Quick answer: Ship with logging quiet by default but structure it into categories and levels, and add a runtime toggle so an affected player or you can switch a category to verbose only when reproducing a problem.
Logging is a tradeoff: too much slows the game and buries the signal, too little leaves you with nothing when a player hits a bug. The answer is not a fixed level but a system that is quiet normally and can be turned loud, precisely, on demand.
How to balance it
1. Default to quiet, structured logs
Ship at warning level with structured fields and categories. Normal play writes little, costs nothing measurable, and what it does write is searchable rather than freeform noise.
2. Add a runtime verbosity toggle
Expose a way to raise a specific category to verbose at runtime (a console command, a debug flag, or a remote config). When a bug is being reproduced you turn on detail exactly where you need it.
3. Scope verbosity by category
Let logging be loud for Networking without being loud for Audio. Per-category levels mean you get a flood of relevant detail without the irrelevant rest.
4. Capture detail automatically on errors
Keep a rolling in-memory buffer of recent verbose logs and flush it only when an error fires. You get the lead-up to a failure without paying to log everything all the time.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.