Page 10 - Playtest_Square_Enix - EphemeralData
P. 10
Descriptive Analysis
A first look at the dataset
F irst and foremost, we will look in detail at the raw data set to see
if any unusual pattern can be discovered. This will help us
determine if more advanced analyses are required.
Pass, Fail and Quit Distribution per checkpoint
Total quit% Total fail% Total pass%
100
80
60
40
20
0
CP #01 CP #02 CP #03 CP #04 CP #05 CP #06 CP #07 CP #08 CP #09 CP #10 CP #11 CP #12 CP #13 CP #14 CP #15 CP #16 CP #17 CP #18 CP #19 CP #20 CP #21 CP #22 CP #23 CP #24 CP #25 CP #26 CP #27 CP #28 CP #29 CP #30
Looking at this area graph, nothing particularly out of order is
appearing. We clearly see that the amount of failing keeps growing
erratically over time. This game seems globally unbalanced as we have
a succession of hard checkpoints followed by very easy one.
Checkpoint #14 : the real deal begins
16000
Total start
Total pass
14000 Total quit
Total fail
12000
10000
8000
6000
4000
2000
0
CP #01 CP #02 CP #03 CP #04 CP #05 CP #06 CP #07 CP #08 CP #09 CP #10 CP #11 CP #12 CP #13 CP #14 CP #15 CP #16 CP #17 CP #18 CP #19 CP #20 CP #21 CP #22 CP #23 CP #24 CP #25 CP #26 CP #27 CP #28 CP #29 CP #30
Here's a first hint about our users' progression, it seems that after
completing checkpoint #14 the difficulty rises dramatically fast. This
surely impacts users that are then forced to play on average 2.5 times
more each checkpoint to have chance of completion.
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