Player value · glossary · reference

Combination glossary: pairs of behaviours, not one score

One “engagement” number can hide two different lives: someone who focuses deeply once a week, and someone who returns every day for five minutes. Both can look “active.” Product decisions get sharper when you name pairs of behaviours — focus and return, depth and recovery, spend and trust after friction — instead of a single score.

This page is a teaching reference: common pairs, plain reads, genre differences, and how people sit in more than one group over a week. We use AFITMRR™ labels (Attention · Frequency · Intensity · Tenure · Monetary · Referral · Resilience) after the plain meaning — not instead of it.

About this page. Illustrative archetypes and colours for conversation in the room. Your “up / down,” weights, and which pairs matter are title-specific. Live inventory and roadmap on your events is deeper work when you need it.

On this page: What this changes · How to read a pair · Seven lenses · Green · Orange · Red · Genres · Multi-membership · What to do next

What this changes in practice

Common view Combination view
One engaged segment Several pairs: e.g. high focus × thin return ≠ high focus × high return
Radar or spider of seven metrics all “high = good” Genre-honest strength peaks — social puzzle needs Referral; strategy may not
Player is one permanent type People hold several pairs with soft weights; membership moves week to week
Biggest headcount segment wins the roadmap Headcount and KPI contribution — see also contribution weight
Red = bad user, green = good user Colours are working labels: protect · opportunity · learn — stage-specific

How to read a pair (at a glance)

  1. 1 Both strong Behaviours compound — usually protect and feed. Green · ↑ × ↑
  2. 2 Mixed One strong, one weak — opportunity if you act; not automatic failure. Orange · ↑ × ↓
  3. 3 Both weak or harmful drop Challenge / regret — learn the path that got them there. Red
  4. 4 Direction Moving into healthier pairs is opportunity; sliding out of strength is the hard challenge. Paths, not only snapshots
  5. 5 Genre honesty Strategy and social puzzle can both be healthy with different strength peaks. Radars below · optional
  6. 6 Do not chase all 42 Name the pairs that are large, movable, and honest for the game you shipped. 7×7 with self×self blank

The seven lenses (quick)

LensPlain question
A AttentionDo they show up and focus?
F FrequencyHow often do they return?
I IntensityHow deep is a session when they are here?
T TenureHow long have they been with you?
M MonetaryDo they fund the product fairly?
R ReferralDo they bring others?
Rs ResilienceDo they recover after friction or dry spells?

Crossing two different lenses (not a lens with itself) gives combination cells. You name the few that matter for your title — not a universal scoreboard of all cells.

Green · both strong — protect Green

Illustrative pairs. Value is high when the pair matches the loop you actually designed.

↑A × ↑F Habit prospect Shows up and returns; appointment energy early Foundation of live calendars; protects retention forecasts
↑F × ↑A Return-led regular Frequency first; focus follows return ritual Session cadence you can plan economy and events around
↑F × ↑I Deep regular Often here, and deep when present Content and meta depth pay off; high skill engagement
↑A × ↑I Session sinker When present, goes deep; may not yet be frequent Intensity load for systems, story, and combat design
↑T × ↑M Old-timer spender Long tenure, funds fairly Longevity + revenue; roadmap for veterans and prestige
↑T × ↑F Loyal cadence Stays months and keeps returning Season-pass and habit systems have a home
↑T × ↑Rs Stubborn stayer Long life and recovers after dry spells Insurance against bad patches and dry content
↑I × ↑M Deep wallet Deep sessions and spend Often strategy / midcore; economy must respect depth
↑I × ↑R Loop advocate Deep play and brings others Organic growth with skill culture
↑F × ↑M Habit payer Returns often and spends Common in puzzle / casual live; daily + soft shop
↑A × ↑M Focused payer Attention and spend without necessarily high frequency Session-value offers; careful with impulse risk
↑R × ↑Rs Community anchor Social glue and recovers under stress Guilds, clans, UGC, support load worth funding
↑R × ↑F Social cadence Brings friends and keeps the appointment Viral loops that still show up tomorrow
↑Rs × ↑F Comeback regular Returns after friction and keeps frequency Resilience systems and win-back that stick
↑M × ↑Rs Trusted payer Spends and still recovers after stress Healthy monetisation without churn bomb
↑T × ↑I Veteran depth Long tenure, deep sessions Endgame, prestige, mastery tracks
↑A × ↑R Focused recruiter Attention and social growth Invite systems tied to real engagement
↑I × ↑Rs Deep recoverer Goes deep and bounces back after dry spells Hard content + fair recovery design

Orange · mixed — opportunity Orange

One up, one down. Briefs, not paralysis. Act or consciously deprioritise.

