2P, it doesn't justify low C2P on its own (also, this one was fairly obvious) and the number of fonts and the number of audio files used don't seem to affect the C2P in general (most games with good C2P had more fonts than games with bad C2P).
However, one point of data that tells a different story is the total asset size, and most specifically the number of assets, and the average size per asset. From the few games I have analysed it does seem to me like while games with bad C2P tend to have smaller build sizes (usually caused by the devs trying to optimise the games as much as possible to fix the C2P issues), they have a bigger number of assets and the average size per assets is much smaller than average.
This does seem to vaguely track with pixel art titles made with Construct 3 since pixel art games do tend to have a very large amount of very small assets that then get packed into a large amount of very small spritesheets by Construct 3 which then causes this "large amount of small files" issue that we can see.
I must say that this is not conclusive evidence still, and the dataset is still pretty limited (13 games) but I am actively working with Poki to find wether the issue can be fixed on their end or on the Construct end. I know very little about CDNs and how they function, and I know even less about what kind of setup Poki has internally, how they serve games, and why it is the way it is. The difference with a company like Scirra is that you guys only serve a single known product and can optimise for it, but Poki needs to serve thousands of games on a very wide range of devices, in a very wide range of countries with very varying amounts of connections, and all of it is data they don't control since they don't make the games themselves, and thus would need to serve them in a way that accomodates for as many games as possible.
If it turns out that the issue would be fixed by changing some server config on their end but that change would in turn make a lot of other games load slower, that might not be a viable solution either.