Page 15 - Playtest_Square_Enix - EphemeralData
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Natural Decay Analysis
User Decline Rate vs. Natural Decay
100
Natural Decay
drastic decrease after checkpoint #3 %UserRemaining
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
CheckPoint # 3 : the user killer
Looking at the graph, we can clearly see that our checkpoint game
become drastically hard almost at the beginning. The red area shows a
segment of the game which is harder than the average natural
learning curve.
Indeed, the first checkpoints should be the most accessible to the users
since they are the checkpoints that help a user to train and improve.
The caveat here is that average users cannot learn and improve as fast
as the difficulty increase generated by checkpoint #3.
In the actual game, when users reach checkpoint # 3, the drop rate
increase more than twice from 7% to 16%. Out of 1000 users this
represents 160 users that left right at the beginning.
A game intended for avid players
By looking at the graph from checkpoint #9 to the end the decline
rate of users has strongly slowed down to the point to strongly
overcome the natural decay rate. This is due to the fact that the game
has already 60% of total users when reaching chexkpoint #9.
Needless to say that for the major part, the 40% of users remaining is
probably avid players that love difficulty and will not give up easily.
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