↑M × ↓A Impulse buyer Spend before depth Keep them in the loop; convert spend into attention
↑A × ↓M Engaged free Focus without spend (yet) Fair offers; do not tax attention into exit
↑F × ↓I Thin regular Often here, shallow sessions Habit without depth — content cliff or loop fatigue?
↑I × ↓F Weekend deep Rare visits that go deep Different problem than thin regular; design for binge + return
↑F × ↓Rs Thin return Keeps coming back, breaks easily Tech, friction, or brittle loop
↑Rs × ↓F Stubborn rare Recovers when hurt, but infrequent Win-back works; cadence does not
↑A × ↓T Early spark Real interest early; habit not locked D0–D3 gold; do not waste with fog
↑T × ↓A Tired veteran Long tenure, fading focus Prestige or exit risk — listen before they ghost
↑Rs × ↓M Loyal light wallet Stays through stress, low spend Value unread or not offered — fair commercial design
↑M × ↓Rs Fragile whale Spend without recovery Silent churn bomb; support and economy trust
↑R × ↓I Friend farmer Referral high · intensity thin Growth without depth; social exploit or shallow invite loop?
↑I × ↓R Solo deep Deep play, little social Fine for many genres; do not force guilds on them
↑R × ↓T Early recruiter Brings friends before tenure is earned Viral without stickiness — onboarding and retention debt
↑T × ↓R Quiet veteran Long stay, low referral Stable core; social systems optional
↑F × ↓M Loyal free cadence Returns often, low spend Ad / soft currency / pass design territory
↑M × ↓F Rare payer Spends without frequent return High ARPPU risk if sessions vanish
↑A × ↓Rs Focused fragile Attention without recovery One bad update ends the story
↑I × ↓T Intense newcomer Deep early, tenure empty by definition Watch whether depth becomes habit
↑R × ↓M Social free growth Brings others, does not fund Network value; monetise carefully
↑M × ↓R Private payer Funds without recruiting Normal; do not force advocacy

Red · challenges — learn / regret Red

Not every red is moral failure. Some are honest miss; some are product or service debt. Green → red is usually the clearest challenge. Orange → red may be partly inevitable — still worth the question for the room.

↑F × ↓I next to green Habit without depth Loop cliff or content gap Protect nearby green; deepen the middle of the loop
↑A ↑M ↓I Spend without depth Service failed the fantasy? Economy + fantasy alignment
↑M × ↓Rs Spend without recovery Trust break after friction Support, fairness, comeback design
↑T × ↓F Long tenure, thin return Sometimes luck, not only product Listen; do not over-engineer every quiet veteran
↓A × ↓F Not their game Honest miss Do not force; learn acquisition fit
Green cluster → red neighbour Regrettable attrition Strength pulled down by adjacent weakness Adjacency work is product work

Same business health, different makeup

Three genres can all be healthy for the business with different “what good looks like.” Strategy often lives on depth, veterans, and spend among stayers. Social puzzle lives on short cognitive loops and invites / co-play — referral is load-bearing, not optional. Shooter lives on feel: aim, timing, moment-to-moment skill. The radar below is optional illustration — strength peaks only, not a full scorecard.

Notice Referral (R): near-flat on strategy and shooter strength profiles, primary spike on social puzzle.

Optional · strength peaks by genre

Strategy: depth and spend · Social puzzle: cadence and referral · Shooter: moment and queue. Same business health can sit on different combinations.

  • Strategy · cognitive depth
  • Social puzzle · cadence + R
  • Shooter · sensomotoric

Strength spikes only · A Attention · F Frequency · I Intensity · T Tenure · M Monetary · R Referral · Rs Resilience

Strategy: I · T · M  ·  Social puzzle: A · F · R  ·  Shooter: A · I · F

Cognitive · strategy / midcore

Depth · systems · veterans

Value is gathered in mastery and long arcs. Value is given in deep sessions and often higher spend among stayers. Frequency can sit lower than a daily puzzle and still be healthy.

