Page 11 - Playtest_Square_Enix - EphemeralData
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Descriptive Analysis
Unique user's statistics per checkpoint
1000
Uniqueuser pass
Uniqueuserfail
Uniqueuserquit
800
600
400
200
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 again, nothing really striking is happening. The pass rate is
decreasing, but nothing really dramatic. We can observe some
interesting spikes of failing and quits near the beginning which could
be problematic this early in the game. We will probably have to
investigate the first checkpoints more thoroughly to be sure that
nothing is happening behind the scene.
The need to create the User% drop rate
Our original dataset does not have enough information to clearly
pinpoint a progression issue. At best we saw that there could be a
potential problem at the beginning or after checkpoint #14. Let's
create the User% drop rate to have a better picture.
0,18
%UserDelta
0,16
0,14
0,12
0,1
0,08
0,06
0,04
0,02
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
Yes, no doubt anymore, it seems that the checkpoints #3 is user killer.
This graph shows that we are making our users flee way too fast and
in too large number. Something's wrong with the first checkpoints.
Our goal now, will be to determine if the drop rate of checkpoint #3 is
more impactful than the skyrocketing amount of fails of checkpoint
#14. We will have to go deeper in analysis to find out.
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