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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