Strengths (radar peaks)

  • ↑I × ↑M deep wallet
  • ↑T × ↑M old-timer spender
  • ↑T × ↑I veteran depth
  • ↑I × ↑Rs when fair recovery exists

Oranges (design-shaped)

  • ↑I × ↓F weekend deep
  • ↑M × ↓Rs fragile whale
  • ↑T × ↓A tired veteran

Weaknesses / challenges

  • Green→red: spend without recovery; depth without return
  • Do not force five opens/day unless the genre wants it

Roadmap directions (illustrative)

Endgame, prestige, economy fairness, matchmaking, post-loss recovery — form is title judgment.

Cognitive · social puzzle

Cadence · invite · co-play

Value is gathered in short cognitive wins and in the people who show up with you — helper invites, guild boards, shared levels, gifting, async co-solve. Value is given when Referral is a designed pillar, not a side metric: frequency of return often rides on who is waiting. Intensity may look “low” vs strategy; R is not optional on a healthy social-puzzle radar.

Strengths (radar peaks)

  • ↑R × ↑F social cadence
  • ↑A × ↑F habit prospect (daily board + appointment)
  • ↑R × ↑A when co-play holds focus
  • ↑R × ↑Rs friend-led comeback

Oranges (design-shaped)

  • ↑R × ↓I friend farmer (social without puzzle depth)
  • ↑F × ↓R solo regular (habit without invite engine)
  • ↑R × ↓Rs social pull that does not recover after friction

Weaknesses / challenges

  • Green→red: referral loops that feel spammy or unpaid social debt
  • Solo-puzzle economy that starves the invite / helper loop

Roadmap directions (illustrative)

Invite fairness, co-play cadence, helper economy, friend-safe streaks, calm D0–D3 into a social home — form is title judgment.

Sensomotoric · shooter

Aim · moment · skill body

Value is gathered in feel: tracking, recoil, map timing, clutch. Value is given when the body-loop is fair and the session is intense — often high Intensity and Attention; Frequency and Tenure depend on competitive calendar and social.

Strengths (radar peaks)

  • ↑A × ↑I session sinker (in-round focus)
  • ↑I × ↑F deep regular (queue culture)
  • ↑I × ↑Rs when loss recovery is fair
  • ↑R × ↑F when squads / parties stick

Oranges (design-shaped)

  • ↑I × ↓T intense newcomer who never tenures
  • ↑R × ↓I friend farmer (social without aim depth)
  • ↑M × ↓Rs pay-to-cope without recovery trust

Weaknesses / challenges

  • Green→red: intensity without fairness → rage quit and Rs collapse
  • Skill gap / toxic social pulling green clusters down

Roadmap directions (illustrative)

Feel, netcode, matchmaking, skill-honest loadouts, comeback after loss, party retention — form is title judgment.

The point. Strategy and social puzzle are both cognitive, but only one treats Referral as a strength pillar by design. Shooter is sensomotoric. All three can be “high value” to the business. Their AFITMRR™ radars will not match — and a solo-puzzle radar (high A·F·M, flat R) is a different product than a social-puzzle radar (high A·F·R). Players gather value where the design puts the fun; they give value where that fun is sustainable.

Protect or move the pairs that are large enough, movable, and honest for the genre you shipped — green to protect, orange to act on, green→red to face. Which pairs those are on your title is judgment, not copy-paste.

Other genre sketches (brief)

Genre sketchOften heavy lensesCombination read
Solo puzzle / casual live A, F, M ↑A×↑F habit; ↑F×↑M habit payer — R optional unless you redesign for social
Social / party / guild (non-puzzle) R, F, Rs ↑R×↑F social cadence; watch ↑R×↓I friend farmer
Idle / incremental T, F, M ↑T×↑F loyal cadence; intensity may be intentionally light
Narrative / adventure A, I, T ↑A×↑I session sinker; frequency may be chapter-shaped

Headcount is not load · contribution

A combination cell can be large in headcount and still light on the KPIs the business actually optimises for — retention, revenue, referral, recovery after friction. Another cell can be small in volume and carry a disproportionate share of spend, tenure, or social pull. Population volume and KPI weightage are not the same thing. Treat them as two axes on every box you care about.

That is why it is useful to know the contribution of each box, not only who sits in it:

Read both. “Most of our players are here” is size. “Most of our KPI load sits here” is weight. Roadmaps that chase only the biggest or only the richest miss half the truth.

Worked teaching case: Contribution weight · A×F.

People sit in more than one group · paths move

Real players are rarely one pure type. The same person can look like a deep regular on some nights, social-only on others, and bruised after a bad economy week. Treat groups as states with soft weights, not permanent stamps.

One player · soft-weight portfolio

Partial membership is usually truer than a single label — primary home this week, plus supporting pairs.

Primary ↑F × ↑I Deep regular
0.60
↑R × ↓I Friend farmer
0.30
↑M × ↓Rs Pay-to-cope trail
0.10

Illustrative only — weights are title- and window-specific. Sum ≈ 1.0 for a read of “where this life is living right now.”

Transient does not mean “ignore the boxes.” It means you watch movement as carefully as you watch counts:

Three moves that matter

Colour the move, not only the destination — opportunity, regret, or “often inevitable?”

Opportunity
Orange Green

Design can capitalise — close the weak lens without breaking the strong one.

Regret / challenge
Green Red

Protect first. Learn the trail that walked strength into harm.

Often “inevitable?”
Orange Red

Name it so you do not over-spend. Still watch if volume or weight spikes.

Hold green and move into green are strengths. Orange↔green is opportunity work. Green→red is the hard challenge. Orange→red is worth naming, not always worth a big roadmap bet.

Same player · shifting primary (illustrative week)

Design steers which moves are easy or costly — movement is expected.

Mon ↑F × ↑I Deep regular + light R
Tue ↑F × ↑I Deep regular home holds
Wed ↑R × ↓I Friend only social night
Thu ↑F × ↑I Back to depth recovery OK
Fri ↑M × ↓Rs Economy bruise watch green→red
Deep Deep Social Deep Bruise

Wed social dip is often fine if Thursday returns to green. Friday green→red is the trail to face — not every orange night, but every unmanaged walk out of strength.

Design is what makes the transient pattern legible and steerable. Content cadence, difficulty, economy fairness, social hooks, and recovery loops do not merely “score” players — they shape which boxes fill, how long people stay in them, and which paths are easy or costly to walk. A path that is common but thin on KPI weight may still be a design success if it is the honest funnel into a green cluster you protect. A path that is rare but high weight may be the one you must not break.

What the population wants to consume

Once you can see boxes by volume, weight, and transition, the next product question is appetite: what does this population actually want to consume, and how often? Combination makeups are a mirror of consumption — session length vs return ritual, social vs solo depth, spend willingness vs recovery after loss. Gauge them deliberately:

The point of contribution-aware, multi-membership reading is not to freeze people in a box. It is to know where the population is eating, how much business that meal carries, and which design levers change appetite without starving the green cluster. Transient membership is expected; unmanaged drift into red is optional if design and live ops are honest.

Questions for the room: How large is this group? What share of the KPI does it carry? Is membership stable or a waypoint? What are they consuming? Which lever class might help without breaking what already works?

What to do next

  1. Name a few pairs that are large or load-bearing — not all 42 cells.
  2. Colour them for your stage — protect / opportunity / learn (green / orange / red).
  3. Watch movement — into healthier pairs vs out of strength; soft multi-membership is normal.
  4. Read volume and weight — headcount and KPI contribution together.
  5. Pick one lever class on a named pair — then re-read after you ship.

Early journey: hub. Contribution: volume vs load. Primer: seven lenses.

Use the language — or map pairs on your title

Free scorecard for the seven lenses. Inventory of combinations, contribution, and a live roadmap on your events and genre is partnership work when you want that depth.

Authorship. This page is original writing of Yardstick Games Private Limited (Paul Dutta, Founder). AFITMRR™ (Attention · Frequency · Intensity · Tenure · Monetary · Referral · Resilience) is a trade mark and framework of Yardstick Games Private Limited, originated by Paul Dutta. © Yardstick Games Private Limited. All rights reserved.